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Showing results for tags 'movement'.
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When dropping troops into an area the AI is set to "red" state upon dropping off with a bug not allowing them to move, even though the AI has a move command. as tact cmd you can change the state to green and they begin moving, you can then revert back to auto or red and they will continue moving. There are normally no tact cmd on many servers, and without combined arms they become fairly useless except for when you don't want them moving in the first place. As well I would ask that heli pilots be given an ability for server admins to have a way that would let troops be moved as long as the player has the dlc due to the lack of tact cmd'ers, due to pilots having to despawn aircraft to move the troops as the tact cmdr slot, or allow tact cmd'ers to fly helis. Helis generally have to fly much longer than aircraft and this becomes very cumbersome with having to fly all the way back just to extract, it becomes a problem of just leaving units in one place and going on to the next rather than extracting as it would take much longer to do both without any simulation or realism reasoning. The only roundabout way few servers have of getting around this is despawing troops, then respawning for extract with them destroying targets in an imaginative way where combat was never seen and troops never facing the enemy in combat removing the entirety of combat simulation for the ground units, with the issues of if the selected group could've even succeeded in the first place due to the unit(s) engaged, to terrain/cover/concealment, to weapons on hand, to number of units engaging in the fight. I understand there is a dynamic campaign in the works, and AI will be taking over this role that is fine, but AI makes mistakes and can get confused, players with combined arms should have an ability to fix this on a whim rather than having to wait for multiple updates to the AI. Thank you and we hope to see DCS continue to improve and surpass what we only thought was achievable. .trk file- Server: Server- [4YA] TRAINING CAUCASUS PVE V2.0 EU 2 (and all other servers I have been on) I'm not sure how this comes over in the .trk file but in order of what happened: I get troops and take off a Huey callsign Whirlwind/Uzi11 from Farp London, fly to enemy units near to the town of Labra South East of Sukhumi airfield, drop troops callsign dropped group 2, they receive an automatic waypoint of where they are going as expected, which is where the enemy infantry and light armor is located, but do not move, as expected. I then have to switch to the tactical commander role, switch their state to green, and they begin moving, as expected. In this case but not always If their state is reverted back to red they stop moving, if after state red you switch to state auto they still do not move in this case, only when once in state green, and/or to auto will they continue to move. Track ends If a video is needed to showcase I can provide it. Some heli pilots use AA troops to cover them, these should not get a move command, if this can be done. Thank you 4YA_CAU_PVE2_DS_V2.101[01_MAY_FEW]-20240813-104535.trk
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A-G radar accuracy.trk When wags introduced the EXP modes, he said that "you can put a weapon on" the designations. This is currently impossible. I tried hitting an AN-26 (medium transport plane) with the last designation happening at 9 nm with EXP3. The JDAM missed about 100 meters. This was literally a best case scenario since going any closer would slow down the scan rate of the radar too much and other alternatives would be a better choice. (unless bad weather like in the scenario) I have never successfully killed a ground target with the A-G radar designation and a JDAM in multiplayer or singleplayer. If the radar is supposed to be used for weapon designations (like in wags video for example) , I would assume it should have like a 25 meter accuracy radius. Currently it is extremely unlikely to hit literally anything.
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The view gets stuck in random places using mouse look to interact with the Jester + Crew Chief wheel, like there is some conflict. I've changed the Wheel UI deadzone in the special tab and increased the maximum angle in degrees, changed from windowed to full screen. Nothing helped. It seems the view gets stuck at random, not related to which page is or if the plane is in the ground or not. The Tomcat (F-14) Jester UI wheel is working flawless using the same method.