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dSAF Dancer

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Everything posted by dSAF Dancer

  1. yes, only user files go into the saved games folder, if you put the others there the game will detect that you changed your game files and fail IC. It would also start downloading all the skins in every update.
  2. This specific problem is only in the c-101 as far as I can tell, but in the yak more often than not, multicrew is bugged with smoke being on for one person, off for the other, canopy open for one person and stuff like that (the important controls normally work). I don't know if it is fixed now but for a long time the l-39 would lose its controll surfaces while transfering controls from pilot to instructor, when not flying level with controls centered.
  3. Well, don't wait for it because of lacking multicrew, it is not like multicrew is working any better in the l-39 or the yak.
  4. For me it only happens when I don't go to mil on touchdown, or when I wait to long with going idle when the cable starts pulling the jet backwards.
  5. We have our server setup, so the people from our staff have acces to a google drive wich is hardlinked to the missions folder of our servers, so they can access the webgui, drop a mission into the google drive and upload it to the server. Then a limited number of People have full access to the server to perform the updates and stuff.
  6. I hate to break your enthusiasm but for many of these things you need sdk-access and for that you need to set up a company and have a contract with ED.
  7. In a Training flight two days ago I noticed that since the last update the beacon is not visible and the nav lights aren't flashing in the flashing position of the rotary knob. BTW. Thank you for the new floodlights in the cockpit, finally usable floodlights which don't blind you in the tiger.
  8. see the threads about it in the Mods section. It is not about multiplayer, it is about copyright and it will be resolved in the next patch.
  9. There have been multiple threads within the Bugs section and the Wishlist section about not being able to have realistic carrier setups because of the AI Taxiing through the statics. That's why I have come up with the idea of having in the Mission editor a set of Tickboxes where you can have No-Go-Areas for the ai, so for example you want to have statics in front of the Island, then you tick the corresponding box so The AI will taxi around it. If the ammount of these areas is limited, not every time an AI taxies, new routes have to be calculated but there are standard routes around these areas and mission editors can place statics there. A similar solution could be used for the catapults, with tickboxes for disabling a catapult. Additionally it would be great to have at least the option to disable the catapult available via flags in the mission, so the waist catapults can be disabled if we are doing case 1 training, because atm the crew often runs in position, only to find an aricraft in the groove and running back out of the landing area.
  10. until the next update, maybe there will be a hotfix, if not the earliest third of june. Until then, you can always go to the stable version, things like this should not, but can happen on openbeta. They don't have every cpu in existance to test, so they push things to openbeta so a broad userbase tests them. also this thread should be in the general dcs bugs area, not in the mods area.
  11. Yes, in the other thread I have also replied that I could get it to work again which was a huge relief. At the same time we have no idea if with any update this support could be lost, so integrating them into the basegame, or having the possibility of doing these things in the saved games area would still be hugely appreciated.
  12. On the matter of integrity check: As far as I know some textures and stuff can be replaced from the saved games area and they overwrite the ones of the core games. This triggers integrity check the same way as modifying the file does. The a-4 had this problem in the beginning and I think for lua files it could work the same way.
  13. If you are not landing with on speed AOA, so with the E-bracket centered over the velocity vector, the hook is bouncing over the cables. This is not simulated visually but it's effect is simulated. Good carrier landings in a correctly flown case 1 pattern need hours of training around the boat, so don't give up, just continue flying patterns. If your problem is in the final aproach phase, then just keep the hook up and after having boltered, go around without retracting gear or flaps, stay on speed and climb to 600 feet, then turn back into the downwind of the carrier and repeat multiple times.
  14. If you show us the way to add smoke to aircraft that don't have it, or to spawn aircraft on the ground like helicopters, or how to change to which coalition a country in a mission belongs after having created it, then I will happily use these mods in the saved games folder. I have converted every mod I could to the saved games areas, but these things are not possible from the saved games area but especially the second one is extremely important for our squadron operations.
  15. Okay, then I start with three requests: Could you somehow create the ability to add custom weapons or pylons to aircraft via the safedgames route, so it is possible to add smoke to pylons, or things like antennas and stuff? Could you add the option to spawn client aircraft anywhere on the ground just like helicopters already can? This is important for many squadrons, airshows and online servers? Could you implement the mod by grimes to change the members of a coalition after you have created your mission? These three things were all solved by small but improtant mod and the second and third one are in my opinion things that should have been in the base games for years since the mods existed already when I joined this community a few years ago and there were multiple requests to add them to the basegame.
  16. you quote this post and when you only see this post is might seem related to the mods, but if you look at the post in the context of the thread it is in, it is not related to modding files, but it is about implementing the jf-17 in dcs 2.5.5, so nothing to do with this thread here.
  17. My biggest problem is, that small mods that fix stuff that should be within the basegame (like the ability to spawn clients anywhere on the ground, the above mentioned jtac mod or the coalition-modification mod by grimes), are now impossible. If ED blocks the ability to fix them on our own, these things need to be implemented into the basegame, because many people rely on these mods.
  18. As tango has said already, it is not just the aerobatics community that is affected. I fly in the digital Swiss Air Force and we have adapted most of our mods already to the savedgames folder. For some mods it is just not possible. For example we need for realistic operations synchronization of the head movements up and down to give head signals in formation flight. It is one line in the fa-18c.lua and it was asked to be implemented a year ago, but never was, so we used a small mod and even these small things are not possible anymore. I haven't testet which of our mods are broken and which can be repaired but it is for sure a brutal hit for our realistic missions. edit: I have just heard that the mod to spawn client aircraft anywhere on the ground, like helicopters already can, is not working anymore. This is a great example why these small mods are important, because for many multiplayer missions the dcs spawn locations are insuficien, or in our case we have to place them correctly so they are standing in the hangars we placed on the airfields. Because of the big changes regarding mods in the last year, many people within our group have stopped flying the realistic operations because the mods were constantly changing. This big blow today will probably kill the interrest of quite some more of us to fly the swiss realistic operations which is really sad because these operations were the main goal of founding the dSAF. If these changes are really necessary, could there be at least a forum post or a mention of it in the changelog? This would help us massively in searching the cause of why some mods aren't working anymore and also in finding out which mods are affected.
  19. update back to the version the tracks were recorded with. Tracks are only a script of what happens, so when you see the track, dcs interpretes these actions and with changes to the game even small games can screw up a little thing in a track which can evolve into a screwed up track.
  20. I'm not completely sure if it is a bug, it is just a quick observation. While playing in multiplayer, i noticed that when the player is flying a slightly low ball, the lso is reporting it corectly but on the lso screen the airplane is slightly high. I haven't repeatedly tested it, so just putting it in here as an observation to see if anybody else notices this behaviour.
  21. dSAF Dancer

    Just, pitty!

    It is also a fact, that dcs only simulates weapons that are officially cleared to be carried on a certain aircraft, on a certain station (with a few exceptions sometimes for gameplay reasons) Additionally, as far as I know, nuclear bombs need a special kit installed on the aircraft to authorize launch and at least our A-10 version does not have it. Also for example while the hornet can carry nukes, our specifc version of the Lot 20 Hornet can't. And for the point people are trying to make about your attitude: Many would be more willing to explain what they know about nukes on aircraft if you ask for it instead of saying from the beginning that it should be this way and ask us for proof that it is not that way.
  22. dSAF Dancer

    Just, pitty!

    A-10 is flying way to slow and low to drop a nuke, it would kill itself while doing so.
  23. for help on srs, you are best of going on their discord: https://discord.gg/Ajzxqxj
  24. https://updates.digitalcombatsimulator.com/ here you can check, if the update is live (the carrier update is 2.5.6.49
  25. we'll have to see, often many things are missing in the patch notes and for example the sa-page performancebug is in the patchnotes and there is something about msaa masking for vr which has probably also to do with performance.
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