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Minijohn

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Everything posted by Minijohn

  1. There is a way to impliment a temporary fix to this problem in your missions by using the ME and setting up "unit hits=2" and the "explode unit 1000" this will then mean if you hit the target twice a very big explosion takes place and sinks the ship, of course depending on the size of the ship you can increase or decrease number of hits
  2. I have seen the same issue as Capn Kamikaze, if you have multiple aircraft attacking a fleet ALL aircraft seem to attack the same ship regardless as to what you have set up in the ME. (attackgroup or attack unit). Selecting attack uniy has no effect at all in the intial attack either, using this the AI aircraft just attack the nearest ship to them in the fleet, even when that ship is killed and below water ALL missiles fired by other aircraft at fleet, even after the initial target is dead, continue to be aimed at the point at which the ship sank at. There are numerous errors in the way anti-ship missiles attack ships:- When attack unit is selected, missiles tend to hit nearest ship in fleet and continue to attack same ship when destroyed even if other aircraft are set up to attack a different ships. When attack group or attck unit is selected ALL missiles from ALL aircraft in a group or as single aircraft groups will attack same ship in a group. The mission file I have included has two ships and two aircraft attacking. One aircraft is set to late activation to activate when first target ship is DEAD, but the aircraft still attacks the dead ship forum ship test.miz
  3. I am having a problem when I load the Typhoon into my saved games/dcsopenbeta/mods folder. I do not have to include the aircraft in any missions but just by havinging it in my saved games/dcsopenbeta/mods folder any armed naval vessels will not appear in my mission. I have applied a simple process of elimination to find out what was causing my problem and by removing the typhoon from my mod folder, the ships will load in my mission(s), put it back into mods and the ships disapear again. Only loaded the mod for the first time last night
  4. I agree with nearly everything you say, but for the missile to engage a target the target has to be emitting at some point. If it is not emitting the 88C will just overfly the target area. The problem I had was that you could succesfully attack two targets using PB mode, and then attack the same targets again and the missile would strike one of the dead targets. This is NOT correct, if the target is not emmitting then the HARM has nothing to lock onto
  5. While testing during a mission build where I wished to use AGM 88C against a ship target, I found that when using UNIT EMISSIONS OFF in the ME, when attacking targets in the F18 using AGM88C in PB mode the missiles would attack a target that had had it's emissions turned off . Testing further I discovered that even if you forced the target to be destroyed by an AGM88C hit and re-attacked using PB mode the AGM88C would attempt to attack the dead target, even if another unit of the same type was available. Testing further, I set two ships up in the ME that when hit would explode and effectively be killed, I then attacked the two ships in TOO MODE and destroyed the ships, then I carried out an attack using PB mode and the missiles attacked the location of one of the dead ships. For whatever reason when using UNIT EMISSIONS OFF, or DESTROYING THE TARGET when attacking two ship targets of the same type the second and subsequent missiles will attack the first target only and ignore any other valid targets. The test mission I used is below and I used the following procedures. Test One 1/ Attacked targets using PB Mode One Missile only(Targets are set to explode and die when hit) 2/ After missile hits, attacked again using PB Mode ( Missile will attack first target) My result, second missile will attack first target which is dead Test Two 1/ Attacked both targets in TOO mode. (Targets are set to explode and die when hit) 2/ While missiles in flight set up for attack in PB mode, when first missiles hit, then fired on targets. My results, missile fired in PB mode will hit one of the dead targets. In TOO Mode system is working correctly as no valid targets are available to attack 88c_blip.miz
  6. First of all let me say I love the map, have managed to get around a lot of it today, high settings smooth video love it. I know that this is early access and WIP but there are a few things this map really needs:- 1. More mainland airfields 2. More parking for large aircraft on ALL airfields, I am sure that Mount Pleasant can park more than two C17's at a time, (This is a problem right through ALL maps in DCS) 3 The ability to turn off Mount Pleasant airfield to allow more realistic missions set at the time of the Falklands war. As I said before I love the map and the details contained in it but it really does need more airfields.
  7. we had the same problem with 3 or 4 players on our multiplayer server when using FLIR changes to BLACK HOT< then immediately cycles back to WHITE HOT with no input, in SP works fine
  8. @toutenglisse you where correct thank you, but not totally I used 1685,1686,1687,1688 for my test and it worked as I would expect, but it does not work for some code in the range 1111 and 1788, 1111 and 1788 for example cause the same problem. Thanks for the steer most grateful
  9. thanks for that, but the AH64D has increased the number of codes used, I will check using the limits you have provided and see what results I get
  10. I am having a problem when I use multiple JTACS in a mission where the JTACS are using a unique LASER CODE. I have build two very simple missions included below to try and show the problem, if you run the missions you can turn on the lasers by using the F10 RADIO menu turning on the LASERS individually. Using the JTAC-1688.miz all Lasers are set to 1688 and turning on ALL lasers it is still possible to use the JTAC STATUS OPTION and see what targets the JTACS are lasing. If you then run the JTAC-various.miz the lasers of the JTACS are now set to 1688, 2111, 4121, 4311, which are the default frequencies of CODES A, B, C, D in the AH64 D. Apart from when the JTAC 1 laser (1688) only is turned ON, when you try to use JTAC STATUS OPTION , none of the JTACS will appear. Anyone any ideas how to fix this or is this a bug? JTAC-various.miz JTAC-1688.miz
  11. I have tried this numerous times now in both single player and MP and my results are very hit or miss, if I MANUALLY fly to the 6 mile point then I get a good lock and approach 50% of the time, but if i use autopilot in any mode it will not couple in the approach at all and all i get is a HDG couple indication never have I managed to get a P and R CPL
  12. I am afraid this is one of those posts we all hate. Usually with the comment what an anal thing to want. As a long time engineer and pilot it is a pet hate of mine in all flight sims that on shut down of any gas turbine engine the TGT immediately fails to the ambient temp. This is something that I can assure you does not happen. gas turbines are very hot for quite a while after shut down and the TGT will show well above ambient for hours. please could we see this simulated. I know this is 99999999999999999999 on the things to do list but it would be good to see
  13. I run missions from a local server (my computer) and tried to run a mission with four aircraft groups, each consisting of four aircraft, with the lead aircraft in each group set as client. The mission starts perfectly with all the AI and client aircraft spawning in, when I taxi my, AI group will follow me correctly. When the client taxies in any other group apart from mine the AI element of the group do not move. As a test we re-started the mission and exchanged groups, when I taxied my new group taxied with me but NONE of the other AI aircraft followed their client leader. I have not tried the same test on a dedicated server but suspect the out come will be that NO AI aircraft will follow their client lead. I suspect that because the mission is running on my machine when in multiplayer this allows just me to lead an AI group, but prevents other clients from leading an AI group. Not too sure if this is a bug, or just a limitation of DCS. If a limitation would it be possible to enable multiple clients leading multiple AI formation in the future.
  14. I am having the same problem it seems as everyone else, but with a twist. I run missions from a local server (my computer) and tried to run a mission with four groups, each consisting of four aircraft, with the lead aircraft in each group set as client. The mission starts perfectly with all aircraft spawning in, when I taxi my AI group will follow me correctly. When the client taxies in any other group apart from mine the AI element of the group do not move. As a test we re-started the mission and changed groups again when I taxied my new group taxied with me but NONE of the other AI aircraft followed their client leader. I have not tried the same test on a dedicated server but suspect the out come will be that NO AI aircraft will follow their client lead. I suspect that because the mission is running on my machine when in multiplayer this allows just me to lead an AI group, but prevents other clients from leading and AI group. When run on a dedicated server I feel that none of the clients will be able to lead an AI group.
  15. As a mission builder it is becoming more and more frustrating that PARKING for larger aircraft (C17, C130 size) is not available at airports able to accept them in real life. Prime example of this is ALLEPO (Syria map) which is an international airport, but does not have parking for anything bigger than an An26. I know this has most likely been asked for before and is more than likely at the bottom of the to do list, but is is relatively easy to do and will expand the functionality of the airports.
  16. As a follow up to my previous post, I manually imported the .ogg file into the .miz file this fixed the second problem i showed in the picture, but still have exactly the same problem as the original poster. I have included the modified .miz file. I have tried other .miz file with the same result f18 test v1.1.miz
  17. @Rudel_chwI have the same problem as @Austin_Squid, I was working on the start of a mission and tried to add a .ogg file that did not work in DCS. After that I could not use the SOUND TO ALL function. When I went back to change another file I got what you see in the picture. Did the fix as you suggested with no luck, still the same problem. Did a full repair, still get the same result. Also when I now run the mission the sound I had originally used does not run and is not in the MIZ file f18 test.miz
  18. I have been having a problem building a HAWK SAM site using CTLD. The crates appear correctly at the logistics point, can be picked up by helicopters and transported and dropped, and then they deploy correctly but the HAWK site refuses to engage aircraft targets. Have tried building other sam sites using the patriot and avenger options and they work correctly and engage air targets. The HAWK system refuses point blank to engage.
  19. I was doing some testing of the SLAM ER missile on the F18, fired missile successfully in TOO mode and hit both targets in Fire and Forget. I did not use any STP's I then attempted the same targets again, this time in PP mode and entered the WPNT DATA for the required WPNT held on the HSI DATA PAGE into the MISSILE MSN PAGE, again in FIRE and FORGET MODE, without STP's, both missiles missed the target by a considerable distance. I next tried using the LAT LONG co-ords obtained from the F10 MAP in PP MODE and this time in FIRE and FORGET MODE without STP's, successfully hit the targets I then thought I had made an error entering the co-ords from the HSI DATA page so I tried it again in PP MODE but noticed that the co-ords in the DATA PAGE differed from the co-ords I had got from the F10 map by quite some margin. I decided to do a quick test and set up the missile using TOO MODE and compare the TARGET INFORMATION on the STORE MSN PAGE to the WPNT information in the HSI DATA page. As can be seen from the two pictures there is a difference from the co-ords on the MSN PAGE and that on the HSI DATA page for the same WPNT. I then checked the co-ords as close as I could using the ME page and found that the LAT LONG in the HSI DATA PAGE differed considerably from the co-ords of the W/PNT in the ME page, strangely the GRID co-ords where very close. Also the co-ords used by the MSN page where very close to the ones on the ME map. Just noticed too while checking post the O/S GRID line on the HSI DATA PAGE the first digit of the GRID is overwriting the "D" on O/S GRID
  20. On our multiplayer server we have had a problem where some users where not able to re-arm using the station drop down menus, this was experienced on the F16, F18, A10C aircraft. The problem seemed to be quite random in who got the problem and who did not, in one case could get F16 and A10C station drop down menus, but not the menus on F18. Another had no problems with F18 and F16, but no menus on the A10C. The saved preload menu, and liveries worked fine for all users, and the fuel load and counter measures seemed to work correctly. If the loadout that was loaded from the ME was reused used aircraft loaded correctly. The problem only seemed to be with trying to do a new loadout selecting the station drop down menus.
  21. Track File:- https://www.dropbox.com/s/g2q6pgr7hb4ax9t/possible bug.trk?dl=0 I have been trying out the new AGM 84D SEA RADAR targeting and have experienced a few that I consider to be bugs, but acknowledge that the features I am trying to use may not have been fully implemented, Basically there are three areas that I am having problem with:- Missile flight height, I have tried numerous different times with different flight heights, in the track file I release the missiles at around 1500 to 2000 AMSL with flight set to LOW. The missiles drop and adopt a height of flight but this seems much too high, they continue at this height until dropping to skim height. In other tests I have done missiles launched from a much higher altitude simply crash into the sea. Setting SEEK, it seems that this function simply does not work, no matter what I set, the missiles seem to randomly select a target and home in on that. Missiles aim at “phantom” targets, in the last couple of attacks on the track file the missiles attack a target that was previously destroyed. I even changed aircraft to check that it was not a carry over somehow from my previous attacks. I realise that items 1 and 2 may not have, as yet, been fully implemented. But item 3 is quite annoying, when you launch on a properly designated target, to have the missiles simply go after a previously destroyed target. On a side note, I have been having problems with my convoys in the mission refusing to start to move at mission start or stopping after being attacked and not restarting if a ship is sunk. Convoy 1-3 in the track file is a prime example. I have tried various combinations of ships and find that either ALL of the ships fail to move or just one ship moves and the rest do not. Any ideas?.
  22. As a follow up to this problem. there may actually be three problems here, the first quite correctly reported as the country that the AWACS is assigned to, the second a time issue, and thirdly if simple radio is used. I fixed the COMMS problem in a mission our group uses by changing the AWACS country from "combined joint task force" to "USA". In the original mission the CJTF AWACS would respond "CLEAR" and then not function again. In the version 2 , initially the USA AWACS worked correctly in all functions, but as the mission progressed the AWACS stopped responding and data on the F18/F16 SA pages stopped appearing. I built a simple test mission spawning in A/C at different times, initially the AWACS correctly and reported reported new targets, but after around 20-30 minutes, stopped working and also stopped providing data on SA page. On the simple radio problem, this i had hit and miss results, sometimes the USA AWACS worked correctly on first contact and on other attempts it did not respond,
  23. During an AUTO start in the F18 I am seeing a series of "LED" ZEROS just above the UFC COMM1 and COMM2 channel selector knobs. The artifacts appear just after the RIGHT ENGINE is started and the RIGHT GENERATOR comes on line. They remain there until COMM1 and COMM2 turned on.
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