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I completely understand and agree. In the short term, it would be fantastic if server owners and mission makers had an option to disable loading ground units as cargo into the C-130J as a module option, until ED can address this in the core. On public multiplayer servers our only current options are to politely ask players not to do this, or to disable ground unit control entirely.
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With some further testing we have been able to isolate this to larger vehicles like the LAV-25 or Bradley, when done with something like a Humvee the tac-com will just get a view of the aircraft and the vehicle becomes hidden from the f-10 map which feels more like expected behaviour. server-20251127-215747.trk
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Apologies if the hotfix communicated in the patch notes happens to be related to this but as the scenario is slightly different I thought I would raise it anyway. Also I am aware it is possibly better seated as a bug in Combined Arms but as this functionality is new & directly related to the C-130 it might be needed here. When a ground unit loaded as cargo in the C-130J is taken over by a player (e.g. Tactical Commander / Combined Arms control), the unit’s physics and position become completely unstable: - Initially, cargo position appears correct for everyone while it is just loaded and not controlled. - As soon as a player takes control of the loaded unit: - The player is launched into the air inside that unit the unit spins violently and it then settles onto what appears to be an invisible floor ~100 ft above the ground. If the player then exits the unit or enables autopilot on that unit, its position goes totally wild: - The unit warps all over the map while showing 0 velocity. It moves to hundreds of thousands of feet above the map then to hundreds of thousands of feet under the terrain, while travelling all over the map. Loving the module so far, even this quirk gave us all an hour or so of laughter. Screenshot & Tacview attached, will follow up with a track file shortly 20251127_201452.acmi
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Really hope this has been seen and is being worked on
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Mike Force Team started following Kirkwood
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[OB 2.7.18.30348] AIM-120 does 40G loop/backflip when fired in maddog
Kirkwood replied to Default774's topic in Weapon Bugs
Recorded the track to a video just so for an easier idea of what's going on. -
Apologies for chiming in randomly on a path finding thread but this caught my eye. I know in the past there was a general attitude that trackfiles must be for mission that contain no lua scripting at all and a single trigger at mission start, is this still the same? I have been hesitant in the past to provide the trackfiles from our server directly for 2 reasons: It contains minimal scripting, a little over 150 lines of Lua, nothing that interacts with AI at all. It just reads back unit name & location info. The trackfiles tend to be quite long, sometimes upto 8 hours. I do not wish to soak up valuble dev time by subjecting them to this. Anecdotally, this would appear to be isolated to Multiplayer only from my own experience and your own comments in previous threads where you could only replicate in the track by not touching anything. Seemingly aswell only when the host client (be it old client with gui or dedicated server) is remote. On a side note I have some spare hardware laying around so will be spooling up public server this week dedicated to the path finding issues, with a limited 1 hour mission, CA only, no scripting and a public site where players can pull the track files from after each session. I intend to encourage the community I am part of to use this for testing, maybe we can tick off a few of those objects causing problems and maybe even catalogue a few scenario's. In another perfect world it would be interesting to see some deeper debugging/logging access available to the community so we can save you some work. It's amazing what frustration can sometimes drive people to do.
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+1
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Kirkwood changed their profile photo
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Bump
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I am also seeing this, Hidden On MFD seems to have ceased to function (providing it is intended to hide the threat rings from aircraft DL plages) a few patches ago but can't seem to work out when. Would be really nice to have it working again. Below you can see unit set to be HiddenOnMFD in editor: *Note all units were set to be Hidden On MFD in this mission. Below we can see the unit on the SA pages in both the 16 & 18 and also on the KA-50 ABRIS: Example mission file is attached. Hidden_On_MFD_TEST_Mission.miz
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Modifying Radio Menu & Mission Message Font Size
Kirkwood replied to Kirkwood's topic in Virtual Reality
With a minimum scale factor of 1, hence the above method to decrease it further. -
A few members of the community I play with were complaining about being blinded by the server messages & radio menu when playing in VR, especially at night.While there is a font scale dropdown in the settings menu this only goes down to 1 which can still leave these rather big in VR. A quick dive into the Options.lua allows us to change this decimal values like 0.5 and reduce the font size further. Quick Guide: Navigate to the config folder within your DCS saved games folder (C:\Users\$USER\Saved Games\DCS.openbeta\Config or C:\Users\$USER\Saved Games\DCS\Config) Take a copy of Options.lua and open Options.lua in your favourite text editor. Find the line with ["messagesFontScale"] = , this will likely be set to 1.0 by default. If it missing add this line under the graphics section. Modify this to the desired decimal value and save. Remember this is a scale value, so values less than 1.0 makes it smaller and above make it larger. For VR I would recommend currently around 0.5. Launch DCS:pilotfly: Hope this helps some people. Apologies if this is already known to people or there is already a post for this, no one in the community I play with were aware of any so thought I would share :) If anyone from ED see's this it would be a real QOL improvement if we could change the field for this ingame to a slider or even a simple text box with validated entries.
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Great Idea Definitely agree this would be an excellent addition!
