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Everything posted by XCNuse
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I'm not sure what else to call this, and sadly I cannot provide a track, only screenshots separated by a minute after reloading the mission. I also know, according to others on the discord that I'm not the first person to have this issue. Again, not entirely sure what causes this, but I'll attach a log, and screenshots. As far as the log goes, before closing DCS, it occured once, went to mission end screen, hit "fly again", and it happened again. Went back to mission editor, and reloaded the mission and the lighting correct itself.... hopefully something is visible from that information. dcs.log
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Confirming this is happening much the same in the F5E as well.
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Hoping I can get others to help me get tracks of this; but was happening to myself and a friend in a rainy weather setting, and climbing through a certain altitude the HUD glass would appear / disappear. It was a long multiplayer track so I will have to set up a quick one and try to get further details. But wanted to let others know; this is... definitely a bug. Pipper itself is always visible; but the reflection / darkness of the glass itself disappears.
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I think the F14 is just the "worst of the bunch" due to the assets loaded versus everything else. I had a few lockups but not really any CTDs last night (until I clicked the screen lmao); it's a brand new build though, m.2 nvme on everything, 3070, 10850K, it's no slouch, but the F14 last night at times took upwards of like... 3 minutes to load in (longer than the entire game itself). Definitely cleaned out metashaders and FXO, will keep an eye on it. It was the only aircraft I had that happen to consistently last night, but will keep an eye on it. It could have been related to the deletion of those folders as some things did take a hot second longer to load at times, but at the end of the night (when I very much should've been asleep) we said screw it one last time to hop in F14 multicrew and ... we both managed to plop in, but still took a short bit. Side note; got an AIM7 to pull a rather insane 16Gs... so that as pretty cool
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Plane appears to have some sort of CTD/lock issue. Spawned in a B, game crashed; next startup, B loaded in fine. Spawned in A, FPS dropped about 50% Attempted to spawn back in B, game crashed. Have had 3 people confirm this happening. So.... F14 is broke again, severely. This was in multiplayer.
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I know at some point in time during 2.5.6 era the water depths have altered causing some mishaps with missions; I doubt things will change much after this point, but a primary question now: How far inland can X ships go, and do we have any resources to find where roughly said random ships can access? I realize ships like carriers and other heavies can't go as far inland as obviously landing craft and other ships, but how exactly do we know where ships can go until they run aground? Is the only way to find out to mythbust and come up with said answers? I just found https://map.openseamap.org/ to use as a resource I suppose, but the primary question still remains; how do I know what ships can access what areas, such as harbors? Seeing as though the mission editor maps don't really show if ships can enter / exit harbors as though they should in the real world.
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Count users inside trigger zone? (without scripts)
XCNuse replied to XCNuse's topic in Mission Editor
I guess what I wasn't able to wrap my head around is that I need to have a trigger for EACH aircraft; I can't have a single trigger that does.. all of the aircraft and I guess that's where things were going wrong so I was looking at that mission score as a functional alternative. -
Count users inside trigger zone? (without scripts)
XCNuse replied to XCNuse's topic in Mission Editor
Issue is different planes can't be in the same group; so I can't use just a single group. Trying to "count" the number of player aircraft that are in a zone. Which, to determine if a single unit is inside the zone is well and dandy, but I can't come up with a way to allow it to count more than a single user in said zone. A particular important part is when a player leaves zone, I need the count to decrease. By using the Mission Goals, it SHOULD work by giving each unit in a zone "1 point" to the team, and have the team points trigger a flag. And it works... just fine in single player. But this method appears to be broken in multiplayer. -
I will probably never learn scripting, it's just too much, and having zero background in coding other than hobbling stuff together in basic and java decades ago, I just can't. I am trying to find a way to escalate a mission by determining number of units in a trigger zone. I came across a similar concept Grimes posted lord knows when, by using the Mission Score / Points system, and giving a point to a team when a unit is inside a zone. This is all fine and well; but it doesn't work in multiplayer.... I don't know why, but I can test it all day in single player, and AI planes trigger the team points no issue. In multiplayer, I'm not sure how I can possibly be doing things wrong, units on blue set to giving blue 1 point when entering a trigger zone. Blue aircraft in multiplayer flies into zone; no points given. Set test AI in offline to give blue team 1 points when entering zone; 1 points given when entered. Can anyone else thing of any other logic system to count the number of ... anything, within a zone?
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Any update to this? It has been two years..........
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Fantastic; I think mine shipped out just 10 days ago and just arrived. Guess it didn't get stuck in the Suez Canal! Can't wait to get this thing installed today!
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Worth noting on this that this doesn't work all the time; I was on a mission dated in 1992 and POSGPS did not work. I'm not sure what year is required, but 92 did not work; 2016 worked just fine to no surprise. No error or anything is given, it's just that your INS no longer updates when you do switch and it's not capable (I assumed 92 would be GPS capable but apparently not). I haven't flown as much this week to further test the navpoint separation from true location; and have been dealing with the bigger lag issues everyone seems to be experiencing... I will still argue that something is way off however if the Maverick will go straight to the target waypoint, but the nav waypoint is misspositioned; something is an error there no matter how you look at it. The Maverick would hit a target perfectly; while an Auto dropped bomb would be off by 2+ miles; something is 100% wrong there! (If you designate waypoint as target, open mav page on MFD and make it SOI, the maverick will auto slave to that waypoint designation. Nothing else seems to be required.)
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waypoint designate; and the mavs go to the waypoint; no slewing was involved here. @Svend; I can try, not aware of that but will give that a shot!
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I can say I'm 99% positive this is related, but this keeps happening as well; waypoint designated as target; waypoint on HUD is ... definitely not where the target is. Maverick however will go right to the target (which is in correct location) when set to SOI. Whatever this is I think is the same issue. Why would the waypoint designation appear ~1/4 mile off the target; but things like the mavericks will go the precise location they're set to in mission editor?
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I just tried literally everything I can think of in single player again; and couldn't get it to happen. Changing weapons, refueling, refueling & rearming, changing waypoints designated.... I tried a lot. HOWEVER. I've noticed one thing in particular though and I'm curious if it's the cause.... If you roll left or right, maybe 15+ degrees (or more, more is fine), and then level off, the entire HUD ... kind of resets; is the best way I can describe it. The entire CCRP calculation line and some other stuff completely flashes for a split second and returns. RIGHT BEFORE it returns; the line is offset; nearly every time. I haven't been able to get it to be like an inch off target, but it's enough to put it to one side of the diamond until said "reset" after leveling off; ie, waving with your wings can basically trigger it both ways, and it happens... 100% of the time for me. Surely that's part of the issue at hand. Whatever is calculating the CCRP line seems to alter depending which direction you're banking; and I'm wondering if you do it enough / long enough, that issue expands.
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Ok so just tried it again; didn't have QUITE the amount of luck I did as before; sadly the track is 45MB, and I am going to try narrowing down what I think is causing it; I think it's how much you turn. I did a few rearms, it didn't seem to get any worse, but I did notice there was about a 1-2 degree offset if I did some bobbing and weaving. It's almost like the CCRP line itself isn't being drawn in the right location. I also noticed at certain times the line would SNAP right onto location; got it to do it twice, distance was different; but after 90 degree hard banks, I was able to get it to go off cue, and at some point it would snap. Unfortunately the time I actually noticed it, it never snapped onto the waypoint. Tacview is showing this as being roughly 30 minutes long; it should occur 3 times in the last 10 minutes of this replay; if it... happens in the replay however I'm not sure. https://drive.google.com/file/d/1JI4fLR-q_gALF4G6rLZeA4JXBuZ6j8Eo/view?usp=sharing I'm going to try a few other things and see if I can nail down what's causing it. I'm not sure it's the rearm/refuel entirely, but I think it may be a catalyst.
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I tested this morning on 59th Ravens and also had no luck in getting it to go wrong either. So the original flight that happened, I didn't rearm, BUT I did refuel and took off again (buddy didn't want to AA refuel). So I'm glad to hear there's something common; everything I've tested up to this point has NOT involved re-arming or refueling, and I was going to test that stuff tonight. I'm HOPING that's where the commonality is. I didn't want to say it just yet to see if that is roughly what happened to you as well; because that's when it went sour for me.
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On a similar thread; I set up a single player mission and tried about everything; set it up for some predesignated targets, air starts, cold starts, hot starts; tried with mk82s and rockeyes, and I literally couldn't get the issue to come back. Do you have any short tracks that show this? I'm ... getting awfully close to thinking this is for whatever reason an issue in multiplayer, and whatever the cause, isn't making it happen in singleplayer. If you do have any tracks showing this relatively early or on a small track file, PLEASE upload them for ED to pick apart; I don't want to be stuck with this issue, because it's a big one!
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Two ways; both however use the ship's navigation system. Ground wire, or wirelessly over a freq. F14 can do the wireless method. I believe the hornet doesn't properly simulate either methods and you just have to run the standard CV mode; maybe requires ground power? I don't remember and not seeing it mentioned in the manual. Difference being you set INS to NAV instead of IFA Mission date is 1986 or prior for the record. (unsure if it's that whole year or what, but somewhere involving 1986 is that dateline for DCS using GPS systems or not)
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Not yet; I haven't run into nearly as severe of an issue as last night and ran out of time; I definitely plan on fiddling a lot more with it tonight when I can to figure out where it gets weird. It gets really shaky sometimes as well when I'm at what I would call "lower altitudes" Every time I've been on the deck though it's been a bit weird. If I can recall; anything... say 5,000ft AGL it seems to be totally fine.. I THINK. I just haven't gotten around to testing it, as I didn't really notice it until last night; the first time it happened it wasn't nearly as significant as the screenshot I posted. Just tried it again with a quick test; wasn't able to get anything to happen. Going to see if it's happening with a specific bomb type (last night those were Rockeyes), or is happening after a rearm. Something I did however notice is the line goes really off-target when you roll the aircraft; unsure if that's intentional or not; but if you roll you can get the line to basically head the opposite direction making it confusing which way you should be turning, surely that's wrong. Well, I just tried just about everything and couldn't recreate it; but that picture can't deceive me; there is something certainly wrong somewhere. Especially since I'm not the only one noticing there being some weird stuff happening. I tried hot starts, cold starts, air starts, different bombs, wind, no wind, in single player I could not reproduce it.
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Mine was a ground start and in IFA for the record; I mean you're looking at the target waypoint on the HUD, that's what everything is set to; it's definitely on the ground (it was indeed on the ground). Again even if INS was "wrong" the CCRP line should be over the visible target waypoint as seen on the HUD so... something is 100% bugging out.
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Has been happening to me 100% of the time making it really hard to learn this bird. This last mission I did didn't even have nearly winds like that; 3m/s on the ground. Attached is a screenshot showing target on hud, CCRP line, and tacview overhead of how much I had to turn to "follow the line." I don't think wind is actually a requirement for this to go as wrong as it has for me.
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I'm having this issue basically constantly recently; particularly when flying low. I don't recall having this issue with the Viper, but as I'm learning the hornet I'm getting some WEIRD bugs, including the CCRP line being WAAAAAAAAY off target. In image you can see waypoint set as target, and how close I am, but CCRP line way off to the left... way off left. In a previous run I was chasing it, and ended up having to cut like a 90 degree angle to follow the line in within 5 miles to target. No issues with INS; aligned normal, went to IFA; obviously INS can't be that wrong... the waypoint markpoint is right there on my hud. Why on earth is the CCRP line .... not ....
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resolved DCS F-16C Data Link Not Working When Cold Start...
XCNuse replied to wptmd7675's topic in Bugs and Problems
oh no for sure; not disagreeing. At that point OP could just do an in-flight alignment as well to resolve but still not a great solution. That all said; I doubt we'll ever see a more accurate INS system in the Viper anytime soon / ever.