Michelange Posted March 19, 2012 Posted March 19, 2012 Hi, I have a question concerning the SPO in multiplayer. After many test we noticed that a Client player Vs AI does not have any hard spike alarm on SPO. Is that a known issue ? Thanks. EVAC : French fighter school on LockOn: Flaming Cliffs Moding tutorials at C6
Mustang Posted March 19, 2012 Posted March 19, 2012 Hi, I have a question concerning the SPO in multiplayer. After many test we noticed that a Client player Vs AI does not have any hard spike alarm on SPO. Is that a known issue ? Thanks. This is a known issue, is the server running DCS BS1? if the server is running Black Shark 1 as the installation and the clients are all using FC2 then AI aircraft do not spike RWR. Best solution here is to ensure that the server is running FC2.
Gaanalma Posted March 19, 2012 Posted March 19, 2012 Mustang... This is incorrect! This happens even when the server is running FC2! If the AI shoots a semi-active missile , you do not have the notice by RWR ... the missile behaves as a thermal missile ... and the active missile... You Ear it when it go in Pitbull! Very bad! I hope that this problem does not recur in FC3! bye... [sIGPIC][/sIGPIC] www.36stormovirtuale.net
GGTharos Posted March 19, 2012 Posted March 19, 2012 These are known bugs. As for the actives, what's the problem? One of the most likely means of employment is TWS, meaning you won't hear them until they go active anyway. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Michelange Posted March 19, 2012 Author Posted March 19, 2012 (edited) Thanks for your awners ! We was surprised to have no SPO information as client in a Fox 1 Vs Fox 1 BVR engage. And I didn't saw any information about this. Edited March 19, 2012 by Michelange EVAC : French fighter school on LockOn: Flaming Cliffs Moding tutorials at C6
Mustang Posted March 19, 2012 Posted March 19, 2012 Mustang... This is incorrect! This happens even when the server is running FC2! If the AI shoots a semi-active missile , you do not have the notice by RWR ... the missile behaves as a thermal missile ... and the active missile... You Ear it when it go in Pitbull! Very bad! I hope that this problem does not recur in FC3! bye... Are you sure? i was pretty certain that BS1 and FC2 acted this way when server/client had this combination - it's like the bug with the LWR in the Ka-50, if the server is hosting FC2 that system doesn't work correctly at all. My assumption is what GG said, most likely active 120's in TWS hence no launch warning from RWR.
GGTharos Posted March 19, 2012 Posted March 19, 2012 ^^^^ Yes, but the semi's are bugged. We see this all the time in the 44th. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Frostie Posted March 19, 2012 Posted March 19, 2012 Our training server runs FC2 and AI Flankers or any AI a/c never give a warning when engaging with SARH missiles, no spikes either. I'm sure this bug has been highlighted several times before. "[51☭] FROSTIE" #55 'Red 5'. Lord Flashheart 51st PVO "Bisons" - 100 KIAP Regiment Fastest MiG pilot in the world - TCR'10 https://100kiap.org
Mustang Posted March 19, 2012 Posted March 19, 2012 Understood, ok we'll have to make sure this is definately ironed out for FC3.
Gaanalma Posted March 19, 2012 Posted March 19, 2012 These are known bugs. As for the actives, what's the problem? One of the most likely means of employment is TWS, meaning you won't hear them until they go active anyway. :thumbup: OK ... But R77 from a Mig29 witout TWS...? Bug of the same semi active, it also has random from Sam (semi active) Mustang Understood, ok we'll have to make sure this is definately ironed out for FC3. I hope..! Because it becomes impossible to create missions and campaigns by inserting AI in multiplayer! THX for your Work... [sIGPIC][/sIGPIC] www.36stormovirtuale.net
Ciboulette Posted March 22, 2012 Posted March 22, 2012 :thumbup: Mustang Understood, ok we'll have to make sure this is definately ironed out for FC3. I hope..! Because it becomes impossible to create missions and campaigns by inserting AI in multiplayer! THX for your Work... Yeah and BTW, Is it possible to find a solution for FC2? This bug is pretty annoying. The host is not concerned by the bug, only the clients are: Perhaps its just a line missing in some config file allowing the client to receive information about the server's AI spike and hard spike ? It worked well in FC1 why not in FC2 ? :helpsmilie:
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