Skarp Posted November 21, 2017 Share Posted November 21, 2017 While playing multiplayer all the artillery units will not fire at target areas I set. I am also unable to task them a target unless I leave and rejoin the server. Link to comment Share on other sites More sharing options...
Kang Posted November 21, 2017 Share Posted November 21, 2017 I'm sure you've checked all these before, but just to make sure: Are the artillery units ready to fire? Are the target coordinates valid and within the firing range? Have you waited for a couple of minutes? Link to comment Share on other sites More sharing options...
Fury_007 Posted November 22, 2017 Share Posted November 22, 2017 I concur with Kang's suggestions. I set up an arty mission and the first time I thought they were broken. It takes them a few minutes to load/sight in/begin firing. I'd recommend you try waiting a few minutes also. Or start the mission up in single player so you can fast forward time so you don't have to wait. Link to comment Share on other sites More sharing options...
Grodlund Posted November 23, 2017 Share Posted November 23, 2017 (edited) Remember that artillery can take up to 3 minutes to prepare before firing. And the most common problem: You are assigning a target within the MINIMUM RANGE Make sure to check circles for min/max range EDIT: Also, check if they are out of ammo if none of the above applies Edited November 23, 2017 by Grodlund adding to the post "Your pumping days are over, Megatron!" -Optimus Prime "This calls for a very special blend of psychology and extreme violence" -Vyvian Link to comment Share on other sites More sharing options...
feefifofum Posted November 24, 2017 Share Posted November 24, 2017 @Skarp same. Specifically, late-activated or dynamically spawned artillery will not accept fire orders through the Combined Arms interface without exiting the server. Pieces that exist at mission start are fine. Those are all good general guidelines for using artillery tho. :) THE GEORGIAN WAR - OFFICIAL F-15C DLC Link to comment Share on other sites More sharing options...
Skarp Posted May 26, 2018 Author Share Posted May 26, 2018 @Skarp same. Specifically, late-activated or dynamically spawned artillery will not accept fire orders through the Combined Arms interface without exiting the server. Pieces that exist at mission start are fine. Those are all good general guidelines for using artillery tho. :) pretty sure we pay 40 bucks or more for this so it's not fine. please fix 1 Link to comment Share on other sites More sharing options...
Johnny_Rico Posted June 21, 2018 Share Posted June 21, 2018 @Skarp same. Specifically, late-activated or dynamically spawned artillery will not accept fire orders through the Combined Arms interface without exiting the server. Pieces that exist at mission start are fine. Those are all good general guidelines for using artillery tho. :) Ah thanks, good to know about this bug Hopefully ED will fix it ? METAR weather for DCS World missions Guide to help out new DCS MOOSE Users -> HERE Havoc Company Dedicated server info Connect IP: 94.23.215.203 SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245 Please contact me HERE if you have any server feedback or METAR issues/requests Link to comment Share on other sites More sharing options...
Johnny_Rico Posted July 7, 2018 Share Posted July 7, 2018 any chance of a REPORTED for this, clearly several of us want this issue fixed ? METAR weather for DCS World missions Guide to help out new DCS MOOSE Users -> HERE Havoc Company Dedicated server info Connect IP: 94.23.215.203 SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245 Please contact me HERE if you have any server feedback or METAR issues/requests Link to comment Share on other sites More sharing options...
ED Team NineLine Posted August 27, 2018 ED Team Share Posted August 27, 2018 @Skarp same. Specifically, late-activated or dynamically spawned artillery will not accept fire orders through the Combined Arms interface without exiting the server. Pieces that exist at mission start are fine. Those are all good general guidelines for using artillery tho. :) This multiplayer only? If you have a track that would be helpful. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
ChickenSim Posted August 27, 2018 Share Posted August 27, 2018 The track file is over 200mb but here is an example of CTLD-spawned mortars being completely unresponsive from a 2-hour multiplayer mission I helped run last night from the CA seat. The helos dropped them off, they sat in their little star pattern, and although I could Set Path with the LShift+LClick method they wouldn't move, and Add Target appeared not to work either (the targeting reticle wouldn't show up and the mortars never seemed to respond at all). They basically just sat there eating PC resources and I was forced to move ahead without them. If I can put together a smaller vignette of this happening for a smaller track file I'll try to this week. "It is also true that we parted ways with Chicken after some disagreements." Link to comment Share on other sites More sharing options...
ED Team NineLine Posted August 27, 2018 ED Team Share Posted August 27, 2018 If I can put together a smaller vignette of this happening for a smaller track file I'll try to this week. Please do. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Looney Posted August 30, 2018 Share Posted August 30, 2018 This bug is older than 2.5, it was present in 1.5.7 also. Dynamically spawned infantry, mortars, MLRS or artillery refused to move, fire and in some cases act on detection. [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo Link to comment Share on other sites More sharing options...
Aries144 Posted January 15, 2019 Share Posted January 15, 2019 Artillery units spawned into a multiplayer server will not respond to commands if a user was logged into said server at the time the artillery was spawned. However, if a user disconnects and reenters the server, he can then issue commands to any artillery unit that was spawned already prior to his connecting (or reconnecting). Link to comment Share on other sites More sharing options...
ED Team NineLine Posted January 15, 2019 ED Team Share Posted January 15, 2019 Still hoping for a track if someone has one. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Skarp Posted January 16, 2019 Author Share Posted January 16, 2019 I'll get you a track sir Link to comment Share on other sites More sharing options...
Skarp Posted January 16, 2019 Author Share Posted January 16, 2019 Okay here is the track. shows me sling and spawn a unit then try to set target as well as set target of a unit that was already in the game when I joined the multiplayer server. the one I spawned does not let me set target.DDCS-1972BushWar-CA-0.04_Run-20190115-213544.zip Link to comment Share on other sites More sharing options...
ED Team NineLine Posted January 17, 2019 ED Team Share Posted January 17, 2019 Excellent, thanks! Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Skarp Posted January 21, 2019 Author Share Posted January 21, 2019 Let me know if you need more tracks Link to comment Share on other sites More sharing options...
will- Posted January 21, 2019 Share Posted January 21, 2019 Artillery units spawned into a multiplayer server will not respond to commands if a user was logged into said server at the time the artillery was spawned. However, if a user disconnects and reenters the server, he can then issue commands to any artillery unit that was spawned already prior to his connecting (or reconnecting). Can confirm. Also when issuing commands pressing Mouse 1 (firing arty or MBT) you can flood the server(pressing Mouse 1 multiple times) casing mass disconnects, lag on server. Intel i9-9900K 32GB DDR4, RTX 2080tiftw3, Windows 10, 1tb 970 M2, TM Warthog, 4k 144hz HDR g-sync. Link to comment Share on other sites More sharing options...
Skarp Posted December 24, 2019 Author Share Posted December 24, 2019 This bug is now fixed thank you ED! Link to comment Share on other sites More sharing options...
StevanJ Posted April 30, 2021 Share Posted April 30, 2021 Its still here as of 2.7 1 Link to comment Share on other sites More sharing options...
jonsky7 Posted July 24, 2021 Share Posted July 24, 2021 I'm still experiencing artillery and MLRS systems getting stuck, they will fire at the first target I set but then will be unresponsive. Can't move, can't fire them. Multiplayer server, with CTLD to dynamically spawn them. Annnnnnnd I can't remove a target once placed on a unit, clicking on it just selects the unit underneath, please have a look. Link to comment Share on other sites More sharing options...
Livers Posted July 24, 2021 Share Posted July 24, 2021 10 hours ago, jonsky7 said: Annnnnnnd I can't remove a target once placed on a unit, clicking on it just selects the unit underneath, please have a look. After selecting the underlying unit, try a left-shift and click and that should select the target so you can remove it. Far from bug free. Link to comment Share on other sites More sharing options...
jonsky7 Posted July 26, 2021 Share Posted July 26, 2021 On 7/24/2021 at 1:21 PM, Livers said: After selecting the underlying unit, try a left-shift and click and that should select the target so you can remove it. Far from bug free. Thanks, but that doesn't work for me, holding left click, even with LShift pressed, just moves the map around. Link to comment Share on other sites More sharing options...
Livers Posted July 26, 2021 Share Posted July 26, 2021 Maybe I wasn't clear - press and hold the left shift key, now left click on the target unit. Works fine for me? Link to comment Share on other sites More sharing options...
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