MBot Posted July 7, 2019 Posted July 7, 2019 (edited) Since the other thread has been incorrectly marked as [DCS BUG], I am not sure if it is still being checked by HB. Therefore I am opening a new topic here. On a carrier moving between 26 and 44 kph, a player F-14B with engines running is continuously sliding forward on the deck. Interestingly the Tomcat does not slide when the carrier is moving slower than 26 kph or faster than 44 kph. In my opinion this is a rather severe issue as in various of my missions the player slides over the catapults, crashing into spawning AI before start-up to taxi is complete. Changing carrier speed is no workable solution as carrier speed is dynamically set depending on weather in order to create a fixed wind over the deck. This is an issue related to the F-14B since the Hornet is not sliding in the same circumstances. Tomcat position at spawn. Tomcat position after 10 minutes. Note amount of movement in the time required to align INS. For comparison: Hornet position at spawn. Hornet position after 10 minutes is unchanged. Edited July 9, 2019 by IronMike
Boomer_QLD Posted July 7, 2019 Posted July 7, 2019 Since the other thread has been incorrectly marked as [DCS BUG], I am not sure if it is still being checked by HB. Therefore I am opening a new topic here. On a carrier moving between 26 and 44 kph, a player F-14B with engines running is continuously sliding forward on the deck. Interestingly the Tomcat does not slide when the carrier is moving slower than 26 kph or faster than 44 kph. In my opinion this is a rather severe issue as in various of my missions the player slides over the catapults, crashing into spawning AI before start-up to taxi is complete. Changing carrier speed is no workable solution as carrier speed is dynamically set depending on weather in order to create a fixed wind over the deck. This is an issue related to the F-14B since the Hornet is not sliding in the same circumstances. Tomcat position at spawn. Tomcat position after 10 minutes. Note amount of movement in the time required to align INS. For comparison: Hornet position at spawn. Hornet position after 10 minutes is unchanged. Yes we notice the Tomcat moves quite a bit on the carrier in MP, enough to make it dangerous to park up close to it. one of our missions even has a stationary carrier with 20 knots of wind down the center line. Even here the Tomcats move back and forward on the deck.
WindyTX Posted July 7, 2019 Posted July 7, 2019 +1 and occasionally for me in our case 1 trg mission Jet is hot on Cat it won't launch maybe something to do with the way it falls to the deck and then slides around a bit even hooked up tot he cat. Sent from my GM1915 using Tapatalk I7 3930 4.2GHz ( Hyperthreading Off), GTX1080, 16 GB ddr3 Hotas Warthog Saiteck Combat Pedals HTC Vive, Oculus CV1. GTX 1080 Has its uses
Love_Beam Posted July 9, 2019 Posted July 9, 2019 Please fix this!!! Its a major pain for multiplayer!
Dave317 Posted July 9, 2019 Posted July 9, 2019 I found yesterday the player aircraft only slides when the engines are running.
Biggus Posted July 9, 2019 Posted July 9, 2019 I see two kinds of sliding and they're both different. There is a small x/y axis slide that almost looks circular from a bird's eye view as the boat is rocking back and forth. Easiest place to see this is when you are hooking up to the cat. The nosewheel will slide a short distance to and fro. It looks strange but it's not a dramatic problem compared to the second kind. The second kind that I see a lot is in MP. I mostly play on GAW and PGAW, and when the Stennis turns, there is a dramatic slide forward that happens almost as a slideshow (while the rest of the sim is operating at 60fps, the script for the carrier turn seems to update the clients once every second or two). Three minutes into start up and you look up and suddenly you're blocking cat 3 without disengaging the parking brake, it's somewhat annoying. It would be nice to see a fix to this eventually.
MPK Posted July 9, 2019 Posted July 9, 2019 When on the deck, the aircraft position should be sent around the network relative to the origin of the ship, not relative to the origin of the world. An extra byte in the network position message will indicate which object the position/velocity are relative to. This will stop all sliding on other clients no matter how the boat moves or how much lag is present on the network.
MBot Posted July 9, 2019 Author Posted July 9, 2019 This has nothing to do with network. The screenshots above are from singleplayer.
MPK Posted July 9, 2019 Posted July 9, 2019 My mistake, I assumed multiplayer because I see this on every server.
IronMike Posted July 9, 2019 Posted July 9, 2019 Thank you for reporting it Mbot, we will investigate this further. Heatblur Simulations Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage. http://www.heatblur.com/ https://www.facebook.com/heatblur/
Nealius Posted July 10, 2019 Posted July 10, 2019 Just some additional observations, if they help. In recent patches, I've noticed that the nosewheel strut compresses and decompresses with the pitching of the deck, almost as if the Tomcat and carrier aren't quite linked together. The Hornet, in comparison, is more "glued" to the deck and doesn't exhibit any gear compression under the same pitching-deck conditions (last I checked.)
Bones308th Posted July 19, 2019 Posted July 19, 2019 Guys this has been happening for months now. The fix for me was to set calm winds in the mission and the carrier speed at 28 knots or greater. I found that if I set carrier speed to 27, I would get that issue. Play around with the carrier speed. If is set at 11, it’ll do that to you. If I remember correctly, I was able to make it work with the carrier speed at 24 knots as well. That worked for me. Bones
MBot Posted July 19, 2019 Author Posted July 19, 2019 Which is not feasible if you are running a "turn carrier into wind" script that dynamically adjusts carrier speed for a SOP wind speed over deck.
Bones308th Posted July 19, 2019 Posted July 19, 2019 Then the other option is start on a land base till they decide to allocate resources to fix it, and recover at the ship. It sucks man I know, but that’s what we got to work with. Bones
IronMike Posted July 19, 2019 Posted July 19, 2019 We haven't forgotten the issue, we are still looking for a solution. Thank you for your kind patience. Heatblur Simulations Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage. http://www.heatblur.com/ https://www.facebook.com/heatblur/
Bones308th Posted July 20, 2019 Posted July 20, 2019 No worries Mike! Is an awesome and complex module man. Love it! Confidence is high that it’ll be fixed soon.
MBot Posted October 12, 2019 Author Posted October 12, 2019 Any news on the deck sliding issue? This is still causing Tomcats to slide forward and crash into aircraft on the catapult before INS alignment is complete.
Recommended Posts