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  1. Can someone please explain why the wind speed and direction on the DDI A/C page never change? You can do what you want with the ME wind, but these two bits of really useful info always read the same.
  2. Fantastic response! Sent from my iPhone using Tapatalk
  3. SW0RDF15H

    2.2 Issues

    Yep! I'm getting constant crashes on my server when trying to host a public multiplayer game (RED FLAG ONLINE). It's so bad that I've given up trying for now. Sent from my iPhone using Tapatalk
  4. EDIT: Turns out I missed the 'true' boolean from the respawn function. Units will now respawn on the ground as expected... But this creates a new issue. The AI units refuse to respawn in their original positions. They seem to shift to seemingly random parking spots. This strikes me as a bug also. Control over the AI in the parking position is pretty important for missions development. Anyone able to shed some light on this?
  5. After hours of testing, it seems safe to conclude that the mist.respawnGroup function no longer works as intended. If your 'respawnable' aircraft units are placed on the airfield or runway, when they do respawn, they do so in mid-air over the position that they were placed in. No matter what I try and do, nothing will force them to respawn on the airfield. This is particularly frustrating as it means a lot of the missions I've made will not work properly either, as the respawn function is very popular and most of us mission designers use it a lot. Example .miz can be found here: https://we.tl/CrdnVvVONx (AI units will start on airfield and be destroyed after 5 seconds, then respawn at 10 seconds in. And you'll notice they're already flying over point when they do respawn). The function was working fine just a few months ago when I released my last mission to the community. So is this a bug in the latest version of 2.1?
  6. Thanks very much for pointing those out. I have no idea why there are bugs with the F16s on my mission. If anyone knows what's causing this, please do let me know.
  7. Hi, Thanks for the feedback. It's very helpful for me. However, I'm not sure if I can help you with the issues you've described. I have no 'mods' installed so there should be no problem with aircraft skins. I did use the brown colour blk52 for a couple of the aggressor groups, just to keep things varied. The other F16As use the standard USAF skin. If you could post a screenshot of the 'bugs' you can see in the aircraft skins, I'd be very interested to see and find our more for you. Also, I don't own the A10A or A10C modules, so I can assure you I haven't made any modifications to those aircraft. Is it only on my mission that you get the 'stabilization' bug? Thanks for the kind words and feedback. I intend to keep the server running all the time and continue to build upon the mission. Will adjust the difficulty of the aggressors as a matter of priority. I would hope that with enough players, it wouldn't seem be so difficult anyway, so hopefully more people will join the server regularly and make this the ultimate multiplayer mission. Cheers
  8. This is not supposed to be some shameless plug for my newly created mission, I'm simply bringing this to the attention of the DCS community because I would really like to see an interesting multiplayer mission available for DCS 2.0 that we can all enjoy playing. And one that is always available online, full of other players to engage with. Right now, only a couple of servers (in 2.0) have any more than a handful of players, and I believe this is due to lack of hosted missions where pretty much anyone of any skill level can participate and enjoy themselves, no matter what they choose to fly or do within the mission. I have designed 'Operation Red Flag' to cater to ALL types of players; serious and the not so serious. My aim was to create something where the more casual players could play without effecting those of us who prefer to take it more seriously. First problem with 2.0 is that being set in NTTR, it doesn't lend itself to many different mission scenarios without breaking realism. What I mean by this is that we wouldn't (really) expect a full invasion of Russian forces to head straight to Vegas. A lot of 'these types' of missions feel very thrown together without a lot of thought to realism and even professionalism (no offence to anyone). I wanted to create a mission of professional quality and one that was perfectly realistic. Exercise Red Flag was the obvious choice of scenario, and so I started working on the ultimate training mission, just a few weeks ago. Other than the obvious benefits, the Red Flag scenario is especially appealing because of the use of simulated weapons. Putting this in game makes total sense - being blown out of the sky for making a small mistake and having to start up and taxi etc etc all over again, (after a while) would make me quit and do something else. It would be far more fun to be told that you have been hit and would have been fatal, but still be able to carry on and enjoy engaging with the mission. So I made a custom script that detects when the player has been hit by the enemy and tells the player what type of unit hit them. I used the 'IMMORTAL' setting on all the player-controlled units (this prevents friendly fire too, obviously!). This allows the mission to act very much like the real Red Flag, and coupled with TacView recording, you pretty much have an identical Red Flag mission. Another great thing about this mission is that after a while, the RED units will regenerate. This means the mission never ends, and people can drop in and out when they like and just enjoy the game however they want to, and always have an objective to pursue if they wish. I have done this intelligently though - Red Air respawn back at their own base and have to takeoff again, like in the real Red Flag, and Red ground units delete themselves and regenerate back in as long as no Blue units are in the vicinity. This makes for a flawless, smooth mission restart that doesn't interrupt gameplay. I'm promising great fun to all who want to try this out, but we do need players for it to work. Of course, none of this really works with only a couple of participants - if we can have several squadrons in at the same time, this would make for a superb gaming experience. I'm now hosting 'Operation Red Flag' on a top-spec machine and I will leave it running 24/7 in hope that after a few of you read this, you'll want to join in and start playing on the server regularly. I will be adding more to this mission. There are things I'd like to add but it was important for me to get this out of the door as soon as possible to build up the interest. IP is: or OR look for 'EXERCISE RED FLAG' server. It would be great to have those of you across the pond to host a version too! You can find the mission file here: https://www.digitalcombatsimulator.com/en/files/2640527/ SW0RDF15H out!
  9. Okay, I'll give it a go. Thanks Sent from my iPhone using Tapatalk
  10. Some more examples. And these are with 'Visib Range' set to 'Medium'. Awful! Please can someone shed some light???
  11. After the recent update, I've found the terrain draw distance is.... almost non-existent. http://imgur.com/a/F70DV See the screenshot above from 30,000ft - the terrain abruptly cuts off quite obviously. This is on the 'LOW' visibility range, but I've been happily using this same setting for months, and it doesn't normally affect how much terrain gets rendered - normally is just affects the quantity of objects that are visible at different ranges. This has happened before to me as well - reinstalling Windows along with DCS fixed it... That was 2 months ago. I'm confused. Please can someone help? Is it that the 'Visib Range' setting now functions differently???
  12. Nice job! Hope devs acknowledge! Sent from my iPhone using Tapatalk
  13. Exactly. Just look at CPU render times between 1.5 and 2.0. It's a completely different ball game. Offloading more of that work to the GPU gets you a better chance at smooth gameplay. Unfortunately, 'smooth gameplay' seems to be a surprisingly subjective thing for a lot of people. Sent from my iPhone using Tapatalk
  14. Well if you're all happy with VR below 90hz, then great. But I can't stand it! Opinions, I guess Sent from my iPhone using Tapatalk
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