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Posted

@DeadBeef are you using the gamegui file locally when you join the blueflag mission? If so, please remove it before entering, I do not know what the replication would be.

 

Also, it's hard to tell by these reports what was the issue still. As the server crashes at points, we would need to get these reports as they occur.

Posted

I'm having the problem right now with an A10C from minvody, I had it yesterday with a 27 from beslan, I had it on basically all Uh-1s. It would occur randomly. sometimes it works, sometimes it doesnot. I have a GameGUI file locally, but I've added a flag-check. I basically set a fleg once my mission gets loaded, and the GameGUI checks for that flag first thing in the script and wouldnt execute anything if the flag is nil

Posted
I'm having the problem right now with an A10C from minvody, I had it yesterday with a 27 from beslan, I had it on basically all Uh-1s. It would occur randomly. sometimes it works, sometimes it doesnot. I have a GameGUI file locally, but I've added a flag-check. I basically set a fleg once my mission gets loaded, and the GameGUI checks for that flag first thing in the script and wouldnt execute anything if the flag is nil

 

Can you please remove the file and test during the weekend to see if it occurs again? We will remove this possibility that way.

Thanks in advance.

 

Greg

"ARGO" DCS UH-1H DLC SP Campaign

373vFS DCS World squadron (Greece) - www.buddyspike.net

"ARGO 2.0 Project Phoenix" UH-1H DLC Campaign - WIP

Posted

The reload time of chapperals on FARPS is way to quick.

 

I successfully drained him of all his 4 missiles, but I could barely turn around and he was firing at me again.

 

Friend tried the second run, again all four missiles launched, he turned and tried to attack only to see even more missiles being fired.

 

This is not fun.

Posted
@domini99

 

There are usually 2 Strela launchers, so you might have gotten missiles from 2 different vehicles.

The reload time is set by DCS, we have no control over that.

One was dead already

And...

Damn, that's a bit sad.

 

Hope it gets sorted out eventually

Posted

case closed, i had a stray GameGUI.lua in my scripts folder that i wasnt aware of and seemed to have caused the issues. Removed it, put mine back in and didnt have any issue during the last sortie. Sorry for the hassle O:)

Posted

As a trans pilot myself I am astounded how people here tought no spawn & pilot limit for Heli-trans & unlimited SAM building would be a good idea... :D

Posted

I second that. A single helicopter is capable of defending a FARP against several attacking aircraft. Shooting him down doesnt help and he can build SA-6s faster than they can be killed.

[sIGPIC][/sIGPIC]

Posted
I second that. A single helicopter is capable of defending a FARP against several attacking aircraft. Shooting him down doesnt help and he can build SA-6s faster than they can be killed.

 

There is now a limit on how many SA-6's you can build during a session.

 

Greg

"ARGO" DCS UH-1H DLC SP Campaign

373vFS DCS World squadron (Greece) - www.buddyspike.net

"ARGO 2.0 Project Phoenix" UH-1H DLC Campaign - WIP

Posted
I second that. A single helicopter is capable of defending a FARP against several attacking aircraft. Shooting him down doesnt help and he can build SA-6s faster than they can be killed.

 

:megalol:

 

IT WAS FUN!!! (you didnt shoot me down btw)

 

But I can tell you it was hard work, phew! I only managed to defend it that long because every crate-pickup worked right away, it only got harder at the end when I went impatient for the counter to go to 0 and I mastbumped my rotor - twice! I then didnt have time to get rid of weapons and fuel so it got ridiculously hard to pickup the crates, travel 4km, drop it, travel back, pick up new crates, drop it, land, spawn, fly back to pick up more crates while being gun-strafed by F15 and bombed by A10. That dogfight against 2 Hueys at the end was the cream on top :D

Too bad we lost the farp ...

 

 

The SAM limit by the way equals the number of cities you own. So capturing cities has more value now.

 

What we could discuss for instance is the number of crates you have available at a farp in a given timespan. Although I think the number of crates I managed to spawn in those 30 minutes was perfectly fine (i think it was 8).

 

 

Again, this was probably the most fun I've ever had flying the Huey, thanks guys!! :thumbup:

Posted

I just tried to fly in Beslan-Tiblisi with the UH-1, unfortunately it was completely in fog - see screenshot. I assume this is due to the cloud layer setting.

 

If this is intentional I'd just like to point out that this effectively deactivates helicopter operations at this farp. If you want this, ok.

 

But since I dont really think this is intentional, that particular farp is at 1755m/5758ft. Please make sure there's no closed cloud-cover at this altitude (i think this is the highest elevated farp). I tried flying just for the fun of it, I made it 500m (you can see the smoke of my wreckage through the fog on the attached screenshot).

 

It's a pitty that the cloud engine can't handle this. If we got constant visiblity of about 50m on the ground it would be possible to fly in those clouds if very carefull. But with those cloud layers completely blocking your sight and then giving sight for 100m until it is blocked again makes chopper flying absolutely impossible :cry:

 

edit: please let me point out that I'm a fan of those rather extreme weather conditions nevertheless ;)

Screen_160207_154118.thumb.jpg.56f5a3e7f3ca272d72e231d6f20cc3e6.jpg

Posted
I just tried to fly in Beslan-Tiblisi with the UH-1, unfortunately it was completely in fog - see screenshot. I assume this is due to the cloud layer setting.

 

If this is intentional I'd just like to point out that this effectively deactivates helicopter operations at this farp. If you want this, ok.

 

But since I dont really think this is intentional, that particular farp is at 1755m/5758ft. Please make sure there's no closed cloud-cover at this altitude (i think this is the highest elevated farp). I tried flying just for the fun of it, I made it 500m (you can see the smoke of my wreckage through the fog on the attached screenshot).

 

 

 

It's a pitty that the cloud engine can't handle this. If we got constant visiblity of about 50m on the ground it would be possible to fly in those clouds if very carefull. But with those cloud layers completely blocking your sight and then giving sight for 100m until it is blocked again makes chopper flying absolutely impossible :cry:

 

edit: please let me point out that I'm a fan of those rather extreme weather conditions nevertheless ;)

 

Please keep the clouds....less blue supply the red side needs to be concerned with.

on

  • ED Translators
Posted
I just tried to fly in Beslan-Tiblisi with the UH-1, unfortunately it was completely in fog - see screenshot. I assume this is due to the cloud layer setting.

 

If this is intentional I'd just like to point out that this effectively deactivates helicopter operations at this farp. If you want this, ok.

 

But since I dont really think this is intentional, that particular farp is at 1755m/5758ft. Please make sure there's no closed cloud-cover at this altitude (i think this is the highest elevated farp). I tried flying just for the fun of it, I made it 500m (you can see the smoke of my wreckage through the fog on the attached screenshot).

 

It's a pitty that the cloud engine can't handle this. If we got constant visiblity of about 50m on the ground it would be possible to fly in those clouds if very carefull. But with those cloud layers completely blocking your sight and then giving sight for 100m until it is blocked again makes chopper flying absolutely impossible :cry:

 

edit: please let me point out that I'm a fan of those rather extreme weather conditions nevertheless ;)

 

I managed to fly in it and deploy manpads in valey, then return on FARP.

I've used built-in DCS cheat - POWERLINES :D

 

I think it's fine, enemy can't operate close to this FARP aswell, weather is weather...

AKA LazzySeal

Posted

Balance seems OK right now, I really like the lives implementation. The cargo loading is convenient and would probably be more popular to all. As for the stress testing, I know you were all confident about a scripting change, however around the three hour mark it starts to go bad with the warping, i really dont think it's part of the build of this mission, its been utterly consistent for the last several months, betweeen all the script versions and game patches and manifests in the same way all the time, based on locks and launches, its the netcode in my opinion. Scripts are solid imo, right now.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

Posted
Please keep the clouds....less blue supply the red side needs to be concerned with.

Haha #redfor

Balance seems OK right now, I really like the lives implementation. The cargo loading is convenient and would probably be more popular to all. As for the stress testing, I know you were all confident about a scripting change, however around the three hour mark it starts to go bad with the warping, i really dont think it's part of the build of this mission, its been utterly consistent for the last several months, betweeen all the script versions and game patches and manifests in the same way all the time, based on locks and launches, its the netcode in my opinion. Scripts are solid imo, right now.

Yeah, I hope ED is working on some crazy ass hypernetcode that can handle all of this with ease

 

Maybe with a better netcode and better stability that server restart timer can be changed to like 6 hours or so. Wish there was some magical thing that made it so that the server would never have to restart.

Posted

Wish for a dedicated server that don't render 3D, is not reliant on a GPU, have a simple menu system and is created with player and mission management in mind.

Posted
Balance seems OK right now, I really like the lives implementation. The cargo loading is convenient and would probably be more popular to all. As for the stress testing, I know you were all confident about a scripting change, however around the three hour mark it starts to go bad with the warping, i really dont think it's part of the build of this mission, its been utterly consistent for the last several months, betweeen all the script versions and game patches and manifests in the same way all the time, based on locks and launches, its the netcode in my opinion. Scripts are solid imo, right now.

 

1 like = 1 prayer (for better netcode)

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