

mono6020
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Posts posted by mono6020
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same problem. tomahawks launched from ships sometimes completely miss the target and keep flying forever in a straight line at 25k feet and 670 kts
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same here with mk82 snakeeyes. all bombs x'ed out and dont fall.
Standard fuze settings, all bombs configured identical.
Jetison the fuel tank will dud bombs -
Thanks.
I was able to fix it.
My Licenses transfered from Steam many years ago suddenly all vanished from my ED profile.
Had to re-transfer them.
This topic can be closed. -
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same issue. Valve Index. exit from F10 map to cockpit kills VR, game keeps running
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On 10/13/2021 at 11:28 PM, Flappie said:
What would be best to fix it? An option to prevent Spectator mode?
yes that would be perfect!
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I dont understand why this is still an issue.
What's hindering me from going into spectator and write down coordinates of enemy units before jumping in a client slot that only sees fog of war or even nothing at all?this really needs to be fixed
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the 120 is almost useless since the change.
head on shot on mig29, both mach 1+, range below 10nm. perfect parameters for a 120 shot.
the mig didn't even go defensive and 120 spoofed by chaff.add to that the multiplayer lag and TWS radar bugs and there you have a hornet useless for A2A
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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
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It's a MIG-23 airbase, but no parking spots available for Fighter Sized Aircraft.
Also i think the Name (An Nasiriyah) is wrong. should be Al-Nasiriyah.
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I think Tiyas is a yes.
great news. thx :thumbup:
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Is it planned to include one or both of the MIG-25 Airbases in Syria?
Tiyas and Tha'lah
They are quite important
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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?
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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
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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
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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?
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i made the track before the last patch and now it doesn't spawn in player and AI wingman :( i'm giving up on this
if you open the trk file in Mission Editor one can clearly see that 2 Hornets are ont the flightdeck (player+AI wingman)
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awsome work on those scuds :thumbup:
now the SA-5 can't be that far away :lol:
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here is a very short one showing exactly the problem. quick and dirty cold start no ins
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FYI...I just tested the C-2A in DCS/2.5.6.49798 and it worked as advertized...
hi there,
i just made a C2 cold start on the Supercarrier and it taxis to the CAT but never takes off. it only works when set to "takeoff from runway". i'm on 2.5.6.49798 and use Mod Version 1.6.
greetings
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i also fly multiplayer only.
just tried the newest nvidia driver without success, black squares still there.
i wonder if this comes from the latest steamvr update. do you use steamvr beta?
maybe that's worth a try for me.
anyway thx for the help
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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
La Combattante II missile explodes shortly after launch
in Sea/Navy AI Bugs (Non-Combined Arms)
Posted · Edited by mono6020
Same with OHP Class, launched RGM-84D immediately explodes