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Showing results for tags 'missing info'.
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Ive been going over some older missions on the SC. Since getting my new puta, Ive been able to sit quite smugly with many max'd things of lovelyness whilst sitting comfortably above the 60 fps needed for vstink. Today, whilst checking the mission for a little added airboss audio, I gazed lazily from my parked Tomcat on Starboard elevator toward the Hawkeye preparing to depart from Cat3 when, to my chagrin, , the fps plummeted from a stable 84 to 48 as it opened up its throttles before returning to the 90 mark once it had left the boat. Thinking it may have been the heatblur, I disabled it to no efffect. Moving the Hawkeye to Cat 2 and futher away from me keeps my fps stable and in the mid 80s, with or without heatblur. Shove a jet in Cat 3 and there are no issues either. So, in my dull mind Im thinking "has something changed with the prop animations recently?". I cant recall ever seeing an issue previously (and Ive run this mission many many times). A 36 plus fps loss whilst opening a throttle seems awfully costly. I'd post a track but the mission is modded since the SC is so under endowed with deck equipment and theres a C2 and some better HH60s in there too. Anyone else expereinced this?
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Umm, what is wrong with aamram's now? I fire 4 from f16 35k 1.5m 33miles aspect hot and they all get notched by Jf-17 ace ai? What happened? oh, and I crank to keep radar in gimble's until active then I turn cold did 6 1v1 bvr's, zero hits... that is 24 120c's never lost lock early on crank either bogey never turns cold to defeat 120c’s edit: tested with every other fast jet on ace ai, 80miles both at 41k, hot, 1.3mach (since the “Jeff” can’t go much faster and wanted to keep similar speeds to start across all) Seems to be a jf17 phenomenon. Could the rcs be incorrect? The new AI (which is great) doesn’t seem to have similar success in other jets. Anyone else have similar issues with f16 vs jf17 radar and/or 120c?
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I'm blasting away at enemy aicraft point blank and they don't go down. No amount of 20mm seems to work let alone the MGs. Enemy aircraft show plenty of damage. Smoke trailing, gear falling down, riddled with holes but they fly on and I run out of ammo trying to just shoot one down. I don't have this issue with the P-51 or the 109
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Yesterday was cold-starting in the Sixpack (default spawn point), and an AI spawn pretty much ruined everything by pulling up so close that I could not move my jet without hitting his. No way out, could only quit (without a wreck). The only way to avoid this as a player right now is to fix spawn times via TOT times. Are there any plans to allow for selection/preference of carrier deck spawn places, so that non-Sixpack spawns can be selected? The default spawn points are right in the way of aircraft moving to CATs 1 and 2, so without some AI tweaking to stop them from creeping right up against you, almost touching, it ruins the entire flight. The AI freezes, stuck, and you cannot maneuver to unfork everything. If we could spawn first on the Elevators 1 and 2, and the Corral, or the El3/Patio area, this would help.
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Online play . Like title says petro is bouncing all around air targets A10s and the Gazell . The Sight moves but does not lock and it bounces all over trying to lock onto the Air targets . Head-on and rear aspect of the target .
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I've done this many times and something has changed over the last three months as tanker no longer repsonds to "intent to refuel". The mission ive been using for years doesn't work and editing the F18 AAR mission which works when player is in F18 but not in the A10c. I know how to set my radios in A10c cockpit, i can change the contact freq in ME to anyhting i want and F18 is fine but nothing works for the old A10c.
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Hi all, I've jumped back in the 16C after a long hiatus, and I'm trying to understant the AG radar modes. Smooth sailing so far, save for this little problem: there seems to always be a (quite large) offset between real and radar-given object positions. See for instance the image below, where I initially slew the radar to the target, sent the FTT to the TGP then corrected until the TGP was actually on the target. There's a significant difference between where both sensors think that the target is (and the TGP is right). I've tried to use CZ on both the pod and the radar, to no avail. Is there a way to correct this offset for TGP-free, radar-only weapon delivery? Thanks !
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I've hit the uboat with 1 or 2 rockets from the mossie, the AI then hit it directly with 2 500lb bombs, it was at half life at this point. And 20mm doesn't appear to do much damage. Did the German build their U-boats out of mithril?
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Hi, The new AI shows a lot of good things. First of all, that the enemy planes from now on actually want to survive and do not pursue their target until the last fuel and then eject with the ejector seat. I also like that they use the crank maneuver well and also turn cold when under fire to fly the energy off the missile. BUT: In the last few days I have unfortunately had to watch all enemy aircraft dogging missiles. MiGs and Flankers were able to dodge 3 to 6 missiles without any problems and then achieve aerial victory themselves with an infrared missile. No matter if in the deepest night or in the densest clouds. It is simply disgusting! Now one could argue: But online players in multiplayer mode also show this behavior! Yes, exactly: Online PLAYERS! Such behavior has nothing whatsoever to do with realism, is absolutely unbelievable and turns my DCS into a dogfight simulator because the missiles have obviously become worthless. In the end, there were a number of interesting improvements. I hope that ED will continue to develop artificial intelligence and neutralize this arcade behaviour. Cheers TOM
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So I setup a simple mission with a fligh of 2 F-16s equipped with LGBs. Their task was to attack 4 map objects close to each other. What happens is that the lead AI engages each target successfully (albeit very slow and inefficient) but does not instruct its wingman to attack any of the target. As a consequence, the whole engagement takes a very long time, is very inefficient and leaves the wingman of the flight just tagging along, enjoying the view. Please add logic for the AI wingman to effectively share the workload and do what's expected of them. Let me know if you need a track file, but it's an easy setup in the editor.
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Sorry for the bad subject title, I don't know how else to title what I've noticed. TACVIEW attached. Summary of events: -AIM-54A-60 launched in TWSA mode on a 2-ship close formation of MiG-29s. The missile is being guided by the AWG-9 onto the right man in the formation. -AIM-54 pitbulls on right man, which triggers new AI behavior to perform split-S. -At the exact moment the right man rolls inverted the pitbull is broken. (This in itself is strange behavior worthy of a bug report). -The Phoenix immediately pitbulls onto the next available target, the left man, and makes a course correction. The new pitbull does not trigger the new AI defensive split-S behavior. The left man continues to fly straight ahead as if the missile is still tracking the right man. This behavior is repeatable. I have multiple TACVIEWs of the same scenario and outcome. Broken lock, killed wingman instead TRIMMED.txt.acmi
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missing info Friendly vehicles inverted WHOT/BHOT in FLIR
icemaker posted a topic in Bugs and Problems
During a mission we noticed with my squad mates that the friendly vehicles are inverted in FLIR. If TGP is in WHOT, enemy vehicles are Withe and Friendly Black! If TGP is in BHOT, enemy vehicles are Black and Friendly Withe! See screnshots. -
missing info Strange flying attitudes
Indianajon posted a topic in Aircraft AI Bugs (Non-Combined Arms)
Since the latest update I have noticed that some AI aircraft are flying with very strange attitudes such as 60 degrees nose down whilst flying straight and level. I have only noticed it so far in the Spitfire whilst flying the Big Show campaign. This maybe primarily as I am in formation with a large group and so it is more obvious as opposed to it being aircraft specific. Has anyone else seen this? They fly fine and once in an 'active' environment such as BFM the issue vanishes, its only when flying straight and level where the situation appears present. -
I have similar problems. I updated the Openbeta version and first it said I have no authorization. But then it continued. Eventually, I got to the main screen where the AH-64D was checked marked to install. Once I hit the button there was a long pause and then a message saying I was not authorized. I tried again, same message. I am now in the process of "Repair Install". What is going on here? I bought this over a year ago. Never had this problem with Hornet, AC-10, AV-8B, Super Carrier, or ANY of the maps.
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All other modules are fine. Crashes hard enough to not be able to create a crash log as it just hangs. Oddly enough, rendering the monocle in the left eye prevented a crash once and I am still trying to get it to not crash at startup. This is during the startup training lesson.
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hi all noticed this issue a few times today. laser is ON (util-page), codes are set correctly and tads says i am in correct parameters for the hellfire shot (small solid box). but the small solid box doesnt get big, means the hellfires is not tracking anything. laser is 100% ON, and i also can shoot the hellfire. but obviously its not hitting. if i re-assign the same laser codes after deactivate and activate again the LASER and MSL under wpn->utiliz, suddenly it works. but only for like a few shots, suddenly i have to reassign laser codes again, and i get the message „REMOTE“ on the tads. anybody else with this problem?
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hey guys i have flown for hours today with my friend, and this problem occured basically everytime. it should be easy to reproduce: 1. after hot start, i can simply place some waypoints and target points on the TSD. works with mission grip cursor and also with LHG cursor on the tedac handle 2. get into combat, engage bandits, sight to tads, fire laser, launch hellfires, blow stuff up etc 3. go back to TSD and try to place some new waypoints 4. notice that you cannot slew your cursor anymore anybody else with this problem?
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Hi all guys, I bought the Apache but I noticed an fps problem, let me explain: As soon as I start the simulator, in the Apache cockpit I have 50 fps, I go outside and I have about 60 fps but when I enter the cockpit again I have 20 fps. I want to clarify that the problem occurs only with the Apache, I have various modules including A10 and FA18 and I have never encountered this problem. Do you know how to solve? Thank you and have a good day
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Just installed the mod. Aircraft carrier and ground objects (i.e. vehicles) missing when mission starts. Any idea why?