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lharv71

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Everything posted by lharv71

  1. Mine is continually crashing as well, here are some Crash and Dump files..... Please help dcs.20210917-001812.crash dcs.20210917-003058.crash dcs.20210917-011229.crash dcs.20210917-013139.crash dcs.20210917-001812.dmp dcs.20210917-003058.dmp dcs.20210917-011229.dmp dcs.20210917-013139.dmp dcs.log
  2. A quick question: Carriers being ships must also get somewhere or move, so if a cycle is say 1 +30, how is this divided between sailing into the wind, and then moving to the next waypoint or am I missing something here?
  3. My reasoning behind this is I have just recently completed a "fully" functional continuously operating Syrian theater to use for mission design. All SAM sites working (using Skynet IADS) everything including SuperCarrier cyclic operations. However, if the weather is not updated continuously then you loose the realism of a constantly changing theater.
  4. Good Day! I have designed a mission where I have two tankers trading off in orbit; therefore I setup that once they complete their time on station they land and refuel, then go to the last waypoint where I have them switch to the first waypoint. I want the time of Landing/Refueling to be 90 min. However this is not working? I would appreciate any assistance......... Cheers
  5. Hello All! I have NEVER seen this before, has anyone else? Any ideas? Harv
  6. Hello ED... Are there plans to have live/real weather capabilities?
  7. I am having issues importing DCS 2.7 missions..........to CombatFlite It was working fine a week ago then just stopped? Requesting assistance.........
  8. I am using the F-18C, and I have no SuperCarrier mods or F-18C mods. I am however overlapping MOOSE - Ops Navy Group to turn into the wind at given times but that is it? Thanks
  9. Sorry should have been more specific. I am referring to AI Aircraft. I have 4 CAPs taking off each during a different event in a 1+20 cyclic ops so every 1 hr 20 min. They each do the first CAP but will not relaunch after land/refuel time. The times work great with my F-15C and F22A on land. Thanks
  10. Team Is there an issue with Land/Refuel off of SuperCarrier? Many thanks
  11. Hello All Not sure if this should be here, but lets start here. Important notes for realities of "ships at sea", the ship will never sail at sea with the "Jack Staff" or "Ensign Staff", sorry Canadian Navy terminology, with the flag poles erected at sea, these are always taken down when you leave the harbour, and erected at anchor or when entering harbour. All ships lighting except the Port and Starboard running lights and Mast Head steaming light should be off unless at flying stations Regarding the SuperCarrier, the forward flight deck lighting (right of Cat 1) does not provide enough light to see the Cat Director These just pieces of information, not meant as critizism. It's an AMAZING program! Oz
  12. Hello All, I have a 3 flights departing carrier, two of F-14A, and one of F-18C. None of the flights are following departure rules as laid down in SuperCarrier and NATOPS. Case I Departure - 500 MSL/300 KIAS to 7nm then turn to intercept course heading Plus when I have an AI Wingman and we depart the Wingman will try and rejoin once wheels are up rather than outside the 7nm range as required? Many Thanks
  13. Sorry it took so long to reply Yes, and example: WP01 - 500kn/15000 WP02 - 500kn/25000 The aircraft will climb at the end of the route rather than progressively throughout the transit. Make sense? Oz
  14. Merry Christmas All It appears that aircraft are not doing a "progressive" planned climb to WP altitude? I have a mission with AI departing Incirlik with there first waypoint over Hatay and they (AI) will not climb until the end thus using great amount of fuel. I did turn off afterburner however can this be corrected? Many Thanks Oz
  15. I agree 100% - we (as a community) need find a happy medium between detail and FPS, I upgraded my Graphics card to the new AMD 5700xt 8GB RAM, I have the Ryzen7 processor, and 32 GB of RAM and I am experiencing huge drops in FPS. I am using 2560 x 1440 resolution on a 32" monitor......
  16. I have a challenge for all I am attempting to accomplish the development of the following: Tankers true actions are as follows; will have an area that all refueling will occur (lets say 75 x 100 nm) they (the tankers) will setup a small orbit in a corner of the box; when a fighter group requires refueling they will contact the tanker and setup in a refueling racetrack for the group and when complete return to the small track. There is many reasons for this however the biggest is so the fighters are not chasing tankers and wasting fuel to join up. I have the 80% developed just using moving triggers in Mission Editor however I can't get the tanker to switch to original orbit and re-start small orbit. It will return to original way point but not perform small orbit. Appreciate any assistance. Harv :helpsmilie:
  17. Team Can't get this ILS working using Tacan 31x and 108.900? Help please Oz
  18. Wake Turbulence has been disabled
  19. Thank you that is a VERY good point Cheers Harv
  20. Wake Turbulence is set to OFF
  21. The latest update seems to have corrected the problem? Interesting
  22. Hello ED, I am hoping everyone is safe during these troubled time! First and foremost I love the Normandy, and Channel terrains and all associated with WWII flying. I do have a concern that is troubling. I have been re-creating D-Day and all missions that occurred during D-Day. I have down sized the amount of aircraft etc, as it is just system overload. However, last night my group ran the STUD mission, the mid-day mission from D-Day. I had only 227 objects which included 74 B-17 Bombers which were to carpet bomb Caen. When the bombing occurred the FPS dropped to below 12 FPS and one of our members was actually kicked out of the multiplayer session. This is concerning as it poses great restrictions on the detail you can design into the mission. However, my greater question is I have seen some mission that are shared out of user documents that contain close to 1000 objects, do these also have issues? We were using a very fast server, ping rate of approx. 65 ms but we are still seeing these issues? I welcome any suggestions or comments. Cheers Harv:pilotfly:
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