-
Posts
202 -
Joined
-
Last visited
-
That does sound likely - the server I was on (✯✯✯✯ Burning Skies (PVE Command Centre) ✯✯✯✯) seemed to be using some kind of IADS script and I had been using the HTS to locate SAMs before the buggy behaviour occurred. I'm sure it's much harder to fix this when scripts are involved, but still the HTS should be able to handle threats appearing/disappearing.
-
I have had the same two issues several times recently, but no track file as it was in a long multiplayer mission. The two problems (HTS not locking and TGP slewing off into the sky every few seconds) both seem to occur at the same time so are likely connected. Turning the TGP/HTS power off and on again doesn't fix it, neither does doing a rearm. I have to get a new jet if this happens, very annoying.
-
I've had the same bugs (stuck on M11 currently), but in M10 I had a look around to try and find what was stuck. The A-10s did several drops then seemed to be stuck orbiting, #1 and #2 had 2 CBUs remaining, #3 had 4 remaining, and I didn't check #4. Flying in front of them to disrupt them didn't work. I was kinda hoping they'd do a gun run on the trucks I got bored waiting and did a gun run on the trucks. That revealed the 3rd AAA when it opened fire on me, and when I destroyed it the wingman called bingo and I could complete the mission. As far as I remember there was no indication to find a 3rd AAA but maybe I missed it. I know how hard it is to make DCS AI do what you want, so thanks for the effort in making this campaign!
-
This is still unfixed, is it even being looked at?
-
OH-58D Kiowa Operation Dixmude Campaign (Released!)
Py replied to Bailey's topic in DCS: OH-58 Kiowa
I just saw this in the first mission. There seems to be something missing about checking vehicles - what happened for me is the chinook drops the troops and the apache says they will cover. I noticed 2 cars nearby and thought "hmm they are behaving differently from the civilian traffic" but there were no radio messages. Then the vehicles started shooting at the cars, which exploded, and there was the radio message about "we checked the vehicles, no weapons, they're leaving". I'm not sure what was supposed to happen but it didn't make much sense! Edit: Also in the briefing it says the standard loadout is gun+APKWS, but the loadout given is 4x hellfires. Easy to change, but the briefing/mission don't match. -
AAR light boom popup similar to DCS Supercarrier IFLOLS implementation.
Py replied to P0intman's topic in DCS Core Wish List
That would certainly help. Or they could actually fix the lights so they aren't just textures. Both would be best, with the popup as an option. -
requested Bomb fuze update - where is the documentation?
Py replied to AndrewDCS2005's topic in DCS 2.9
A simple explanation after the name in the selection list would go a long way, similar to in the weapons selection menu eg "Mk-82, 500 lb unguided bomb" -
Sorry what I mean by "direct hit" is the target is right in the middle of the spread pattern, there are explosions all around, but zero damage because DCS decides that none of the submunitions hit the target. You're correct that if one actually hits a light target it will kill it, but this seems to be be very rare and makes cluster munitions not practically useful at all.
-
All the non-smart cluster munitions are completely useless, JSOW-A is the same. I try them out again after each patch but direct hits on even unarmoured targets do zero damage every time. This REALLY needs to be fixed!
-
The ellipse is pointing the radar to attempt a HMCS boresight lock, but the missile seeker is still caged and doesn't slew to the target until you get a radar lock (in slave mode, the default). Holding Radar Cursor/Enable temporarily swaps modes (to bore mode in this case) which slews the actual missile seeker, so you can fire a sidewinder immediately without a radar lock just by looking at the target. Sometimes it takes a few seconds to get a radar lock so this can be a lifesaver. Also the AIM-9X can be fired at a wider angle than the radar can slew, and they will get no radar lock warning.
-
... at a certain USB polling rate. If you've ever used an extremely crappy mouse, it's actually quite noticable. Decent ones use a polling rate of 500 Hz or higher so it feels smooth regardless of the montor refresh rate. In regards to trackIR, if it's using raw position data then yes syncing it to the monitor refresh rate will eliminate inconsistant update timing due to aliasing, but personally I haven't noticed a difference using G-sync. If the trackIR software is doing things properly then it should be interpolating/extrapolating the instantaneous position at the frame time and this won't be an issue (but I have my doubts).
-
I also spent a lot of time trying to figure out why a simple export script was ruining my FPS, eventually I found the problem is some functions in the aircraft export files (that in my opinion should not be enabled by default). Check the export script for each aircraft you fly for a section like this: Eg for F-16 in Scripts/DCS-ExportScript/ExportsModules/F-16C_50.lua if LoIsObjectExportAllowed() then -- returns true if world objects data is available if LoIsOwnshipExportAllowed() then -- returns true if ownship data is available ExportScript.LoAircraftInfo(mainPanelDevice) -- Provides a lot of aircraft properties ExportScript.AirportInfo(mainPanelDevice) -- Provides info on the two closest airports ExportScript.WindsAloft(mainPanelDevice) -- Gets winds at the aircraft ExportScript.GroundRadar(mainPanelDevice) -- Reports 2 closest friendlies and 2 enemies (Use in Single Player) ExportScript.AirRadar(mainPanelDevice) -- Reports 2 closest friendlies and 2 enemies (Use in Single Player) ExportScript.IglaHunter(mainPanelDevice) -- Locates closest Igla (Use in Single Player) end end Disabling that section for me instantly increased FPS by a lot and stopped the horrible microstutter.
-
Could tables be precalculated and interpolated for a realtime approximation? There are many variables, but even a fairly coarse precalculated set of solutions might give significant improvements.