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Posted

Hey guys,

 

I have just ran a few tests with the RWR and SAM sites.

 

In release, stable version everything works fine - SA8 will show up and then will engage me when I enter into range.

 

The same mission saved and played in latest Open Beta does not work - the SA8 won't be visible and it won't engage. Same goes for SA-3 and SA-11. Checked in both versions in M2000C and A-10C.

 

Beta SAM RWR test - saved under current BETA.

Beta SAM RWR test release - saved under last stable version.

Beta SAM RWR test.miz

Beta SAM RWR test release.miz

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Posted

Ah this may be linked with late activation in general which has been reported under open beta. Thanks!

For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel.
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Posted (edited)

I seem to suffer from a similar issue, every ground unit in my mission is spawned dynamicly and they used to fire on enemy aircraft just fine. Now they won't fire at all, even if you're 50 feet from a tank in your aircraft.

 

I've checked an earlier version of this mission and they still don't fire, something changed here in DCS. Attached mission to show the problem.

 

When i order one of these ground units to drive somewhere (CA) they nicely drive in circles.. going nowhere. Red is able to command blue vehicles.

 

This is all multiplayer.

 

Another issue, unit:destroy() doesn't work anymore on clients, although stated on hoggit that it doesn't work it used to work. See attached (exciting) mission, works fine locally but if you join when hosted it doesn't do anything to the client. What's the alternative for this function?

RemovePlayers1-1.miz

DynamicGroundUnit1-1.miz

Edited by Coug4r

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If man were meant to fly he'd be filled with helium.

Posted

I can confirm the late activated circling vehicles and add that the AI will reach the first waypoint and then halt, this is in version 1.5.3.53279.

 

If you revert the game to 1.5.3.52724 AI will engage and seem to behave as wanted. Builds 52875 and 53108 have AI that does nothing if script spawned / late activated.

Posted

Good idea to revert back to that version, ground units fire again and can be controlled. Thank you!

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If man were meant to fly he'd be filled with helium.

Posted

Latest version was supposed to have corrected that bug but seems not...

 

DCS 1.5.3.53279 Update 7

  • Fixed client Fw 190 explosion when spawning in shelter
  • Fix of late activated ground units that did not start after activation
  • Conflict of cockpit skins of A-10C and F-86 fixed
  • TF-51D. DE QS missions added
  • L-39ZA manual. Corrected the weapon status panel description

 

i9 9900k, 64 Go RAM, RTX 4090, Warthog HOTAS Throttle & Stick, Virpil AH64 collective, TPR rudder, MFD Cougar, Trackir 5 Pro, Multipurpose UFC, Alain Dufour's TEDAC and Oculus Rift S (when I want some VR),

http://www.twitch.tv/zarma4074 /  https://www.youtube.com/user/Zarma4074 

 

Copy-of-DCS-A-10C-User-Bar-CMR-ConvertImage.jpg

Posted

I think the late activation works now (at least for me), but for a change the GROUP AI ON task does not. This has already been reported.

For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel.
Details about the WinWing draw can be found here. Also, please consider following my channel on Facebook.

Posted (edited)

The unit:destroy() function does something other than not work, the unit gets removed from the world but the player can continue flying. It doesn't get shot at by AI and unit:isExist() returns false.

 

In some cases this function was very useful, check a player for idle and boot him from the aircraft. Some servers have taxi speed restrictions and you would be removed from the A/C when speeding, guess that no longer works either.

Edited by Coug4r

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If man were meant to fly he'd be filled with helium.

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