Hawkeye_UK
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Everything posted by Hawkeye_UK
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All baked on reflections, whether it be the Huey, F15, KA50 or whatever module need to be removed as a priority. They look horrendous, especially in VR at night with NVG's on.
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fixed Nooo..What happened with the Huey Start Up Stability ?
Hawkeye_UK replied to Volator's topic in DCS: UH-1H
Bump it got even worse a few patches ago. Huey literally has a fit starting up. Needs sorting and a proper review - doesnt need a track file of video either. Spend 30 seconds to start the Huey and whichever dev does it will see instantly the problem. 5 months on, this needs sorting. -
Sling loading is an aquired skill - we do loads on DDCS (multiplayer server) to build ground units to control for the ground war (really good fun) and we are always looking for chopper players who like slinging so feel free to pm for details or just join straight in (no password). So with confidence as literally sling load daily i agree, i would also say that it got alot worse a few patches ago earlier this year - so much so as a server we had to play around with the weights so much. There is also an issue with the Huey. Its pretty silly really as these are metal cargo crates and they crumple even at very low vertical descent speed. You literally have to treat them like an eggshell. All cargo mechanics should be made tougher.
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Please can a dev spend literally an hour updating the campaign to A10C 2 standard and also set the new weather system. There is literally 10 missions and its a quick job to save a new mission file for the A10C2 given this base template. If ED are no longer going to support this campain please can you release the mission lock code so that people can update themselves and save please, rather like (although sadly he didnt do more) the Piercing Fury campaign.
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Pegasus a little bit too powerful / Drag miscalculated?
Hawkeye_UK replied to Vakarian's topic in AV-8B N/A
THe EM state considering turn rate to mach also needs work. I have a separate bug report inline with fuel consumption following the patch this week. Figures are way off reality. In short summery 100 mile radius flight for on call CAS with 6 x 500lb class bombs mangaged 50 min loiter time prior to running out of fuel. That's with a with correct climb / flight profile with mach parameters. Result is circa 50 mins off endurance in addition to the thrust issues / fuel. Real issues with the Harrier performance and flight model. -
[FEATURE REQUEST] F10 Target marks and data inport to aircraft
Hawkeye_UK replied to Hawkeye_UK's topic in AV-8B N/A
Bump 4 months on and not a single word or acknowledgement from Razbam and ED. Are Razbam ignoring these forums once again? Basically this has more benefit than the 9 line import for multiplayer just introduced. Current system does not work for Multiplayer. Can you please do what other developers can such as Heatblur and the Viggen F10 markpoints which can be cycled on the kneeboard to select which user. -
Why are important aspects such as the amount of damage a weapon will cause not making the patch notes?! Reference Harrier Mavericks for one. Things like this massively affect gameplay and as a community we need to know. Can a professional list be published of what the devs changed (and why) - as in communicate, i know its a tough thing it seems but it is required. Had people thinking they were faulty until worked out the damage models have changed. Why is this not being communicated - not good enough.
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fixed Game and Server crash from objects on runway.
Hawkeye_UK replied to Squirtle's topic in Game Crash
Excellent can this be added to a hotfix patch release please? -
reported earlier Heat Blur causing blur inside the cockpit!
Hawkeye_UK posted a topic in General Bugs
As titled having heatblur on in 2.7 causes bluring inside the cockpit, especially on the HUD readout! Note i play in VR. See attached images from the Hornet and F16, from PG and Nevada - happens on all types / maps. -
Way to many crashes and instability - the ED testing team have not tested this well at all, either that or the feedback wasnt implemented, or the indivduals have not had the time due to real world time commitments. Something somewhere has gone wrong - needs an interanl review and perhaps people that aren't competant at testing, that do not know the modules inside out, do not have experience of combined arms and complex mission creation remove them from the team and replace with people that do. To note it seems alot of MP crashes are occuring with aircraft on the ground and getting to take off, something is wrong be it routing, physics of ground handling, wheel motion or ATC (even if not using it but the engine) is causing CTD's.
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Have track files showing units getting stuck - small one at 20MB however - why for Mission Editor issues are the track files limited to 5MB, its just not credible to highlight larger issues especially ones that require pathfinding. Wouldn't be too bad if in game mission editor track replay allowed you to edit and save a from and start time. We need to be able to report these issues and post track files from a wider ranging test - i can literally pull out hundreads of examples from MP (i actually turned off track file writing for MP as it has zero use in bug reporting due to file size and just wastes hard drive usage). Best bet get one of the Devs to Play on DDCS for a week as a tac commander, they will soon realise just how many issues there are with Combine Arms. It is seriously not fit for purpose anymore.
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Group pathfinding on Combined Arms has been broken for some time now, with single units always reaching the destination far quicker than the same units if in groups of 3 or more. Pay close attention to the first small scale test around Kobuleti where by the singe tanks are able to reach the target airfield alot faster. Units often freeze or look like they are stuck, this is especially true if the area to traverse has trees, with units that can go around in circles for hours and just stop completey never reaching their assigned staging area. This is prevalent in the first example however looking at track version 2 review the antics of both Ground unit 13 and 14 south of Gori (MM14 and MM24). Note that even this example is small scale with the distances involved being circa 20 miles. Also to note the track also contains an example of units stopping on bridges (at Tuapse) ground unit 17. This is a major problem and has a separate bug report where by units also get stuck inside bridges. The all combines to a very poor experience and if trying to stage a ground war its fair to say that by the time a convoy reaches an attack area your forces can be spread out over 50 miles and completly combat inneffective. Whilst many would say what does it matter its on the ground, i hold ED to their mission statement of wanting to "offer the most authentic and realistic simulation of military aircraft, tanks and ground vehicles". At present we can't even get the convoy to a staging area reliably. That's before we even move onto the simulation. Ok so i have just gone to post the Track files, one is 9MB the other is 20MB and it will not allow me - @BIGNEWY How can we report issues with such small file tracks for ME, just not possible - can we send via ED discord, if not will ahve to send direct. Edit - Ive been in VR and had a tab open appreciate there are other tabs reporting on pathfinding - these may want merging, apologies
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[FEATURE REQUEST] F10 Target marks and data inport to aircraft
Hawkeye_UK replied to Hawkeye_UK's topic in AV-8B N/A
Data cartridge, not a new thing, been around for a few decades. Sorties are planned via the Advanced Mission Planning Aid on a workstation then transferred to the aircraft. Here is a Tornado DTC. Basically flight profiles, nav, weapons, coms and known threats all on there. -
I spent 20 years of my professional life avoiding an office and desk life, im not about to start now when others are far more capable. Each to their own skillset. I am chilled the reality being this is more of an issue for Mission Editors and designers and Multiplayer. Won't be an issue for airquake and simple SP missions. For those of us that play in complex threat enviroments with human tac commanders PvP, on any payware map this is an issue. New players need to have farp pads and the invisible ones are not always favourable. Clearly if you did alot in ME and played the ground game you would appreciate why this is an issue, for such a short period of time, given that every map paywhere is desert it should have been done by now.
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[REPORTED] Flares not appearing in FLIR Hot Spot detector
Hawkeye_UK replied to D4n's topic in Problems and Bugs
There is a simple answer to this and that is becuase Razbam have not modelled it on a heat source. No doubt there will say they are waiting for ED code, which was always the historical issue so to be honest not quite sure why they have modelled it currently in game. Bit pointless to be honest, unless they have no aspiratations to actually do it when the upgraded thermal signatures are released. Once possible scenario and conclusion. Whilst the real life version gave alot of false positives for targets it would bounce off buildings which whilst not targets in all instances do give a thermal signature. Again not seen this once. Also once you get used to how the false positves are generated in game and then when there is actually a unit there its pretty OP, unnaffected by trees or any line of sight re buildings etc. -
Bump given that we are now 8 months on , now running 2.7 and we still do not have a sand coloured farp. Given that all Payware maps have desert can one of the devs spare literally 1 HOUR to sort this out please. Its crazy that we are still waiting, its such a simple change. Looks absolutely terrible - green grass farps in the desert - or are you not bothered about Syria, Persian Gulf or Nevada maps for third party content creation or mission editors? How can i get this message acrross it needs sorting - enough is enough.
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Was hoping that in 2.7 the horrible brown water would have been dealt with. On the Syria map none of the lakes look like they should colour wise they are always brown when you fly over them right below aircraft. Looks terrible. Please reduce transparancy so they actually look how they should, not crystal clear water with brown mud under them! Thanks bumping as 4 months on with a major update.
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[FEATURE REQUEST] F10 Target marks and data inport to aircraft
Hawkeye_UK replied to Hawkeye_UK's topic in AV-8B N/A
Bump!! -
Guessing your flying with parser turned on, check in your config folder there is an autoexec file, if it has this then there is a problem accross all modules with this test feature. To be honest i was hoping that 2.7 would have implemented this fully. options.graphics.stereo_mode_use_shared_parser = true
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Currently on any Multiplayer server you can see the full spawn shedule for the opposite side and their exact location. This is unbelievable SA and actually can be used against the player / team. Please can we have this locked down so it doesnt show at all in the lobby, and then when you select a slot you can then see the rest of your team (but none of the opposites). Also on the scoresheet it lists every player and what they are currently flying, again its an exploit were we can monitor certain players whilst flying around to see that they are doing - this again needs to be a server option so that on the score sheet it shows the player but not what unit they are in if on the opposite team. The situation is far from ideal at present and prone to abuse. Please can this be reviewed. It will make a huge difference to gameplay and tactics for MP PvP.
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Because on MP when the convoys are spawned and they then have to start pathfinding - it can send them on a 400 mile round trip and the pathfinding AI / Engine is just not upto it currently without causing stutters. Its that simple. Need mechanics where by we can set certain stuctures to immune - also affects the potential for third party campaigns breaking. Obviously Bridges in real life are a strategic use, you leave up the ones that you may want, drop others to push the adversary into a kill zone. Problem is the engine just isnt there as yet in game.
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Ok so bridges can be destroyed however that can cause horrendous routing and pathfinding issues. On an example i spotted today a convoy was trying to get to tuapse from sochi, via the mountain passes near Beslan over the other side of the map! Stutters etc. We really could do with a setting in ME that makes bridges immune to damage and also another setting that can have an auto repair, with a time setting that we could specify for MP. Ideally the same functionality with runways in which we could set the repair time. Many thanks.
