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mono6020

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Posts posted by mono6020

  1. would love to confirm this but my screenshot is from the latest open beta.

    it happens when aircraft are spawned dynamically.

    To rule out a problem with moose i also tried to spawn the group using the native dcs sse.

    same problem unfortunately.

    i'll find out at which parking spot they spawned and will report back.

    thx

  2. I modified one of the Through the Inferno SC MP Missions to include an AI wingman in my flight (just added another unit at skill level excellent). After Cold Start and taxi i get "Rolling" confirmations from my wingman, but the deck crew ignores him as he taxis up to the catapult. He does not get hooked up and does not launch - just stays parked on the deck waiting. I can launch and take off but i have no joy with my wingman. This is 100% reproducible in the same mission. Bug or am i missing something?

     

    does it work for you after the last update?

  3. has anyone been able to reproduce this? supercarrier, hornet group (#1 client, #2 AI wingman), takeoff from ramp (cold start). running on dedicated server, mission is set to start immediatly and not wait in pause-state for client logon. after cold start, taxi to cat, wingman follows but stops short of the cat and is ignored by deck crew. client takes off, wingman waits at cat and never takes off, blocking the carrier deck making recovery impossible for everybody else. it‘s 100% reproducable for me but bignewy does not think it‘s worth reporting to the team. so please if anyone can reproduce post it here. thx a lot

  4. Track playback: two hornets start from cvn-71

     

     

    Track opened in ME: 1 a/c group + supercarrier

     

     

    What I find a tad bit weired: the aircraft spawn at different positions when comparing track replay and flying the misson from ME.

     

    i guess thats because the track is from multiplayer and playing the track from ME makes it a singleplayer. i found in multplayer they always spawn on different parking spots compared to SP

  5. You can use the SPAWN:SpawnAtParkingSpot() function:

    local Batumi=AIRBASE:FindByName("Batumi")
    Batumi:MarkParkingSpots()
    
    local spawnF16=SPAWN:New("F-16C Group")
    spawnF16:SpawnAtParkingSpot(Batumi, {2}, SPAWN.Takeoff.Cold)
    

     

    Note however, that for a group with more than one aircraft, you need to specify all parking spots as second parameter, e.g. {2, 3, 5} because obviously all units need a spot.

     

    Secondly, the numbering of the spots is different from what you see in the ME (need to ask ED why). The line Batumi:MarkParkingSpots() puts markers with the info on the F10 map. You can delete that line once you don't need it anymore.

    [ATTACH]238019[/ATTACH]

     

    Hi FunkyFranky,

    ist it posible to assign an array of parking spots for the AI_A2A_DISPATCHER spawns?

  6. yea i'm on 90 too. would have loved to use 120 hz but DCS struggles to hold 60 fps in most situations so im better with 90/45.

    in steamvr i'm on 100% (no SS) and in DCS my PD is 1.2.

    With MSAA on 2x it worked and looked prefectly fine for me, but now i can't use MSAA no more

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