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Inverted phisycs ,landing gear friction?


Vecko

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Fly as a multiplayer client, and the bug goes away. A work-around is to host the mission on one computer, and fly on another.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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It does? Ok then I don't understand what the bug is, can you describe it?

 

Nate

 

Sure. Since I first observed the behavior in Black Shark 1.0.2, (see this post: http://forums.eagle.ru/showpost.php?p=1057027&postcount=1 ) the host- and that means the multiplayer host OR the single player PLAYER- will drift on the back of at least some moving ships.

 

The work around I used back then was to host Black Shark on a separate computer (my laptop), and fly on my main computer. When I did that, I never drifted off the ship.

 

It appears to still be the same now. I have tested it on two separate computers. The first: I hosted, and 16th Scooter (aka "Scooternutz" on these forums) was client. I spawned on the ship from ramp, he spawned on the ship from ramp. I drifted off the deck WAY before I could ever hope to get started, and died. He, as client, never moved a millimeter, and was able to do a full ramp start.

 

Next, HE hosted, and I was client. He drifted off the deck within 30 seconds, but I never moved a millimeter.

 

You see why I said previously that it's the same bug as I reported a year ago? It acts exactly the same. Of course, I wasn't too... proactive about bug reporting back then, that was before I went through the whole DCS: A-10C experience and found out that the dev team actually listens.

 

But anyway, the moral of the story is that ship deck physics are just fine as long as you aren't the host.

 

Comms with the ship is still broken for everyone, however. No rearming or refueling.


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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.

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But anyway, the moral of the story is that ship deck physics are just fine as long as you aren't the host.

 

Comms with the ship is still broken for everyone, however. No rearming or refueling.

 

I never realised this, I thought it was the new physics causing this. Comms/rearming for ships has not been implemented.

 

Nate

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I never realised this, I thought it was the new physics causing this. Comms/rearming for ships has not been implemented.

 

Nate

 

Well, comms with the ship worked just fine in BS1. If it's not currently bugged, then I assume it had to be removed for some reason.

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.

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Fly as a multiplayer client, and the bug goes away. A work-around is to host the mission on one computer, and fly on another.

 

I tried your suggestion and and still i don't have proper helicopter behavior. The bug is not fixed for clients, just ship movements and physics are disabled, like we had in old lockon and BS.

However, behavior of AI choppers on pitching decks looks quite right. There is little shivering but it's much better then behavior of player's helicopter on unsteady ship, which is totally unrealistic . I will try to upload small video of this issue...

[sIGPIC][/sIGPIC]

Virtual Aerial Operations

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