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dorianR666

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Everything posted by dorianR666

  1. hornets radar range was decreased to realistic values in 2.7 it was overperforming in the past. see this graph. its with a su-27 as target, which has high rcs. smaller targets will be visible at shorter ranges.
  2. not much to be said, just run the track offroad tank group ordered to reach a point behind a river. they correctly pathfind that they need to use the bridge. but the group leader swims under/through the bridge and gets stuck, while the rest of the group stands still on the bridge bridge_fail.trk
  3. after some more testing i found out that the AI simply ignores player on the runway me afar with afterburner, wingman near the camera. just drove in right after me and started accelerating. forgot to add, this is on todays OB
  4. levitating_ai.trk edit: for some reason, the forum removed all the text i wrote. ??????? so again... i ignored ATC and drove straight to runway, positioned myself there waiting for my take off time. wingman then reached the end of his taxiway leading to the runway and stopped. after some time, he decided to roll out and drove into me on the runway (bug i assume). after the collision, the wingman started levitating above the ground (another bug)
  5. i encountered this issue too
  6. mission can enforce civ traffic setting so that it overrides your game's setting. if the mission requires no traffic but doesnt enforce it, its a bug in the mission. surprising if it isnt done already.
  7. ED said they might reopen some of the lua files in future updates. i will check the numbers and report back here when that happens.
  8. this imagine if there was a bug that makes the game crash when taking off with wind at 7 m/s. or taking off with particular weapon. or taking off at dawn. now imagine these would happen only with particular plane, or on particular map. you would say - but how did they miss this, its so easy to trigger! it can be tested in 30 seconds! what happens is that numbers of these options to test multiply with each other. and with each new possibility added, the number of situations to test grows exponentially fast. thats why automated testing is considered a necessity in modern software world. its simply not feasible to test those situations reliably by people.
  9. hmm, sounds more like an accidental bug rather than intentional change
  10. if i remember correctly, ED doesnt use automated testing on the game as a whole because the codebase is old and didnt count with it. there is so many seemingly obvious things in DCS that when broken can be missed by human testers if they dont want to spend eternity doing testing.
  11. there are two spots south of Cabourg where the terrain goes almost vertical for no reason. coordinates are part of the screenshots
  12. in my experience, viggen's bombs and rockets are more powerful than equivalents in other modules. (heavier) mk82s seem pathetic in comparison. might be a placebo, i havent looked into the Lua weapon database to prove it with numbers.
  13. i agree with this its especially bad with the landing modes, with the white symbol for landing runway being nearly invisible on the bright green background. decreasing radar screen brightness doesnt help because it decreases brightness of both. it gets better with radar on if the background around the airfield is dark tho great update btw
  14. Well, thats what I aimed for originally. It doesnt matter now, I solved it through other means. Not unhappy at all, I was researching options for mission making. Others are more knowledgable than a noob like me, it would be stupid not to ask. Agreed. I do not wish to continue this thread, it blew out of proportions over such a small thing. Have a nice day, Pikey.
  15. Geez. If I knew asking "why cant the bay carry any bombs" would cause so much hostility, I wouldn't have asked. To answer your question: I was looking for something german filling a role of strategic bomber (at least approximately), for one of my missions. Hence searching for something with a lot of bombs. I solved it with a community mod, so no big deal. It never was a big deal. It was merely one small question. Don't worry, I'll try to stay out of the WW2 forum section. Seems to be a bit on edge.
  16. hi are you at an airfield set to the same coalition as you? otherwise they dont cooperate. its likely because you have these two sound settings wrong make sure "Headphones" is the correct sound device, you probably want it to be the same as "Main audio out". make sure "Helmet" is at reasonably high level. for some reason, these settings get sometimes messed up by updates. send a trackfile ideally.
  17. not 2.7 specific this is in DCS since as far as i can remember. though it would be nice if it was fixed. its very noticable in Dubai at all hours because of the tall buildings casting long shadows.
  18. i have also seen AI aircraft crashing into me from behind when taxiing a spit in the channel map. its like they are blind. might be related.
  19. its the smoke effect static object. this bug appeared with 2.7 and happens in singleplayer too. if you click on it on the map, it shows ZIL_KUNG_P1.
  20. the real problem is that it appears the missile position&velocity arent synchronized between clients, unlike aircraft. each client seems to have its own independent simulation of the missiles trajectory, countermeasure rejection etc. maybe it would require too much bandwidth, dunno. personally i cant say im seeing it more on 2.7 than before.
  21. i think you misread the post. the spit comment was in regards to number, not strength, of the bombs. in regards to the bombing bays where i presume more could be carried. nothing "wrong" with the bombs, just asking about the bays.
  22. it doesnt, even in singleplayer it works only sometimes (bug). i have seen some tricks people pull off with putting in farps, as farps automatically remove trees around, but i havent tested it myself (yet).
  23. gone for me too
  24. i know exactly what you mean and i dont know if its a bug either. jf-17 is the only module in DCS where TGP slewing behaves this way. the problem appears to be that when you slew TGP, it rotates merely according to TDC input, instead of according to [ground stabilization + TDC input]. sometimes it happens that TGP is nicely locked onto target area and i need to slew it a tiny bit - yet, i can only move TGP in one direction, as for example TDC left moves it left quickly, TDC right moves it left slowly, due to this "bug" (before someone replies, no, it isnt a binding issue). reason being that ground stabilization requires rotation faster than TDC input can induce, but TDC movement replaces that stabilization, therefore you cant slew TGP in certain directions in such situations. extremely frustrating when attacking with laser-guided bombs.
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