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Everything posted by antiload
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I'm disappointed that the WMD (tpod) hasn't been fixed. I tested last night and still sometimes doesn't lock to the ground. The AKG (MITL) cruise missile doesn't bear down on its target and the data link image is so poor that its not really playable. There's still no pilot body, so feels weird in VR. Add the CM400 If these fixes were made and added I'd be a happy man. @uboats @JG54_NF2
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It may be broken, there seems to be a few long standing issues with the JF17, like the WMD, and some weapons (ED's territory).
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Military Assets for DCS by Currenthill
antiload replied to currenthill's topic in Static/AI Mods for DCS World
Hi, I tested CH BuK SAM tonight and it was working. It has 2 types of TELs (launchers) 1 CC vehicle 1 TR 1 SR It attacked my F18, second run up and didn't fire so managed to destroy the TR with HARM without any missiles being fired at me. Third pass I set up a JDAM to destroy SR but was fired on at close range and I was destroyed. So, it is either a bit broken or very smart -
Military Assets for DCS by Currenthill
antiload replied to currenthill's topic in Static/AI Mods for DCS World
Hi, Have you clicked the history button? There is a history button on the mission planning screen that allows modern or no historical period. Try that. -
Hi. I know that the saved game features are still in development, but it would be good to see triggered assets having their waypoints and actions saved. For example, I've tested the features and if an aircraft isn't triggered it will appear on the saved game but without its actions (CAP, AWACS, etc) and without its waypoints. It means currently one has to manage these assets before loading the saved game. It's okay for simple missions but a lot of work for more complex scenarios. Anyhow, it's a great feature but could be fantastic
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- saved game features
- save
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@Pikey Question: will original triggers work in the saved game if not triggered in the original mission? Fyi - I tested to see if the un-triggered, triggers worked in the saved game & the do.
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I love the save game option & the recent damage models staying on the battlefield. However, I don't understand the saved state features. For example, My AWACS does not function when I re-enter the save game. Late activated aircraft on an action trigger are there but their waypoints aren't showing. Any triggered actions, such as a convoy moving towards a target return to a late activation state, even when triggered as active in the original mission before the save. Maybe I don't understand the concept of the saved game option and is still being developed. Question: will original triggers work in the saved game if not triggered in the original mission?
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@BIGNEWYHi, I've re-tested this 'bug' today and it seems to no longer be an issue. Test Map: Kola, AGM65 mavs, Litening pod, Auto start, latest patch. I had the old TGP equipped, however, this bug was not specific to either TGP. I made sure that I pressed TMS down after bore sighting. It now seems to be corrected. Would you like me mark as solution? Thanks
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A fantastic update @BIGNEWY Thank you for your hard work
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Has this been raised with ED? I believe they're responsible for all weapon bugs - Thanks.
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Military Assets for DCS by Currenthill
antiload replied to currenthill's topic in Static/AI Mods for DCS World
It may be 'cos his assets are GPS/INS targeting. Such as cruise missiles, they can only fired on a fixed position. -
Apologies for going off topic but this is an interesting deviation. I understand your need to have a simulation of combat aircraft. However, DCS isn't simulating this. It does it's best to get a 'realistic representation. However, even with 'study level' aircraft some systems are not simulated because of technical capabilities or military/commercial secrecy. Therefore, in my opinion the blanks need to be filled in anyway, or you are not getting an aircraft near the functioning aircraft real pilots fly in real life. Take the recent announcement of ED's F35. It can only really be an educated guess as to its RCS. Equally ED have to take the same educated guess on how some smart weapons are programmed and work. I've long stopped calling for a simulation and instead I'm calling for a realistic combat flight game. That I can enjoy, that's complicated enough to engage with but doesn't feel like its a place of work either, with all that entails.
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I'm an older gamer NOT a jet pilot with 20/20 vision. We require a sensible balance between supposed reality and best guess with a bit of artistic licence. Don't be nurfing anything.
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Hi @BIGNEWY I've redone the TRK file and the TGP is still looking at the previous (boresighted) steerpoint. It's probably me but thought you might want to check. TGP Issue.trk TGP issue test.miz
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My apologies @BIGNEWY I will re-do after work
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SP Cold, auto start Kola MAP F16 - AQ-33 / LTNING Pod After boresighting the Mavs in the air, both the previous and new TGP lock onto the ground target used for boresight (SP1). Even after TMS Aft and CZ, the TGP remains fixed on SP1 as I proceed from the IP (SP2) to the target area (SP3). I attempted CZ and TMS Aft again, but the TGP won't shift to SP3, the target area. This issue hasn’t occurred before—I’m fairly sure it worked correctly when the new TGP was first released. Not sure if it’s user error. I've included the TRK file for review. Please advise. Thanks. TGP Issue.trk TGP Issue.trk
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I've retested and still have the issue. I've created a bug report with TRK file in F16 Bugs - Thanks.
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Ah, maybe not. I will check. Thank you for the reply
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I tested the same scenario with the old TGP. I got the same thing, once I boresighted the Mav's in the air, the TGP would not focus on the actual next steerpoint, which is my target SPI. It seems to be locked on the boresight target at the last steerpoint. I don't know if I'm doing something wrong. I reset the CZ (never been an issue before). I will add a TRK file in the bugs section once I have time. THIS IS NOT AN AQ-33 BUG - POSSIBLY A GENERAL TGP BUG.
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Can anyone help? When i boresight my mavericks in the air, the sniper pod seems to still be looking at them even when I CZ the pod. Fiddle about with the views but cannot get it to look at the targeted SPI.
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Military Assets for DCS by Currenthill
antiload replied to currenthill's topic in Static/AI Mods for DCS World
Un pack en français serait top, mais je pense que CH a besoin de modèles pour s’y mettre. Si on peut en choper quelques-uns, il les fera peut-être. A French pack would be great but I think CH needs models to work from. If some of these can be obtained then he may do them, possibly. -
It would be fantastic if one could order cruise missile strikes from appropriate naval assets (like you can do with ground artillery). Also it would be great it you could do the same with aircraft and drones (you can, but it's very frustrating and clumsy). Also add a feature to send the aircraft home to land. (just allow more options to command what is happening). It would make the game even better
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[CHK] JF-17 POD Bugs (video attached)
antiload replied to Fabiano-VIKING's topic in Bugs and Problems
I tested the WMD7 tonight and it worked (although its still not remaining completely locked to the ground). I will need further tests, as I said it was my experience when last tested that it sometimes worked. -
[CHK] JF-17 POD Bugs (video attached)
antiload replied to Fabiano-VIKING's topic in Bugs and Problems
Hi, did you manage to lock a ground target? Were you able to ground stabilise the camera and select targets? I posted a Miz file in the link above, no mods, and the WMD behaved inconsistently from a cold start. I will retest after work and see how it acts. I'll post the findings here. -
It would be cool if the canopy on the F18/16 iced over when at high altitude, cold environments. It would give a lot of immersion.
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