jbrking Posted January 3, 2014 Posted January 3, 2014 I've noticed recently while testing a mission I have been working on that uncontrollable aircraft show up on the radar as ECM targets. As I have a large amount of uncontrollable aircraft set aside for use of the ground commander this is fairly problematic. When In the air I cannot lock on to targets that are already in the air. Instead it always locks a plane that is powered down on the taxi way of an enemy runway and 60 km away. Is there any way around this? Thanks.. Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
Grimes Posted January 3, 2014 Posted January 3, 2014 I just tried to recreate in 1.2.6 and was unable to. What type of aircraft are they and was it in 1.2.7? Not sure there is a way around it aside from it being a likely bug if we can reproduce it. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
jbrking Posted January 3, 2014 Author Posted January 3, 2014 (edited) I just tried to recreate in 1.2.6 and was unable to. What type of aircraft are they and was it in 1.2.7? Not sure there is a way around it aside from it being a likely bug if we can reproduce it. Hi Grimes, I can't say exactly what aircraft is causing it but I might be able to narrow it down. This is happening in 1.2.6 whilst flying in a Su-27. I assume it is locking onto one of these aircraft as the vector is pointing directly at the runway they are stationed at when I'm locked. I'm sure the problem is one of the uncontrollable groups below. F-117A F-16C bl.50 Tornado GR4 Tornado IDS :helpsmilie: Edited January 3, 2014 by jbrking Typo Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
jbrking Posted January 3, 2014 Author Posted January 3, 2014 (edited) Its the Tornado aircraft.. Process of elimination.. I setup some test waypoints so that my Su-27 was facing the runway and began placing the "UNCONTROLLABLE" groups under "LATE ACTIVATION" one by one. Tornado aircraft - Both the IDS and GR4 are causing this to happen. I don't know enough about aircraft to say whether or not this is a bug. If you need any further information let me know. I can say that its happening in the Su-27 while in BVR mode and they are showing up as ECM targets. The aircraft in question are also in their hangars and I have tried using "TRIGGERED ACTIONS" -> RADAR USING -> NEVER USE and this has no effect. Edited January 3, 2014 by jbrking Added additional information Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
Grimes Posted January 3, 2014 Posted January 3, 2014 Yeah thats a bug, there was already a report on it for when AI land they still keep ECM on, so I've added to the report that AI keep it on before they even take off. You can use "triggered actions>Reaction to threat>No Reaction" and that should switch the ECM off. Remember to toggle it back on once they take off though... The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
jbrking Posted January 3, 2014 Author Posted January 3, 2014 (edited) Report? Yeah thats a bug, there was already a report on it for when AI land they still keep ECM on, so I've added to the report that AI keep it on before they even take off. You can use "triggered actions>Reaction to threat>No Reaction" and that should switch the ECM off. Remember to toggle it back on once they take off though... Is this something that is going to be fixed in 1.2.7? Should I see if the result is the same in 1.2.7 and report? *edit* Just tested in 1.2.7 with the same result.. Guess I will report it. Also.. how to toggle back on after using the triggered action? Edited January 3, 2014 by jbrking Additional information Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
Grimes Posted January 3, 2014 Posted January 3, 2014 Considering its in the internal bug tracker, there is no need to report it aside from allowing others to know that its a known problem. :) The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
jbrking Posted January 3, 2014 Author Posted January 3, 2014 (edited) Thanks for your help.. I tried TRIGGERED ACTIONS -> Reaction to threat -> NO REACTION But this did not work.. At least not in 1.2.6 Edited January 3, 2014 by jbrking Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
jbrking Posted January 4, 2014 Author Posted January 4, 2014 Anyone? Anyone else have a quick fix or work around until this issue is resolved? :helpsmilie: Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
jbrking Posted January 4, 2014 Author Posted January 4, 2014 BUMP BUMP Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
Grimes Posted January 4, 2014 Posted January 4, 2014 Anyone else have a quick fix or work around until this issue is resolved? :helpsmilie: Yeah thats a bug, there was already a report on it for when AI land they still keep ECM on, so I've added to the report that AI keep it on before they even take off. You can use "triggered actions>Reaction to threat>No Reaction" and that should switch the ECM off. Remember to toggle it back on once they take off though... You dont need to bump a thread that was only updated by yourself 3 hours ago. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
chromium Posted January 4, 2014 Posted January 4, 2014 Use different airplane. It's not a fix, but a workaround: if your problem is caused by an already reportet bug which for sure ED will look on in the future, it's not very likely to see it fixed by someone else. :) At least you may use the activate/deactivate logic only over those airplane, but I think it isn't your objective. sorry I can't be more useful. Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
jbrking Posted January 5, 2014 Author Posted January 5, 2014 You dont need to bump a thread that was only updated by yourself 3 hours ago. Thanks Grimes Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
jbrking Posted January 5, 2014 Author Posted January 5, 2014 (edited) Use different airplane. It's not a fix, but a workaround: if your problem is caused by an already reportet bug which for sure ED will look on in the future, it's not very likely to see it fixed by someone else. :) At least you may use the activate/deactivate logic only over those airplane, but I think it isn't your objective. sorry I can't be more useful. Cheers for your reply.. I had thought of doing this originally but this is a rather large red vs blue styled mission and features many different countries and planes (flyable or otherwise). This is particularly true for the blue coalition so using different planes is a no go. Having only F-16C's would be terribly boring for the GC and other clients as well. Edited January 5, 2014 by jbrking Because I can Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
chromium Posted January 5, 2014 Posted January 5, 2014 ok, but (sorry for the OT) you know that airplanes aren't controllable by client GC, are you? it's a known "missing feature" (not clear if effectively a bug) Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
jbrking Posted January 5, 2014 Author Posted January 5, 2014 ok, but (sorry for the OT) you know that airplanes aren't controllable by client GC, are you? it's a known "missing feature" (not clear if effectively a bug) Planes that are not flyable (uncontrollable) can still be given orders from a ground commander assuming they have CA installed and a GC slot is available. While not controllable they can still be tasked - RTS style to perform missions. This mission has various objectives and different ways to win. It is setup in such a way that even if there were no other clients other than a GC on each team that you could still win using various A.I. uncontrollable aircraft, vehicles etc. It will feature every flyable and task available including the driving of tanks, use of JTAC and GC's. I have heaps of ideas but I am currently limited with the current editor, my ignorance of LUA and bugs that the sim is riddled with. One of the primary objectives that results in a win is to capture and hold a city (domination style) for 10 mins. I have huey and mi-8 client slots setup for CAS, Ground attack missions but would like to include transport missions where you could drop infantry into the capture zone thus helping the GC with reinforcements or perhaps have a similar transport mission where a mi-8 with a sling load could drop much needed supplies to runways for use by the GC. Unfortunately infantry drops etc are not yet properly implemented and my knowledge of LUA is limited.. this is just one of many problems I have when I have a half decent idea for a mission. Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
chromium Posted January 5, 2014 Posted January 5, 2014 Planes that are not flyable (uncontrollable) can still be given orders from a ground commander assuming they have CA installed and a GC slot is available. While not controllable they can still be tasked - RTS style to perform missions. No, this happen only for host due to a bug. But as client, that does not work for any plane (doesn't matter if alredy flying, uncontrollable or any other "State"). please check cause obviously as host I can't check it, that was true in 1.2.5 and all previous release of CA: http://forums.eagle.ru/showthread.php?t=102807 Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
jbrking Posted January 6, 2014 Author Posted January 6, 2014 Hmm.. No, this happen only for host due to a bug. But as client, that does not work for any plane (doesn't matter if alredy flying, uncontrollable or any other "State"). please check cause obviously as host I can't check it, that was true in 1.2.5 and all previous release of CA: http://forums.eagle.ru/showthread.php?t=102807 You might be right.. I will try and test this out this afternoon in 1.2.6 and get back to you. I Can add it to the list of many other things that are not working such as immovable Russian infantry. :doh: Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
jbrking Posted January 6, 2014 Author Posted January 6, 2014 (edited) Yeah thats a bug, there was already a report on it for when AI land they still keep ECM on, so I've added to the report that AI keep it on before they even take off. You can use "triggered actions>Reaction to threat>No Reaction" and that should switch the ECM off. Remember to toggle it back on once they take off though... Thanks for your help.. I tried TRIGGERED ACTIONS -> Reaction to threat -> NO REACTION But this did not work.. At least not in 1.2.6 The problem is not just the ECM.. assuming these aircraft are supposed to be off, grounded and not moving I probably should not be able to pick them up on radar at all. The suggested methods of turning ECM off for uncontrollable (A.I.) planes is not working as suggested. *edit* This is also happening with F-16C bl.52d as well and probably most other aircraft. Edited January 6, 2014 by jbrking Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
chromium Posted January 6, 2014 Posted January 6, 2014 you can bypass immovable infantry by using MBot dismount script, but this is also a workaround. Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
jbrking Posted January 6, 2014 Author Posted January 6, 2014 (edited) you can bypass immovable infantry by using MBot dismount script, but this is also a workaround. I always avoid fixes that involve 3rd party modding and scripts.. My feeling is that these things should just work as intended. I have done a bit of looking around and it seems that the unmovable infantry bug is actually just a missing GUI for the GC for these particular units. I found that other people have found that using shortcut keys (holding shift and left/right clicking) allows you to set waypoints as normal. I have also found that unchecking the box "Player Can Control" also turns of the GUI for the ground commander for some reason. Looking into your original claims about GC's controlling aircraft I have found you are right. Having just tested this with a friend in 1.2.6 I have found you are quite right. Sorry to have doubted you. *edit* "At least you may use the activate/deactivate logic only over those airplane, but I think it isn't your objective." I attempted to try this but It doesn't work, ECM remains on. More importantly even if the ECM was off I would still be picking them up on radar.. which I would assume is a bug? Have tried using advanced WP commands etc to have the radar turned off as well. This also doesn't work. Also when I shoot at the planes with missiles a pilot ejects from the plane.. I figured the uncontrollable aircraft were supposed to be empty but there you go. *edit* Information regarding the whole shift+left click for giving to commands to units that are missing the GUI for the GC. http://forums.eagle.ru/showthread.php?p=1963329#post1963329 Edited January 6, 2014 by jbrking Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
chromium Posted January 6, 2014 Posted January 6, 2014 No problem :). but you should take into account that script aren't mod, they should be seen only as more complex trigger as they use the scripting engine provided by ED. Using the trigger system sometimes can only add a lot of pain and impossible heavy logic to the mission. Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
jbrking Posted January 7, 2014 Author Posted January 7, 2014 (edited) you can bypass immovable infantry by using MBot dismount script, but this is also a workaround. Its easier to just use the shortcut keys to give these particular groups tasks. I found the problem lies in the missing graphic user interface that is normally used to give orders. Holding shift + left clicking works fine for units that are missing their GUI. :thumbup: *edit* It appears we are getting a fix in 1.2.7 Edited January 8, 2014 by jbrking Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
jbrking Posted February 7, 2014 Author Posted February 7, 2014 (edited) Nope.. Or at least thats what I thought.. :( Problem carried over from 1.2.6 and still exists in 1.2.7.. Edited February 7, 2014 by jbrking Su-27 Flanker 1995 Super EF2000 1997 Jane's F/A-18 1999
Exorcet Posted February 7, 2014 Posted February 7, 2014 Did you test the old mission only? Try making a new mission and see if the problem persists. A thread in another section suggested that some old missions carry over bugs even if 1.2.7 fixed them. Awaiting: DCS F-15C Win 10 i5-9600KF 4.6 GHz 64 GB RAM RTX2080Ti 11GB -- Win 7 64 i5-6600K 3.6 GHz 32 GB RAM GTX970 4GB -- A-10C, F-5E, Su-27, F-15C, F-14B, F-16C missions in User Files
Recommended Posts