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Everything posted by -Painter-
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[REPORTED]2.5.0.13818.311: Spawned Units Invisible To Clients
-Painter- replied to Drexx's topic in Multiplayer Bugs
Issue still present! - Stennis placed with several statics (F-18, S-3, Guard Helo) on the deck and linked to the carrier - visible for the host - some visible for clients, some not - even more statics not visible after the client disconnects and reconnects again -
lines 184 + 185 typo: "retun" instead of "return"
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Thanks - very very nice script! @mission designer: You can adjust the "hardcoded" carrier name by editing line 22 in the lua-file. @Alerax, correct me if that breaks anything.
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line 6: describtion comment is talking about "wrench_wind_setup" instead of "Wrench.wind_setup" to call the function - took me a while to figure out why it's not starting in the mission :D )
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Thanks for the script! Any chance to add a plane guard helicopter (spawn on deck when triggered, go into guard position and stay there - starboard side of the ship)? https://en.wikipedia.org/wiki/Plane_guard#/media/File:US_Navy_070810-N-2659P-063_An_SH-60F_Seahawk_assigned_to_the_Eightballers_of_Helicopter_Anti-Submarine_Squadron_(HS)_8,_attached_to_Carrier_Air_Wing_(CVW)_9,_hovers_near_the_Nimitz-class_aircraft_carrier_USS_John_C._Stennis.jpg
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"06-16-2018, 07:50 PM #64 Wags ED Team: It's important to understand the AA radar is still heavily WIP. Detection, maintaining an L&S, and time to lock will be adjusted and improved. This is a high priority." ...4 month later the Hornet is still super-restricted in its A2A-capabilities and the performance of something like M2k or F15 is still super-superior. Which is kind of sad, given that fixing these issues is a "high priority" and given that I really really like this aircraft. But with its still present radar-problems and nearly non-existent IFF-capability the Hornet is still close to useless on A2A in a full-scale a2a-conflict situation (like Blueflag). :(
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Multicrew - Can't slew camera left and right
-Painter- replied to DrummerNL's topic in Bugs and Problems
Thanks for working on this issue! Multicrew in the M is a great experience and it is to bad that is broken at the moment. -
Was a pilot error from my side -> Gyros need to be ON (GM)
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I tried that repair - no fix for me - still same bug present. To add: it seems to me that the bug is only present when I am in DCS Multiplayer.
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Have the same issue. Auto-Hover works fine in SP - but in MP totally unable to engage it. Do I need to re-do ALL control bindings? That can not be true. Isn't there one specific which is the cause? I have no axis assigned for the fuel-lever (it is the standard PG-UP PG-DOWN only).
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...no, you are wrong. In this thread are issues discussed which had been introduced with an DCS update and had not been an issue in DCS before.
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Affirm. That bug is introduced with Oculus-Home update to version 1.30 - so most likely it is a Oculus Home software bug. edit: I submitted a ticket to the Oculus support.
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- ground power - ON - all busses - ON B Do not remember out of my head which one, but one switch you need to hold for 3 seconds in its ON-position (it is intentional like that and according to the NATOPS) - I think it is the first ground-power-B-bus you apply. If I remember correct, it is implemented as it is like in the real jet.
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Sharjah - threshold 12R - signs are showing 12L instead of 12R - rwy-lights threshold 12R - the very beginning of the runway there are the wrong type of lights on the runway - they are sticking out of the ground on small poles (instead being the flat lights on rwy-surface-level).
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the most obvious bugs are fixed: - F10 map - broken VR and frozen DCS when entering menus -- the stutters are still there the black boxes at the FoV edges are not THAT noticable anymore, but if you pay attention you still notice the issue
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Try the following: -fly - ESC to bring up the menu "leave server" (don't worry, that will freeze DCS for liek 30 to 60 seconds, but that is just the minor problem) option 1: - ESC again to exit that popup and continue flying -> VR totally broken after that (VR world steady and like on a big screen) option 2: - leave server -> VR totally broken as well (VR world steady and like on a big screen) system: Oculus, GTX1070
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Since yesterdays update the F-10 map is broken: - zoom changes the shown position of several objects - the map moves under those objects during zoom (own plane, airports...) - ME PG does show less of the PG map than before the update (intentional?) - had a mission made before update with planes starting airborne at the far north part of Iran - that part of Iran isn't part of the map anymore tested in Oculus VR, PG map, multiplayer mission
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same issues: - edges not rendering during head movement - black - significant stutters when moving the head or looking to the side that hadnt been there before - entering menus freezes the screen for 60-120 seconds - back in the lobby the picture stays frozen and doesnt update ...makes DCS unusable specs: Oculus Rift, Nvidia 1070, DCS on SSD
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same problems
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5.6 in level flight provides max endurance speed (at any acft.-weight and altitude). Maintain that speed during turns as well. Minor deviations doesn't matter. Edit: By the way - flying 4.2 AoA provides max range cruise speed. -> page 332, chapter III-7-26, "7.2.8 Cruise" in the NATOPS
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you fly the pattern at max endurance speed - FPAS page will show that once it is implemented, for now you can take AoA 5.6 degree as reference. You HAVE to adjust the standard pattern length/time to hit your expected approach time - how-to see above.
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Even the one we have with the Canadian skin?
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It is not correct, that the Hornet does not have an ILS receiver. Check this: Edit: "Jetstream" is one of the best documentaries out there regarding the Hornet by the way - full playlist here:
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Timing procedure I use: - check time-over-holding-fix when you start your outbound turn (or start an elapsed-time-counter) - monitor the elapsed time you needed for your 180-turn (TTurn) - as soon as out of the 180: check time-remaining-until-your-expected approach time (Tremaining) - calc: Tremaining-Tturn=T2legs | T2legs : 2 = T1leg - fly the outbound leg for the time you calculated (T1leg), then start your inbound turn In other words: - check what time you need for the first turn (to know how much time you will need for the second turn) - check how much remaining time you have after that first turn until you have to be at the holding fix - substract the time you will need for the 2nd turn from the remaining time you have to get the available time you have for both legs (outbound and inbound) and divide that by 2 to get the time you have to fly on the outbound leg Edit: Use minor speed corrections on the inbound leg to compensate wind and moving-away ship, maybe start the inbound turn just a a few seconds (5-10 seconds) earlier to compensate for the moving-away ship (during a 3 minutes flight time it moves approx. 1 NM away given a boat speed of 20 kts)