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Posted (edited)

Firstly in my mission where i just wanted to test ship takeoff, if i start on the oliver hazzard perry then my heli falls off before managing to start up. Ive attached the simple mission:

 

Ship Takeoff.miz

 

(note: no sea level winds, starting on the normandy works as the heli rocks side to side about its starting position, even with some wind).

 

Another thing - if i use the normandy it fires it's tomahawk missiles at target even if i set ROE to weapons hold. At first i didnt realise it even could,let alonde the missile silos opened, and was terrified when i heard the noise trying to start up lol.

 

Can anyone help with this? Thanks.

 

EDIT: actually in this same mission if i swap the ship with the normandy the same thing happens. Might it be the specific movement of the ship?

Edited by gazcrowbar
  • ED Team
Posted

It is a bug. If you start with "Runway" option then you have time by using collective to stabilise in one position. The same is true if you have meteo wind is present in the ME.

 

Static ships it is then. Thanks :)

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  • ED Team
Posted
It is a bug. If you start with "Runway" option then you have time by using collective to stabilise in one position. The same is true if you have meteo wind is present in the ME.

 

Attached is a track taking off and landing on a moving ship. It is a QAD (Quick and Dirty) flown quickly with keyboard control.

Over the weekend I will create a track of operating in extreme meteo wind conditions. A good test for more advanced helo pilots!

Ship takeoff land.trk

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Posted

Is it a slow drift? If so, it may be the same bug I reported a little over a year ago while testing a new Black Shark mission. If this IS the same bug, then a temporary work around, at least for multiplayer, is that clients will NOT drift, and only the host will drift... so no one should have the problem on a dedicated server.

 

But I donno... this may be an entirely different bug.

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Posted
Is it a slow drift? If so, it may be the same bug I reported a little over a year ago while testing a new Black Shark mission. If this IS the same bug, then a temporary work around, at least for multiplayer, is that clients will NOT drift, and only the host will drift... so no one should have the problem on a dedicated server.

 

But I donno... this may be an entirely different bug.

 

It think this is one of the new ones we've provided as a bonus.

 

Nate

Posted
It think this is one of the new ones we've provided as a bonus.

 

Nate

 

Excellent, I love that kind of extra attention to detail :D

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Posted
Confirm, it is bugged. ROE is broken.

 

Nate

 

For all units right now?

Yikes, I'll have to test it out.

 

At least AI on and AI off should work instead for stationary ground units.

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Posted (edited)

Didn't succeed in asking ships to engage a firing point.

 

Advanced option only purpose me No Task, unlike the gui manual.

Edited by Erforce

TASK / ROLES acronyms guide

Black Shark A.I. datalink guide illustrated (v1.2.4 Available on Wiki)

DCS World Codex 1.1 : full units list (Speed/Weapons/Armor thickness/Threat zone/Weapon damage...) (Oct 2013)

BlackShark 2 1.2.x Bug and glitches thread (v1.2.7)

Posted (edited)

Nate, if this is a new bug, then it's a new bug that behaves exactly the same as the one I reported last year. As host, I drift off of the deck and crash. Clients stay glued to the decked. Perhaps it only afflicts the OHP class, that's all I ever tested it on.

 

Edit:

Nope, afflicts the Ticonderoga cruisers as well.

Edited by Speed

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Posted
Nate, if this is a new bug, then it's a new bug that behaves exactly the same as the one I reported last year. As host, I drift off of the deck and crash. Clients stay glued to the decked. Perhaps it only afflicts the OHP class, that's all I ever tested it on.

 

Edit:

Nope, afflicts the Ticonderoga cruisers as well.

 

No it it is very new because the ship physics have been redone to pitch and roll to account with weather/sea conditions. At best all I can say it is work in progress. But it is till a bug.

 

Nate

  • ED Team
Posted

This is a preliminary status report on player Ka50 take off and landing with meteo wind conditions set in the ME.

 

The bug exists that there is insufficient resistance between tyres and deck, and the Ka50 will gently slide off the deck, due to the prevailing wind.

 

For mission designers, ensure that player is set to take off from runway. If you set take off from ramp, the Ka50 will slide off the deck before the start up process is completed.

Also, try and set realistic conditions, ie, the ship is sailing into the wind.

 

For players, you can control this situation and make smooth take offs and landings if you are skilled enough.

 

Once the mission starts, use collective/rudder to offset the impact of the meteo wind and stop any sliding off the deck.

Similarly for landing. If you have a meteo wind of say 10 m/s at 350 degrees, you land with the ka50 flying in a hover with this condition.

 

This capability of take off and landing on moving ships was added at the last moment to allow mission creators to simulate the operations in Libya where UK Apaches and French Tigers were launched from ships.

 

I think this will be a fun feature for the more skilled pilots to create some interesting videos in extreme conditions. Remember the "Landing on Trains" video?

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Posted

Don't wish to annoy, but I found another problem with at static ships, havent tried active ones yet - if i land on a static ship a wingman will try landing on top of me. Sorry if it's been pointed out before.

 

Attached a track showing this happen three times with each wingman:

Suicidal Wingmen.trk

 

I am having a lot of fun with the ships so thats why I'm pointing these things out, fixing these would make the ship takeoff idea much more fun.

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