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AstonMartinDBS

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Everything posted by AstonMartinDBS

  1. The mission seems to be working again after yesterday's OB update. The three wingmen were able to take off, even if it took some time.
  2. Good news: The today's OB update fixed this issue!
  3. Thank you so much @granola1861. The mission seems to work now. I've been able to escort the column towards the outpost, but then happened something unexpected
  4. The three wingmen are just hovering at the FARP and won't follow. They do nothing but hover until they collide with a ground object or tree.
  5. That's a great idea!
  6. This are great news, @MAESTR0! Thanks to UM for the continuous map upgrades!
  7. I tried the mission right now and can confirm, that the issue has returned. Two of my wingmen couldn't take off, even though I gave them several minutes while I've been circling low around the base with one wingman. Proceeding to the HP with only one wingman didn't activate the trigger for the F-16Cs obviously - and this means, that the mission is unplayable.
  8. Double Check your bindings for both, the Pilot and CP/G, especially the axis bindings. Follow the steps of my Cold Start Checklist and see, if the problem still occurs. Upload a trackfile which contains your issue.
  9. This are bad news. Sadly many missions for the AH-64D provided by ED are unplayable.
  10. I had the same issue. Unbinding the Steam Account from my DCS User Profile fixed it. Thanks for the hint @silverdevil!
  11. Since your issue occurs exclusively in the MT version of DCS, this forum should be the better place. Maybe any moderator can move this thread (don't start a new thread).
  12. Thanks for reporting this issue. I've observed it also in Wag's latest video (F/A-18C Datalink Update) - watch the text "USA" in the linked position of the video for example:
  13. Thanks! I'm looking forward to fly this mission as intended.
  14. Today's OB patch fixed the issue obviously, the wingmen were able to take off and join the formation as intented in a test run. DCS 2.8.8.43489 Open Beta [...] AI aircraft. Fixed helicopters collision on taxiway after destroying one ship in group AI aircraft. Helicopter group blocks the airfield in some cases - fixed [...]
  15. The update is already available in the current open beta. I don't know, if it has been implemented in the stable as well.
  16. Sadly I've been wrong. I tried the mission again today. As soon as I reached the HP I did a check, if my wingmen took off, and saw this picture: Why does ED never fix the bugs of the few missions they shipped with the modules?
  17. Are you referring to the MT or ST version? If the performance drop occurs in MT only, your issue is maybe related to this MT performance bug.
  18. I was just wondering what this entry in the cange log for the latest OB would mean... So now it's possible to save map specific kneeboards in... {DCS-Installation-Path}\Mods\terrains\Syria\Kneeboard ...?
  19. Thanks for this great update!!!
  20. The issue seems to be fixed after the today's patch (2.8.7.42583). But the wingmen only take off when you have arrived at the HP.
  21. I don't know the exact formula, but the required ground speed (REQD GSPD) will be continuously re-calculated - so it varies, depending on the deviation of your current GSPD to the REQD GSPD and the distance to the Target-WP (where you set your ToT). The more and longer your GSPD is below the REQD GSPD and the closer you are to the Target-WP, the faster the REQD GSPD will increase and vice versa. And if you strictly meet the REQD GSPD over the whole distance to the Target-WP, the REQD GSPD will never change (theoretically). Hope that helps.
  22. Sadly I was wrong. Flying the AH-64D in solo missions absolutely doesn't make fun at the moment, as in the majority of cases he runs into a VRS and drops from the sky as soon as I order George to establish a hover after switching to the CP/G seat in the BP.
  23. After proper setup ToT via the HSI format page you have to observe the carrot in the HUD and/or the (current/required) ground speed shown in the HSI, to reach the target waypoint exactly at the desired time. Optionally you can define a desired (ground) speed at which you wanna approach the target. In that case the entered speed is considered for calculating the required speed from the penultimate to the last waypoint.
  24. Maybe this short tutorial helps:
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