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Everything posted by HR-Crumble
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Hi all, I am still seeing the same two ground AI issues from a few years now although it has sporadically worked in that time frame. Bug 1 (making ground units loop their route): When setting AI in advanced WP 'GO TO WAYPOINT' the units take a straight line for each waypoint and do not follow the road even though each WP and starting WP is set to on road. Doesn't matter the unit type or coalition etc. There the fix is to ensure the last WP is back at the beginning of the units path to make the distance from last to first WP as short as possible. Bug 2 ()ground units stopping after returning to WP0: In connection with the above - when you set the last WP in advanced WP 'GO TO WAYPOINT' to WP:0 it gets to its original route starting position and just stops.
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This on the other hand!!!!!!!!!!! @Kanelbolle you legend it seems to have worked. The groups spawn and keep their advanced options! Thanks a million mate. Crumble
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I get this error with that code: null
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You’re taking to a man with the early coding skills of a fridge-freezer unit here boss - do I just add this code into my above code before ‘end’? And do I have to have the same group names in as group 1? do mist.goRoute('myGroup2', mist.getGroupRoute('myGroup1')) end
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Using this code from MIST here -> how do I get it to retain the advanced actions of the group such as immortal? initially they are immortal but after a respawn using the mist code they loose their immortal. local groupName = 'tic1' local groupData = mist.getGroupData(groupName) if not Group.getByName(groupName) then mist.dynAdd(groupData) end Thanks in advance.
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reported Trim with slip indicator always nose left?
HR-Crumble replied to MstrCmdr's topic in Bugs and Problems
Wow - this was first reported a whole 24 months ago. Is ED looking into it still do we know? -
Hi all, Im looking for some recommendations from the community for high quality, decent and most importantly sturdy desk mounts for my Warthog hotas. im flying helos and have a 10cm extension so i need to be able to mount the cyclic quite far back so i have plenty of room for deflection at the top. thanks all.
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Hi all, I made some AH-64 liveries with our squadron logo on in PS. Exported to DDS5 straight out of PS in Mac OS and then into DCS. I can see th deliveries no problems but when I load them in the game or have them loaded from mission editor for a about a two second time frame the panels that have been edited are not loaded on the aircraft. Then as the textures load the 3d model gets completed? Has anyone come across this?
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reported Trim with slip indicator always nose left?
HR-Crumble replied to MstrCmdr's topic in Bugs and Problems
Is this crabbing at 2.4 times still an issue in 2024? -
cannot reproduce AI ground vehicles leave the road when resuming
HR-Crumble replied to HR-Crumble's topic in DCS: Combined Arms
Good thinking but I tried this and other permutations but it still doesn’t work. Ooooooooo…..does this solve the problem? Does it work over long distances between WPs as well, say 10k +? Thanks so much for sharing I’ll give that a blast tonight and report back! crumble -
This has been an ongoing ‘feature’ of ground units for many years now and I’m not sure if it’s intended or just an overlooked bug. Scenario: Mission editor making a miz that has an AI ground convoy HOLD at a certain waypoint until a helo/aircraft destroys some enemies up the road. Once the enemy GROUP IS DEAD trigger is activated I want the convoy to move to the next Waypoint along the road. AI set to ON ROAD. Issue: Triggers works fine and the convoy sets off but it does not stay on the road. It makes a direct compass bee line for the next waypoint you set it move to in Advanced section and it goes cross country. This isn’t helpful as it’s a. Slower, b. Not what I asked and c. They often get stuck in woods/buildings etc. How do you make them stay on the road?
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Tonight whilst flying multi-crew we had a situation where the pilot edited a radio channel and manually inputted a new one. For me in the CP/G seat all I saw was a blank radio channel from when the pilot deleted it. However he had successfully, deleted, added a new channel in and the radio channel worked. Just the CPG couldn’t see it.
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Hi all, Not sure if it’s a bug but the cockpit view bindings haven’t come across from other modules. Usually I set the numpad keys up to move the head around etc and those controls stay mapped regardless of module. In the Kiowa I had to reset them all to what I use. Also there is no way to save the head position once you’ve set it up. When you jump in a new Kiowa on MP the position hasn’t been saved via the usual RATL+0.
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Hi all, Scenario - 2 ship of either hornets or vipers (makes zero difference) set to travel to waypoint X where the ROE changes to designated only and the attack group action is given. Target is either an SA-6 or SA-11 or SA-10. AI won’t fire on an inactive SAM site as we know so they are set to red state. ISSUE - AI will not fire unless target is exactly 47nm or less away. 48nm? No. 47nm? Yes. I chose three different Sam sites to test individually to see if it was something to do with detection signal of the larger Sam’s etc but that makes no difference. Despite target type, AI altitude, speed, heading and if the Sam site is in a valley or open ground the AI will not launch greater than 47nm. 47nm is fine for SA-6 and SA-11 but not the SA-10 as it has an approx 70nm launch range. Is 47NM the max AI launch range?
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Static vs Dynamic weather clarification
HR-Crumble replied to simo-dj's topic in Clouds & Weather System
Nice one thanks mate. -
Static vs Dynamic weather clarification
HR-Crumble replied to simo-dj's topic in Clouds & Weather System
Can we confirm the nothing is old or new clouds? -
Static vs Dynamic weather clarification
HR-Crumble replied to simo-dj's topic in Clouds & Weather System
Where are you seeing the density setting? This option hasnt existed in Mission Editor for nearly a year? Maybe even more. -
Negative on any lens effects or motion blur etc.
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No DLSS is enabled - it looks horrendous for me. Just DLAA. Sharpening 0.31.
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Evening All, Happy Holidays! SYSTEM SPECS: 5600x OC 3700Ti OC 64Gb RAM Gen 4 SSD 32” Curved 144hz Using MT release System can give me 144fps no problem. ISSUE: I’m struggling since 2.9 on DLAA V MSAA. For me DLAA is smoother and gives a better ‘image quality’ and ‘texture quality’ to my eyes on all panels, materials and terrain etc. BUT the ghosting is awful - bullet tracers look like hosepipe water, smoke is fuzzy, jets especially in F3 flybys ghost like a mother! Dials when they spin with numbers also blur and number counters also. MFDs also not as sharp as 2.8 days. Installed the latest 2.9 patch from a few days ago and the ghosting is slightly better on DLAA but after reverting back to MSAA this seems almost worse than pre-2.9 MLAA. Still have jaggies and the textures look flat compared to DLAA. I’ve got everything set to high/ultra etc as I always have. Now I’m torn between better looking visuals except for awful ghosting or no ghosting but flat looking textures and jaggies. What are your thoughts? Can I try a different combo of settings? Have you guys had a similar experience? Crumble.
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Hey all, firstly what a great thread thank you to the OP and others for keeping it going. I’m new to this so I’m starting small - I’m looking at just doing a ‘half UFC’ at first - essentially just the Harrier key pad within a 3d printed frame and box and two rotaries on the bottom. Would someone mind pointing me in the right direction as to how I create/purchase the key pad board circuitry underneath? I’ve used the STLs in this thread to print the keys them selves. KR, Matt
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@Strale where did you get the keys from for the UFC keypad?
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I had this issue last night flying at night on Syria. In the Harrier random white strobe flash almost like a flashback or firework in the night sky.
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Thank you very much for that. Much appreciated.