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Ironwulf

ED Beta Testers
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Everything posted by Ironwulf

  1. CHANGING LASER CODE FOR WEAPON APPEARS TO CHANGE D/L FREQ Tracks without mods have been updated in this thread https://forums.eagle.ru/showthread.php?t=233801
  2. Thanks for the follow up guys. saves me unloading the mod.
  3. Do I have to remove the mod completely from the game, or just the mission?
  4. Ok I will remove the mod tonight and rerun. I do have a friend who I am 99% sure doesn’t have the mod, who also has the issue.
  5. Uh so is the mod aircraft the problem, or is that just a statement of fact?
  6. Subject pretty much says it all. See attached track. datalink issue2.trk
  7. I run tacan on 11Y and 12Y and am fine... I wonder if its the model of tanker as I only use KC-130, KC-135MPRS.... not the KC-135
  8. Hi Not sure if this comes under F/A-18 or under DCS World in general. I noticed that MIM-23 Hawk Batteries - which have an EPLRS task and were added post update - do not contribute as a donor, even though in theory they should. I haven't tested yet, but I am going to say its probably the same for Patriot. I have attached a track file - showing that the datalink is on, and use view commands (incidentally the 'view ground unit' F7 doesn't seem to be working?) to show that the Hawk was indeed tracking the bomber and preparing to fire. Side note: shouldn't the Hawk battery also show on the SA, even if friendly? datalink issue.trk
  9. In the X56 there is a detent (for want of a better term) for centre position. Whilst that doesn't necessarily help others, I wonder if the real thing has the same thing. Whilst that doesn't help you recentre the elevation itself, it makes it pretty easy to drive the elevation back to centre. I have to say I prefer the BMS/F16 way of doing it... but I am happy to stick with it, if that's how the real thing works.
  10. Yes I wondered the same thing... as it’s handy to make videos when not in the action... just replay the track and switch views. There is a take control feature that lets you basically interrupt and play from that point on, but it would seem that in some cases that starts by itself as when the aircraft start losing control you can grab the stick and you are in control.
  11. I too have had this problem... the track replay seems to revert control back to you, or something. Sometimes it can happen quite soon. other times 20 mins into the replay.
  12. its probably not necessary for the server itself to push the livery. It simply sends a URL where the livery can be downloaded which may or may not be the same server. Then the only lag (from downloading) is at the client end. the client end, in an ideal world would cache them, with perhaps a hash identifier (so even if the file name was different for another player, if the livery is the same then the hash will be the same), so they do not need to be downloaded again. The problems come when you are already in the game, and a new player joins with a new skin. The easy way around it is your game downloads the skin but you will only see the default until you next restart DCS and that player or another joins with the same skin. A further extrapolation of this would be the ability for MP servers to unlock liveries on a per user and/or per aircraft basis. This allows for the removal of the privilege for people who abuse it with say offensive skins, but also allow MP server operators to perhaps generate some income to run the server by having a paid system of allowing liveries for players.
  13. Just a question/confirmation.... you do not need to (manually) disengage the rotor system from the (dead) engine- this is automatic, yeah?
  14. F-16 has the BLU-107 DURANDAL F/A-18 doesn't carry the (lighter) D model Maverick and thus cannot carry 3 on a TER (even though as I understand it in most situations and F-16 will only carry 2 on a TER)
  15. This would seem to be why...
  16. I fixed this problem by editing the mission using mission editor. Where it has trigger X: START LISTEN COMMAND (554, #, 1, -1000000, 1000000,0) where # is a flag number I changed it to START WAIT USER RESPONSE (#, 999) where # is the same number as the flag above that you removed. (it usually changes) Then any key should work.
  17. The way to look at it is "Release QTY bombs in multiples of MULT, with INT feet between multiples" So QTY 4 MULT 2 INT 300= "Release 4 bombs in multiples of 2 with 300 feet between" = 2 pairs dropped 300ft between pairs This is why if you select QTY4 MULT4, you don't get INT because the entire quantity getting released at once.
  18. Hi I recorded a video, however in my haste I forgot to save the track file. Sorry there is no audio... windows didn't record it for some reason I have to look into. Here's the key points in the video: 5m10s F-15 Attacks taxiing MiG-23 with an AAM 7m20s F-15 Attacks parked SU-24 8m8s F-14 shoots taxiing MiG with an AAM 8m43s F15 Attempts to strafe taxiing MiG but aborts 9m5s F-14 strafes parked SU-24 9m24s F-14 attempts strafing 9m35s F10 map shown to show MiG-29s in the air well within detection range 10m47s F-15 strafes parked A/C 11m18s F-14 strafing run 12m22s F-15 strafes dead MiG 13m30s F-14 strafes dead MiG 13m45s F-14 strafes dead MiG and crashes with the ground (AI target fixation??) 14m40s F-15 RTBs at low level, but doesn't crash (see below) 18m F-14 RTBs at v low level 20m16s above F-14 crashes into a hill due to insufficient pull-up 20m50s F-14 continues to strafe Dead MiG.... should have RTBd as no fighters in the air nearby (and mig on the ground is dead!)
  19. +1 for Steam C-101... I like the reviews by Mudspike so would like to give it a go!
  20. Hi.... work is pretty solid for me right now so please give me a day or so and I will come back to you. I wish there was a track editor because its a lot to sit through (on my current mission) just to get to the important part. I do have some video of an F-14A doing strafing runs... admittedly its on aircraft on the runway that have stopped as the runway has been bombed, but its the same thing. Note the F-14 has been set with option 'Restrict Air-To-Ground attack' = yes. Its mission is fighter sweep, but have had F-15C cap aircraft doing it as well, and F-16C SEAD as mentioned literally strafing aircraft in between AAA emplacements. Track file coming within 24 hrs.
  21. Do you mean the desired time of fall setting?
  22. I've had some issues with AI SEAD aircraft stopping their SEAD task to do strafing runs on AI aircraft that had landed earlier and parked. I can only assume this is because they are treating them as a higher threat, but its generally resulting in my SEAD aircraft being gunned down by ZU-23s because they will strafe the parked aircraft and not deal with the ZU-23s. Usually by this stage they are out of missiles, but if they are going to strafe something they should be attacking their assigned priority target(s). I've also had F-15Cs break off from engaging enemy aircraft (that are in the air) to do gun passes on parked aircraft, or in some cases launch AAMs at them... the latter of which has no effect. Waste of ammo. Note setting 'restrict ground attack' didn't stop them, so I can only assume they AI thinks they are airborne and just not moving. I've worked around the problem by making the aircraft go 'invisible' at a waypoint just before landing. They're still there for player(s) to attack, but now the AI leave them alone and get on with their missions. I'd rather keep the aircraft open as an option for ground attack, but not be seen as the same kind of threat as an airborne aircraft... and also that when 'restrict ground attack' is turned on, they are definitely not attacked.
  23. When the AI RTB due to out of weapons, or bingo fuel, using the RTB advanced waypoint options they seem to fly at quite a low altitude (well below optimum cruise, which you'd expect for bingo) … about 6000ft, and almost always fly into terrain as the climb far too late to avoid it. It is very frustrating. It is quite possible they are RTBing at whatever altitude they happen to be at when they reach that point, because I've only ever run into this problem recently, on a mission which usually drives most combat aircraft under 10000ft. Previously I've had no issues but that was just a high altitude CAP. The specific AI aircraft I've had the problem with is the F-14A and F-16C.
  24. Just for the hell of it I tested high drag Mk82s on other platforms... with a 500ft AGL drop, and 500kts where possible (except for the A10, where I just firewalled the throttle). No problems at all with A-10C (Mk82AIR), F-5E (Mk82SE), A-4E (Mk82SE)... after that I figured its definitely specific to the F/A-18C... and not a problem with Mk82SE in general.
  25. Mk82SE failes to explode Please see this video by Paura CZ. I could reproduce it reliably on my DCS open beta install too. I've used them prior to the update at 500ft >500KIAS no problem MODE CCIP MFUZ NOSE EFUSE INST DRAG RET Note this was working no problem for me prior to the latest release.
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