dorianR666
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Everything posted by dorianR666
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ive seen it happen too and the only mods i use are my own for changing default countermeasure programs. yep. there seems to be no particular sequence of actions to make it happen. its random. but fortunately really uncommon for me. ive seen it only couple times.
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AI Tanker Unresponsive
dorianR666 replied to conrex1's topic in Aircraft AI Bugs (Non-Combined Arms)
you are required to post the trackfile since tankers work for others, thus will likely be user error -
correct as-is Multiple AI escorts collide
dorianR666 replied to Glide's topic in Aircraft AI Bugs (Non-Combined Arms)
youre supposed to configure the 3D offset -
TONE function in weapons, is it implemented, will it ever be?
dorianR666 replied to AKULA_OPTIMUS's topic in Wish List
+1 surely this is trivial to implement -
reported AIM-120C losing targets easily for chaff even at close ranges
dorianR666 replied to Comrade Doge's topic in Weapon Bugs
Consider reading the following sentences as well. -
solved Problem with AI Aircraft Target Priority
dorianR666 replied to Drag80's topic in Aircraft AI Bugs (Non-Combined Arms)
Its necessary. Enroute tasks allow suspending and resuming Tasks. Thats intentional, necessary and by design. It would be disastrous if it didnt work the way it does, many situations would be impossible to script or too difficult. Also they will actually attack instead of RTB - if the targets are known to the AI at the moment of activation of the Enroute task. What the orbit does is giving the AI an opportunity to discover the targets or wait until the targets arrive (for example, CAP against incoming enemy fighters). Please read the manual. It explains it all. You will absolutely need it for mission creating. Yes, they wont attack if they dont have means to do so. However sometimes they will also not attack even if they have means, if for example there are powerful SAM sites or too many enemy fighters nearby. In that case, AI may abort its task. If you ever come across this, you can disable it by adding Reaction to threat option, set to Evasive vertical maneuver. This will allow the AI to use all defenses except aborting. For AG missions, you should also disable jettisoning, or the AI will drop all its weapons when fired at. Happy to help. -
solved Problem with AI Aircraft Target Priority
dorianR666 replied to Drag80's topic in Aircraft AI Bugs (Non-Combined Arms)
(i made some errors in the previous post, fixed now) here is a fixed version Sample MissionJF17_fixed.miz What happens here: 1) plane flies to waypoint 1. This isnt interrupted because there is no active Enroute task. 2) At waypont 1, Task (not Enroute task!) of Attack group becomes active. Tasks, unlike Enroute tasks, have duration. Flight plan will not advance until this Task is finished. Because it is a Task, unlike Enroute task, the AI instantly becomes aware of existence of the target and doesnt need to detect it. -
solved Problem with AI Aircraft Target Priority
dorianR666 replied to Drag80's topic in Aircraft AI Bugs (Non-Combined Arms)
There are multiple problems in that mission (i checked only JF17), it appears you dont really understand how waypoint actions work. 1) Remove the default waypoint action, as Tippis says. 2) Because all three flights have CAS Enroute task active, it suspends current flightplan/Task to perform that Enroute task as soon as a ground target is detected. This happens instantly at the beginning of the mission because of S-300s emissions, so all three flights never even reach the first waypoint. 3) Enroute tasks have zero duration. Which means that in your mission, Aerial-2 and Aerial-4 (unlike Aerial-3, they use Enroute tasks) would go instantly home after reaching the last waypoint if CAS Enroute task was removed. To prevent Aerial-2 and Aerial-4 from following the flight plan, you'd need to add an Orbit task, or Switch waypoint command to keep them in a cycle of waypoints. 4) Enroute tasks of Aerial-2 and Aerial-4 require the AI to detect the target first. They dont know the target exists. What those Enroute tasks do is making the AI do something once the AI becomes aware of that target. You should read DCS manual, the part on Tasks and Enroute tasks. It is essential. -
reported AIM-120C losing targets easily for chaff even at close ranges
dorianR666 replied to Comrade Doge's topic in Weapon Bugs
Pretty sure amraams often flying unguided right after launch while keeping STT is not correct behaviour (as reported in other threads). Or those weird super-high-g turns out of nowhere when nearing the target. Or complete immunity of some jamming targets against amraams. Or amraams abandoning their target for an approaching r-77. You dont have to be a missile engineer to recognize that this aint correct. It decelerates very quickly and should be visible on doppler radars for roughly half a second according to one USAF research paper posted on hoggit. Afterwards it doesnt pass the doppler filter. It doesnt behave that way in DCS. What chaff also does is to behave like a veil, decreasing visibility of what is behind it for some time. Entirely unsimulated in DCS. As someone else put it, chaff in DCS is flare for radar. Im very happy that ED is working hard on improving it, because its such a crucial part of a combat sim, but pretending that there arent new incorrect behaviours after the change is delusional. -
You cant lock/select a datalink track. You can only lock what your own radar sees.
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This bug is present since january 2018. Eagle Dynamics doesnt know how to fix it lol. They say a new TGP/IR renderer will be made, but no date was given and is probably years away. Personally i use a testing trackfile that I launch after starting DCS. If rendering fails, I delete fxo and metashaders, restart the game and repeat. If it doesnt fail, TGP is gonna work correctly for the rest of the DCS run. So far this process works well.
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reported AIM-120C losing targets easily for chaff even at close ranges
dorianR666 replied to Comrade Doge's topic in Weapon Bugs
Thats because both before and after it never works correctly... -
solved Problem with AI Aircraft Target Priority
dorianR666 replied to Drag80's topic in Aircraft AI Bugs (Non-Combined Arms)
post the miz -
reported left DDI - missing line/false layer
dorianR666 replied to VTJS17_Fire's topic in Bugs and Problems
Yes, the blank line should be there. But it shouldnt be there when no advisories exist. ADV- with nothing behind it is a bug. I meant to quote Harker, my bad. Edited. -
reported left DDI - missing line/false layer
dorianR666 replied to VTJS17_Fire's topic in Bugs and Problems
ED always marks it correct-as-is, even though there have been IRL hornet pilots saying its wrong, photographs posted proving its wrong and documents saying its wrong. -
investigating AI Wingmen crashing on the ground
dorianR666 replied to Raidhen's topic in Aircraft AI Bugs (Non-Combined Arms)
There are two issues here: 1) the AI checks for terrain only in small distance in front of itself. This is an issue with fast planes evading missiles, because they'll start pitching up way too late with no chance of avoiding a mountain in time. 2) the AI doesnt see trees. Its just not implemented. -
JF-17 CM-802AKG (Man-In-Loop) Not seeing terrain on multiplayer servers.
dorianR666 replied to Feisty's topic in Weapon Bugs
Not related to multiplayer AFAIK, but to distance between missile and aircraft. ED broke CM-802AKG with release of SLAM for Hornet. Since that update, 802 videofeed doesnt work. You see, the game now renders terrain only certain distance from player's aircraft, not from the cruise missile. With SLAM it isnt an issue because its videofeed has tiny range, but 802 is finished. -
reported earlier AI ground vehicles path finding in plantations
dorianR666 replied to EasyEB's topic in Bugs and Problems
For the love of god, make the bushes invisible to AI already -
clear taxi ways for ai E2D Collides with Objects on the deck
dorianR666 replied to -Quetzalcoatl-'s topic in Bugs and Problems
OP said it happens with clients too, he just used static to show the issue. -
Pretty sure its related to the improved damage effects. The bug appeared at around the time of inclusion of those, for me.
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If i understood it correctly, S/A is using its own programs. Not the ones you program yourself.
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I went through my old screenshots and found image of it Notice my radar knob is OFF (RDY is crossed on right DDI) Yet target is still present on radar page and HUD, never disappearing. Its position was some sort of extrapolation, not fixed point in space. Also notice center DDI not showing the contact on SA. The target didnt exist. It wasnt present on F10 map, it wasnt visible when flying to it and it didnt exist in tacview recording.
