Jump to content

Searchlights don't seem to work. Please help.


Recommended Posts

Hi all,

I recently purchased the WWII Assets pack and for the life of me, I just can't get the searchlights to....well...search.  They turn on and turn off with the triggers I've set but they will not search or track.  I'm using DCS stable V2.5.6.55960 and I've attached the .miz file I used to test.

 

I'd really appreciate any help with this.  Thanks in advance.

bbbbbb.miz

Link to post
Share on other sites

If a group is within ~3.5 nmi they work fine, though they do take a while to track a target.

 

And you now don't have to use the trigger zones to get them to turn off, aircraft wondering into their engagement zone will automatically turn them on and they'll start looking in the approximate direction.

 

I didn't notice much of a difference when pairing them up with a Kommandogerät 40 or the Freya but here are 3 mission files, all essentially identical, but testing whether or not having a fire-control director or a RADAR made any difference in late-dusk conditions.

 

EDIT: You're on stable, while these are on the OB, it shouldn't make too much of a difference in terms of compatibility but this might explain the discrepancies.

 

Searchlight Test (w. Kdo).miz Searchlight Test (w. RADAR).miz Searchlight Test.miz


Edited by Northstar98

Modules I own: F-14A/B, F/A-18C, Supercarrier, F-16CM, AJS-37, F-5E-3, MiG-21bis, Ka-50, A-10C (+ A-10C II), UH-1H, Mi-8MTV2, P-47D, P-51D, FC3, MiG-15bis, Yak-52, CA, C-101, Hawk

Terrains I own: Syria, The Channel, SoH

 

System (RIP my old PC): Dell XPS 15 9570 w/ Intel i7-8750H, NVIDIA GTX 1050Ti Max-Q, 16GB DDR4, 500GB Samsung PM871 SSD (upgraded with 1TB Samsung 970 EVO Plus SSD)

 

VKB Gunfighter Mk.II w. MCG Pro

 

Dreams: https://uk.pcpartpicker.com/list/mBG4dD

Link to post
Share on other sites
6 hours ago, Northstar98 said:

If a group is within ~3.5 nmi they work fine, though they do take a while to track a target.

 

And you now don't have to use the trigger zones to get them to turn off, aircraft wondering into their engagement zone will automatically turn them on and they'll start looking in the approximate direction.

 

I didn't notice much of a difference when pairing them up with a Kommandogerät 40 or the Freya but here are 3 mission files, all essentially identical, but testing whether or not having a fire-control director or a RADAR made any difference in late-dusk conditions.

 

EDIT: You're on stable, while these are on the OB, it shouldn't make too much of a difference in terms of compatibility but this might explain the discrepancies.

 

Thanks very much for the reply.  It definitely looks as though things have changed in the current OB, as the lights will not come on without triggers in stable.   Unfortunately your example missions don't work in stable but I suspect that when I get an update (hopefully soon), all things will work. 

 

Thanks again for the work you did to assist me.


Edited by Rockrend
Link to post
Share on other sites

Ahh, fair enough.

 

This latest OB seems to be pretty stable, apart from a few issues with the AIM-120 and AIM-54, so I'd expect a new stable build by the end of the month (fingers crossed for Wednesday).

Modules I own: F-14A/B, F/A-18C, Supercarrier, F-16CM, AJS-37, F-5E-3, MiG-21bis, Ka-50, A-10C (+ A-10C II), UH-1H, Mi-8MTV2, P-47D, P-51D, FC3, MiG-15bis, Yak-52, CA, C-101, Hawk

Terrains I own: Syria, The Channel, SoH

 

System (RIP my old PC): Dell XPS 15 9570 w/ Intel i7-8750H, NVIDIA GTX 1050Ti Max-Q, 16GB DDR4, 500GB Samsung PM871 SSD (upgraded with 1TB Samsung 970 EVO Plus SSD)

 

VKB Gunfighter Mk.II w. MCG Pro

 

Dreams: https://uk.pcpartpicker.com/list/mBG4dD

Link to post
Share on other sites
On 12/20/2020 at 10:45 AM, Northstar98 said:

If a group is within ~3.5 nmi they work fine, though they do take a while to track a target.

 

And you now don't have to use the trigger zones to get them to turn off, aircraft wondering into their engagement zone will automatically turn them on and they'll start looking in the approximate direction.

 

I didn't notice much of a difference when pairing them up with a Kommandogerät 40 or the Freya but here are 3 mission files, all essentially identical, but testing whether or not having a fire-control director or a RADAR made any difference in late-dusk conditions.

 

EDIT: You're on stable, while these are on the OB, it shouldn't make too much of a difference in terms of compatibility but this might explain the discrepancies.

 

Searchlight Test (w. Kdo).miz 8.85 kB · 3 downloads Searchlight Test (w. RADAR).miz 9.01 kB · 3 downloads Searchlight Test.miz 8.76 kB · 3 downloads

 

don't seem to work on normandy map

test-mission.miz

Link to post
Share on other sites

Hmm, it might be map specific, I don't have the Normandy map, but I'll see if I can download it on free trial and test it out.

Modules I own: F-14A/B, F/A-18C, Supercarrier, F-16CM, AJS-37, F-5E-3, MiG-21bis, Ka-50, A-10C (+ A-10C II), UH-1H, Mi-8MTV2, P-47D, P-51D, FC3, MiG-15bis, Yak-52, CA, C-101, Hawk

Terrains I own: Syria, The Channel, SoH

 

System (RIP my old PC): Dell XPS 15 9570 w/ Intel i7-8750H, NVIDIA GTX 1050Ti Max-Q, 16GB DDR4, 500GB Samsung PM871 SSD (upgraded with 1TB Samsung 970 EVO Plus SSD)

 

VKB Gunfighter Mk.II w. MCG Pro

 

Dreams: https://uk.pcpartpicker.com/list/mBG4dD

Link to post
Share on other sites
  • 2 weeks later...
On 12/28/2020 at 1:11 AM, NineLine said:

For yours, add generators next to your search lights. They are required, and need to be in the same group and close to the light.

it took my quite some time to figure out that the generators need to be close to the lights. it would help visualize this if the generators had a little "area of influence" cicle around them in the editor. this would make it clear that those have to be in range to work.

My personal wishlist after 2 years with dcs: https://forums.eagle.ru/showthread.php?t=216873

Link to post
Share on other sites
14 minutes ago, twistking said:

it took my quite some time to figure out that the generators need to be close to the lights. it would help visualize this if the generators had a little "area of influence" cicle around them in the editor. this would make it clear that those have to be in range to work.

Agreed

  • Like 1

spacer.png
Forum RulesMy YouTube • My Discord - NineLine#0440• **How to Report a Bug**

1146563203_makefg(6).png.82dab0a01be3a361522f3fff75916ba4.png  80141746_makefg(1).png.6fa028f2fe35222644e87c786da1fabb.png  28661714_makefg(2).png.b3816386a8f83b0cceab6cb43ae2477e.png  389390805_makefg(3).png.bca83a238dd2aaf235ea3ce2873b55bc.png  216757889_makefg(4).png.35cb826069cdae5c1a164a94deaff377.png  1359338181_makefg(5).png.e6135dea01fa097e5d841ee5fb3c2dc5.png

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...