gazcrowbar Posted November 3, 2011 Posted November 3, 2011 (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 November 3, 2011 by gazcrowbar
Nate--IRL-- Posted November 3, 2011 Posted November 3, 2011 Seems to a problem when the ship moves, it is ok when stationary. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
ED Team JimMack Posted November 3, 2011 ED Team Posted November 3, 2011 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 :) Having problems? Visit http://en.wiki.eagle.ru/wiki/Main_Page Dell Laptop M1730 -Vista- Intel Core 2 Duo T7500@2.2GHz, 4GB, Nvidia 8700MGT 767MB Intel i7 975 Extreme 3.2GHZ CPU, NVidia GTX 570 1.28Gb Pcie Graphics.
ED Team JimMack Posted November 3, 2011 ED Team Posted November 3, 2011 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 Having problems? Visit http://en.wiki.eagle.ru/wiki/Main_Page Dell Laptop M1730 -Vista- Intel Core 2 Duo T7500@2.2GHz, 4GB, Nvidia 8700MGT 767MB Intel i7 975 Extreme 3.2GHZ CPU, NVidia GTX 570 1.28Gb Pcie Graphics.
Speed Posted November 3, 2011 Posted November 3, 2011 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. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Nate--IRL-- Posted November 3, 2011 Posted November 3, 2011 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 Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Speed Posted November 4, 2011 Posted November 4, 2011 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 Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
gazcrowbar Posted November 4, 2011 Author Posted November 4, 2011 Can anyone help with the other problem - ships firing even when ROE set to weapons hold: Ship Takeoff.miz As in the above mission. This track is from an earlier one where I hadn't tried setting ROE, just as an example it shows why i need the ships not to fire: Friendly Fire.trk
Nate--IRL-- Posted November 4, 2011 Posted November 4, 2011 Confirm, it is bugged. ROE is broken. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Speed Posted November 4, 2011 Posted November 4, 2011 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. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Nate--IRL-- Posted November 4, 2011 Posted November 4, 2011 For all units right now? No idea, I only checked his ship. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Erforce Posted November 4, 2011 Posted November 4, 2011 (edited) Didn't succeed in asking ships to engage a firing point. Advanced option only purpose me No Task, unlike the gui manual. Edited November 4, 2011 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)
Nate--IRL-- Posted November 4, 2011 Posted November 4, 2011 It might depend on the ship type? I haven't checked it. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Speed Posted November 5, 2011 Posted November 5, 2011 (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 November 5, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Nate--IRL-- Posted November 5, 2011 Posted November 5, 2011 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 Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
sorcer3r Posted November 5, 2011 Posted November 5, 2011 Btw is there ground crew avaiable? [sIGPIC]http://i1293.photobucket.com/albums/b582/sorcerer17/sorcf16-b_zpsycmnwuay.gif[/sIGPIC]
ED Team JimMack Posted November 5, 2011 ED Team Posted November 5, 2011 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? Having problems? Visit http://en.wiki.eagle.ru/wiki/Main_Page Dell Laptop M1730 -Vista- Intel Core 2 Duo T7500@2.2GHz, 4GB, Nvidia 8700MGT 767MB Intel i7 975 Extreme 3.2GHZ CPU, NVidia GTX 570 1.28Gb Pcie Graphics.
gazcrowbar Posted November 7, 2011 Author Posted November 7, 2011 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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