RWC Posted July 23, 2021 Posted July 23, 2021 Hello DCS Crew, I have a serious issue regarding the takeoff of the AI aircraft. For this issue i have used a default qualifying training mission called carrier takefoff lesson. The planes drop in the water right after takeoff ! I have included a Trackfile and both logfiles , one after the repair and one after loading the mission. I have updated to the latest version and tried the repair option to see if the issue was fixed, but it was not. Also it seems some errors in the logfile regarding the catapult steam lua and some issues regarding the weapons and soundfiles. I have no idea if the issue is caused by the Supercarrier or by the vanilla F/A-18. Please have a look Kind regards, RWC. Carrier failed takeoff.trk dcs after repair.log dcs.log 1
AKULA_OPTIMUS Posted July 23, 2021 Posted July 23, 2021 This happens since the last update, in my case planes dont crash, but they put ridiculous AO when taking off and get very close to the water. 1
ameriveaux Posted July 23, 2021 Posted July 23, 2021 Same for me. Mine don't make it either, all hornets fail to generate enoughlift to scape davy jones locker. 1
Agrrregat Posted July 23, 2021 Posted July 23, 2021 Same here, AI has ~120kt at the end of runway and trying to get into space with crazy AOA but not enough thrust... It looks like it doesn't matter how much weight they have. Moment ago i've outraned my wingman on catapult 1
RWC Posted July 24, 2021 Author Posted July 24, 2021 Hi friends, Just letting you know the DCS team is aware at the moment and probably working on it. It seems to be a issue with the max weight of the plane when fully loaded. Let's just wait a bit on the fix. RWC. Hi friends, Just letting you know the DCS team is aware at the moment and probably working on it. It seems to be a issue with the max weight of the plane when fully loaded. Let's just wait a bit on the fix. RWC.
Nealius Posted July 24, 2021 Posted July 24, 2021 The bug reports are not indicating max weight, though. This appears to happen at all weights, not just "when fully loaded." 2
Stearmandriver Posted July 24, 2021 Posted July 24, 2021 2 hours ago, Nealius said: The bug reports are not indicating max weight, though. This appears to happen at all weights, not just "when fully loaded." This is my concern as well. The moderators are locking all the bug threads about this, and thus preventing people from sharing this information. Even with light CAP loadouts, they usually don't make it. You can forget about any AI hauling any kind of bomb load off the boat at all. No matter what, they always get a cat end speed of 120kts. Basically, any kind of coordinated naval air ops is completely broken in DCS right now, unless a multiplayer mission with zero AI. Shame, I was hoping to get a couple Liberation missions in this weekend. I don't suppose anyone has figured out where the cat end speed value for AI is located (in a .lua etc.) and this could be easily fixed?? 2
Nealius Posted July 24, 2021 Posted July 24, 2021 They've been locking all bug threads these days, preventing any opportunity for the community to: 1. Find workarounds or stopgap fixes until it's fixed by ED, which could be next month or next year. 2. Provide more data to help ED fix it. 1 2
Stearmandriver Posted July 24, 2021 Posted July 24, 2021 Ok, tested something I saw on another thread: I changed all my non-client "F/A-18C Block 20" aircraft to the basic AI Hornet, the "F/A-18C", in the mission editor. Even with heavy bomb loads, the basic AI hornets can get off the deck without a problem. So this issue is specific to the complex modules being used as AI. A bit of annoyance to go change their types and then re-arm them in the mission editor, but using the units list filtered by aircraft type, and creating basic saved payloads for them, makes it quick enough. Only workaround I've found so far. 1
maxTRX Posted July 25, 2021 Posted July 25, 2021 1 hour ago, Stearmandriver said: Ok, tested something I saw on another thread: I changed all my non-client "F/A-18C Block 20" aircraft to the basic AI Hornet, the "F/A-18C", in the mission editor. Even with heavy bomb loads, the basic AI hornets can get off the deck without a problem. So this issue is specific to the complex modules being used as AI. A bit of annoyance to go change their types and then re-arm them in the mission editor, but using the units list filtered by aircraft type, and creating basic saved payloads for them, makes it quick enough. Only workaround I've found so far. Thanks Stearmandriver, I haven't been to the boat since the update yet but you saved me lots of time trying to figure out a band aid... and lots of colorful and loud 'monologues' 1
Jenson Posted July 25, 2021 Posted July 25, 2021 Same issue here, I can imagine the AI pilot's frustration. 1 PC Specs: GTX4090, i9 14900, Z790 Pro, DDR5 96G, 4TB SSD M.2, 1200W Power Flight Gears: Logitech X56 HOTAS & Rudder, Pimax Crystal Light Modules: F-4E, F-14A/B, F-15C, F-15E, F-16C, F/A-18C, AV-8B, A-10C I/II, AH-64D, Supercarrier Location: Shanghai, CHINA Project: Operation Hormuz [F/A-18C Multiplayer Campaign]
Bunny Clark Posted July 26, 2021 Posted July 26, 2021 This isn't a Super Carrier specific problem, it happens with the Stennis as well. It seems to only effect Hornets, AI Tomcats can get in the air just fine. 1 1 Oil In The Water Hornet Campaign. Bunny's: Form-Fillable Controller Layout PDFs | HOTAS Kneeboards | Checklist Kneeboards
RWC Posted July 26, 2021 Author Posted July 26, 2021 (edited) So after trying to start from the air , one can see the wingman and all other AI (F/A-18 Addon) loosing lift and lack of thrust. So it is defenatly a problem with the plane itself. Only the plane you are flying seems to responce to thrust, and all others are batteling to stay airborn or climb, even when set to a airspeed of 430 Kts , the planes remain around 140 kts, tilted nose up above 10 degrees, at an altitiude of 3000 Ft. The is no use flying with a wingman , and as suggested to change the other aircraft to stock aircraft from the Bazaar liveries. The problem has not been fixed yet after the last update. We wait and and postpone all flights.... Edited July 26, 2021 by RWC Typing error 1
prichardgs Posted July 31, 2021 Posted July 31, 2021 Well I hope they fix this soon -can't really fly any campaigns now if I'm using a hornet.
Ginsu80 Posted August 2, 2021 Posted August 2, 2021 I have noticed that it isn't just takeoffs, I watched an AI Hornet attempt to rejoin with the recovery tanker. After turning in he bleeds speed down to 115 kts and gets stuck. Literally just falls out of the sky from 6000ft. Plenty of gas, this occurs just after take off. Never plugs the blower in, just sits there at high AoA, 116kts or so, chasing the tanker and falling out of the sky until splash. I'll try and grab a .trk file. Something screwy is going on and it's not just take off. [sIGPIC][/sIGPIC]
RWC Posted August 2, 2021 Author Posted August 2, 2021 After my post a lot of you have experianced the issue in one way or another. I am sure they will come up with a fix soon and working on it. It seems this issue is only on the Beta version. I have recently cleared my install to the stable version, on advise from a member, and there this issue is not happening. Everything is working again as it should and i'm airborn again enjoying flights ! 2 hours ago, Ginsu80 said: I have noticed that it isn't just takeoffs, I watched an AI Hornet attempt to rejoin with the recovery tanker. After turning in he bleeds speed down to 115 kts and gets stuck. Literally just falls out of the sky from 6000ft. Plenty of gas, this occurs just after take off. Never plugs the blower in, just sits there at high AoA, 116kts or so, chasing the tanker and falling out of the sky until splash. I'll try and grab a .trk file. Something screwy is going on and it's not just take off. On 7/31/2021 at 4:39 AM, prichardgs said: Well I hope they fix this soon -can't really fly any campaigns now if I'm using a hornet.
Stearmandriver Posted August 2, 2021 Posted August 2, 2021 I have actually shelved DCS for now due to this issue. I like flying liberation missions off the carrier, and that simply can't be done right now unless you're going either all MP, or single ship (I've realized that switching from block 20 Hornets to the default fixes the cat end speed, but invariably one will lock up on the cat and gridlock the whole deck.) Between these issues and the Tomcat problems, the entirety of naval aviation using any AI in the beta is currently hard broke. I would think this would warrant a hotfix... 4
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