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dorianR666

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Everything posted by dorianR666

  1. ive seen something similar but i dont know what exactly caused it
  2. 1) radio menu -> f8 -> f1. you must be on the ground of course. 2) 12 gb is not much for dcs. i used to run 16 gb and it wasnt enough, and had to upgrade to 32. soon the game will need 64 haha.
  3. interesting there were multiple threads on this before and marked correct as is/no bug good to hear indeed
  4. this is allegedly correct behaviour. you need to mark an offset from time to time to update it (just double press TDC). quite annoying with mavericks and moving targets though.
  5. it appears in the ATC radio menu of chosen carrier at appropriate time (after signal charlie i think?). it only exists for supercarrier module though, not base game carriers.
  6. *1994 and if you are red then you too have gps, if mission creator didnt uncheck unrestricted satnav
  7. its fixed with todays OB! thanks BN night missions are back on the menu, boys :joystick:
  8. there is no need for magic. signal strength (="distance"), among other things, is factored into distinguishing between non-lethal and lethal rings. its kind of the whole point of it, lethal = within range of posing threat but not yet being a threat. currently in dcs hornet, this is done purely by presence of absence of STT lock. the thread i linked compiles links to many reports containing evidence of this ability, unfortunately it appears ED locked/deleted most of them (1.16?).
  9. this affects all emitters in hornets rwr, it completely ignores distance. for example, IRL the lethal/critical stems on HUD change their length based on estimated threat level ("distance"), but they dont in dcs hornet. equivalent issue with placement of emitters within rwr rings. i think what you report is just a special case of this larger issue - dcs hornets rwr displays only type of emission (not locked/locked/launch), not "distance". https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-f-a-18c-hornet/wish-list-aa/236921-rwr-correct-as-is-is-the-rwr-complete
  10. yea this is the same with A-10 and F/A-18. core game problem.
  11. yes, i confirm this. i was just about to report it lol
  12. i confirm MSI has been broken for many months now.
  13. but that makes absolutely no sense. the AI flightmodel is completely separate from the module flightmodel. they are not related at all. the modules flight behaviour is noticably inferior to all 4gens in the game (TWR, G limits, etc.). how would this help them sell more jets? lol
  14. yeah, the vehicle AI is... special. recorded last week i can confirm its even more broken in syria because of all the extra objects everywhere. the vehicles try to avoid them, which they are utterly incapable of, and they get stuck in circles forever while driving through the objects or get stuck in 1km/h movement. my favourite is when two vehicles in formation get too close together and while trying to avoid each other, they rotate towards and outwards each other (several times per second) while driving in straight line into a random direction. the rest of the formation meanwhile waits. once ive seen two locked vehicles like that drive off 60km away before they resolved it and then drive 60km back to the formation. i will add some tracks tomorrow.
  15. you realize AIs cant use the high fidelity flight model, right? and mig-15 AI is most notorious for being OP, thats not third party dev (ED). AIs use some parametric generic flight model into which you enter the constants. its always just a rough approximation and will significantly differ from the proper behaviour. no third party creator can possibly fix this.
  16. i recommend binding the LAlt+C action to one of those extra mouse buttons. works pretty good. though beware that there is a bad bug in freelook in DCS, the speed of movement depends on FPS so moving the mouse with constant speed will result in sudden accelerations and decelerations of the view rotation. not a problem in air, but it really sucks on the ground. ive heard this might be related to mouse polling rate, appearing with some mouses but working fine on others. it appears for me unfortunately...
  17. AFAIK there is an ancient bug which rarely causes the laser to stop working after the burnout period, as if the laser was on the entire time even if it was used for only a minute total in that time (as if the game didnt register the event of turning the laser off). i remember i saw bug reports on this years ago.
  18. supercarrier has a function that automatically despawns planes after they land if they cannot pathfind to parking spot. i know there is a bug (i reported it, ED ignored it) with this, it doesnt fire when it should. if what you say is true, then it sounds like this functionality also fires when it shouldnt. might be worth recording a track.
  19. track and video city lights are rendered, as if only within these two alternating frustums. expected behaviour is city lights to appear in the entirety of the shkval view. note that while this bug appears most often when zoomed in, it actually affects both zoom levels. shkvalbug.trk
  20. 1. it should disappear automatically some time after the last press of the contrast/brightness switch. it cannot be prevented. 2. one of those is remaining fuel at arrival i believe, the other i dont know
  21. i too see this. its not caused by any scripting, i simply spawned the plane on an empty map.
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