BobbyC101st Posted August 24, 2009 Posted August 24, 2009 Solid objects ignored I have noticed 2 abnormallities which definitely did not occur prior to installing the 1.0.1 patch. First...after creating a new mission in the mission editor after patch 1.0.1 I placed a FARP on level ground and put the tents and vehicles on the FARP. When I run the game, my helicopter sits on the surface of the FARP but the tents and vehicles are half buried. same applies if a convoy comes in...it drives through the hard aircraft bunkers...disappearing as it does so. If the convoy stops with one of the vehicles hidden in the hard aircraft bunker, when I fly nearby, the vehicle shoots at me but I only see the bunker. Secondly, when a convoy of 8 vehicles stops at it's final waypoint, I shoot and kill vehicle number 4. It burns then the flames die to show a wreck. I shoot vehicle number 1 and kill it and all the convoy moves up one position. Now vehicle number 5 is in the same position as the wreck of vehicle 4....here is the sucker punch....you only see the wreck...not the live vehicle 5 in the place of the wreck. You can lock on the wreck but not at night after using up all your LLU's. Mission does not end because a vehicle is buried in a hard aircraft bunker or hidden in the position of a wrecked vehicle. Any idea when the patch is coming out to fix this 1.0.1 patch ?:cry:
Shaman Posted August 24, 2009 Posted August 24, 2009 (edited) Hey, My turn to target push button, or ground target, and two others, do not indicate whether they are on or off state (doesn't lit) hmm... MISSION: Shooting Range EDIT: Don't know how to reproduce it. The thing is... buttons functioned, just the LED inside them didn't. Edited August 25, 2009 by Shaman 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
dragony Posted August 25, 2009 Posted August 25, 2009 Secondly, when a convoy of 8 vehicles stops at it's final waypoint, I shoot and kill vehicle number 4. It burns then the flames die to show a wreck. I shoot vehicle number 1 and kill it and all the convoy moves up one position. Now vehicle number 5 is in the same position as the wreck of vehicle 4....here is the sucker punch....you only see the wreck...not the live vehicle 5 in the place of the wreck. You can lock on the wreck but not at night after using up all your LLU's. Mission does not end because a vehicle is buried in a hard aircraft bunker or hidden in the position of a wrecked vehicle. First, you can create waypoints for convoy avoiding bunkers. Really, placing final waypoint inside bunker is not right thing to do. Second, you cannot lock wrecks in LO and BS. If you have a lock - you're locking alive unit. WBR, =FV=BlackDragon. [sIGPIC][/sIGPIC]
BobbyC101st Posted August 25, 2009 Posted August 25, 2009 First, you can create waypoints for convoy avoiding bunkers. Really, placing final waypoint inside bunker is not right thing to do. Second, you cannot lock wrecks in LO and BS. If you have a lock - you're locking alive unit. I am confused a little...Why, when flying along and looking for targets would you want to try and lock a burnt out wreck of a vehicle? Oh yes... only because the game hides a live one inside it of course...silly me. On the waypoints thing...the final waypoint was not set inside a bunker but the following vehicles in the convoy coincided with the location of the bunker. I take your point that a workaround for this problem is to reroute the convoy to avoid buildings and bunkers...many thanks. Any idea why vehicles and tents don't recognise the FARP as a hard surface?
pyates2104 Posted August 25, 2009 Posted August 25, 2009 GAI sucks (and refueling) 1. I've noticed that contrary to what the manual says, you do have to assign a target area for GAI missions to work correctly. This is a bit of a pain. If no targets are assigned, AC takes off then circuits and lands and yes I have an ASR and AWACS in the vicinity. Wouldn't it be better to give A2A AI slightly more intelligence? I'm talking about automatic interception within sensor range. 2. I've not managed to get A2A refueling working yet.... aircraft seem to ignore the refueler then head to base when they are too low on fuel and crash. (problems are possibly pre patch also)
PlainSight Posted August 25, 2009 Posted August 25, 2009 2. I've not managed to get A2A refueling working yet You can do aerial refueling with Ka-50? [SIGPIC][/SIGPIC]
159th_Viper Posted August 25, 2009 Posted August 25, 2009 You can do aerial refueling with Ka-50? No Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
dragony Posted August 25, 2009 Posted August 25, 2009 1. I've noticed that contrary to what the manual says, you do have to assign a target area for GAI missions to work correctly. This is a bit of a pain. If no targets are assigned, AC takes off then circuits and lands and yes I have an ASR and AWACS in the vicinity. Wouldn't it be better to give A2A AI slightly more intelligence? I'm talking about automatic interception within sensor range. Actually, I think it's feature, not a bug. Just place target zone (type air) centered on start airfield and set desired radius, GAI planes will not try to fly to other side of the map. I think it's good. WBR, =FV=BlackDragon. [sIGPIC][/sIGPIC]
joey45 Posted August 25, 2009 Posted August 25, 2009 You can do aerial refueling with Ka-50? I think he means AI The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
pyates2104 Posted August 26, 2009 Posted August 26, 2009 No I'm talking about AI refueling setup in the mission editor....lol
Celo63 Posted August 26, 2009 Posted August 26, 2009 (edited) Bugs we've noticed in V1.0.1a:- (Patch 1.0.1a applied over a fresh install of 1.0 from original disk) Frame rates varying randomly between 30 and 60 whilst sitting on the runway doing nothing. Frame rates randomly variable under all conditions for no apparent reason. In game options menu, language selected to english but wingmen now communicating in russian. No idea what they are saying.. lol Dual view (2 monitors, no phantom) now seems to require that monitor 1 is on the left of monitor 2. This makes using DickDastardly's (DD) touchbuddy profile problematic as desktop is on monitor 1 and so is the touchbuddy panel. Alot of game menu optons are unusable in this configuration as they seemingly conflict with touch screen areas and can't be clicked with mouse. Can be fixed with an update from DD I guess (move TB panel over to right mon) but for now its a pain. Conclusion = going back to V1.0 until next patch Computer specs:- ----------------------- Intel i7 920 @ 4.0 GHz Sapphire 4870x2 (latest ATI catalyst drivers) 6 GB Corsair DDR3 1600 memory 32" LCD TV @ 1680x1050 (on HDMI cable) 15" LCD monitor @ 1024x768 Windows Vista 64 Ultimate Edited August 26, 2009 by Celo63
Fenek Posted August 26, 2009 Posted August 26, 2009 Conclusion = going back to V1.0 until next patch #same for me... because of that error: http://www.lockonforum.de/attachment.php?attachmentid=3244&thumbnail=1 Reload can save Live :megalol:
EtherealN Posted August 27, 2009 Posted August 27, 2009 Fenek, have you applied the english patch onto german DCS? [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
Spider76 Posted August 28, 2009 Posted August 28, 2009 mouse views patch readme says: COCKPIT VIEW A new cockpit view control mode has been added, which combines the mouse look and mouse click modes. The following three view modes are cycled through with the key combination [LALT+C]: 1. Standard click mode with no view control 2. Combined mode with view control and clicking enabled 3. Standard view mode with no clicking but on my MS Explorer 3.0 mouse its has not effect or working so as above.. maybe a mouse related bug or feature?.. do u guys have 3 click cockpit views working? ::ASRock 4Core1333::Intel Quad Q6600 2.4 GHZ::OCZ DDR2 Reaper HPC Edition 4 GB::Club3D 9800GT 1GB Green Edition::Acer LCD 19":: Nexus 400W::Vista Ultimate SP2::Saitek X36F & X35T Joystick::Youtube::Spider´s Channel::Suomi-Finland :-) ::
bumfire Posted September 1, 2009 Author Posted September 1, 2009 Chances are, the intellimouse explorer software is interfering with your ability to use the mouse correctly ingame, I have the same type of mouse, but i dont use it anymore and I found at times the software conflicted with certain apps and I had to make a setting for the game/application in the intellimouse software, either that or uninstall the intellimouse software altogether.
SunDown Posted September 3, 2009 Posted September 3, 2009 I'm getting similiar "Stack" errors when loading the sim and when missions load. Removed and installed from scratch. No mods, just a clean install. Applied the patch, then the hotfix. I'm still getting "stack" errors. I think i saw a number or stack errors on me_vehicle.lua, but I could be wrong on the exact error. I just remember they all say Error-Stack. I apologize for not having any screenshots. I'm at work now, but I will get some tonight and post. I run Vista X64 C Co 6-6 CAV USLANTCOM
Cezar11 Posted September 7, 2009 Posted September 7, 2009 (edited) I'm not sure if this is a 1.0.1 patch or stock game problem. The Weapons System power switch doesn't seem to do anything expect make the activation lights ineffective on the auto-turn-on-target, ground moving target push button grouping. several people have confirmed this. you can turn off the system power ( or not turn it on at all ) and the functionality of all 4 buttons is retained, you just never know if the button is on or off... This doesn't stop the game, but probably is not the way the thing actually works in real life.... just thought they'd like to know..... Edited September 7, 2009 by Cezar11 Home built i5 quadcore. dual ATI 4850 in xfire mode. 16GB ram Warthog HOTAS, Thrustmaster Rudder, TrackIR 5, TM MFD's, windows 7 64 ultimate.. 40" primary screen, 19" secondary [sIGPIC][/sIGPIC]
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