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Squeaky_B

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Everything posted by Squeaky_B

  1. @Nealius I did a quick test with 4x M939's on the Afghanistan map. I have mine setup so that the final waypoint is quite close to the first as the AI doesnt follow the road going from WP5 -> WP0 and in the Advanced (Waypoint Actions) I have "Perform Task". "Go to waypoint". Ran it for 3 loops and this method is still working. Also this method in my other missions appears to be working. Not sure if it helps.
  2. This is working now for me with the latest patch (2.9.12.5336) , thanks folks! George testing out his new prescription.....
  3. So I've done a bit of testing as I was still having issues when setting the fog to Off and manual. The only way I've been able to get George to put his glasses on consistently is to: Open any missions with fog set to Auto Change it to Off and save Close and relaunch DCS Start the mission from either missions or the editor. (It will only break again if you run a mission with the fog set to auto) I noticed that if I had tried to run a mission from the mission editor that previously had the fog set to Auto George wouldn't see anything, even after setting it to off, saving and backing out to the main menu and running from missions. It only worked consistently if I changed the fog to off, saved and relaunched DCS. Seems as though if at any point a mission has been ran with the fog set to auto it breaks George and you'll need to relaunch DCS in order for him to work again. Anyway hope this helps someone in the meantime while we wait for a patch.
  4. @stonewall197922 Doesnt seem to effect the AI. Just did a SP mission on the Iraq map loaded with L's and an AI wingman with the same loadout. George couldn't spot anything at all but the AI was able to find and destroy all the targets. Luckily i also had rockets so the mission wasn't totally a bust but a really annoying bug.
  5. @Thunk Interesting about the waiting for previous positions to move first. In my mission I have the carrier decks populated by a script at mission start. These statics once placed block spawn positions 1 - 6 forcing the player and the AI wingman to spawn on 7 & 8. The player is set to late activation and activated when the mission time reaches 3 seconds. (If I don't do this the player Spawns before the Carrier deck script runs and...."fire happens"). I wonder if the blockage is being caused not by the route to the cat but instead waiting for the spawn positions to become free pr move first? Some things I need to test: 1) Populate the carrier deck the old fashioned way in the mission editor and not use the script. Block Spawns so that the player starts on positions 8 & 7 and see if it still blocks. This should help figure out if statics on spawn positions block the directors. 2) Place down Uncontrolled AI first to block spawn positions 1 - 6 and see if they also block it. This should help me figure out if its anything on those spawn positions or just statics. Essentially I'm just trying to figure out a way to reliably create missions with populated carrier decks that dont always use Cat 1 Sorry for the late reply (Christmas got in the way :D)
  6. I'm having the same issue with "Awaiting Taxi Permission" I have a mission where the carrier deck is populated with statics and the player +1 AI, spawn on elevator 4 to taxi to Cat 3 & 4. The taxi route is clear to the Cats but the directors aren't working and only see the "Awaiting Taxi Permission". What might be of use, is if I use the Tomcat, and go full afterburner in the chocks it can over power them and as soon as it starts to move the directors start working and direct to the cat without issue. As a workaround could you allow us to remove the chocks manually so that missions aren't scrubbed?
  7. HAPPY DAYS! Tested again after seeing this was picked up in the patch notes today (2.9.9.2280) Did the usual, cleared DCS Folder, Ran the full repair, cleared mods out, created a new mission file in the same location as before. This time however I had 1 group with all the same units and 1 group with different units to test @Gierasimov's post. Both groups looped several times with no issues! So happy to say this is fixed. Thanks devs! 1 Tiny thing I did notice is that all of the subordinate units in the group, don't stick to the road when going to Waypoint 0 and instead go directly to it. Not a deal breaker by any stretch of the imagination and just happy they're looping now. Thanks again.
  8. I haven't yet, taking a bit of a break from DCS and mission editing in particular for a while.
  9. I'll give it a try with the same vehicles, thanks
  10. Thanks, can you share a mission file or give any information on how it was setup, any differences from the above etc?
  11. Just given this one a quick test. Steps Taken: Updated to 2.9.8.1107 Cleared out the "\Saved Games\DCS" folder Ran full repair Created a mission with 2 groups of AI, set to on Road with a circular route and the final waypoint with the Perform Task - Go to WP 0 Result: Same as before I'm afraid. Both groups follow the route in full once. When getting to the final WP it all seems to break down and they seem to go all over the place. (sorry I know thats not really helpful but I can't figure out what it is they're trying to do) DCS Test.mp4
  12. Thats fair enough, I can totally understand wanting it to not open the mission for the reasons you've mentioned. I guess the long and short of it is we just don't know whether it was originally an intended change that wasn't included in the patch notes, or was it something that was fixed but wasn't mentioned in the patch notes. Ideal solution would be to just give a prompt when opening the mission that says something along the lines of: "The mission file you're loading contains modules that are not currently installed." With the options of: "Cancel" , "Load" , "Load as new mission" With the last one, creating a duplicate of the mission and loading the duplicate leaving the original untouched. I've been using the tool @HC_Official linked since this changed and works great. Albeit I have to run my missions through it whenever I make a change, in order to keep the missions accessible to others.
  13. I probably wouldn't count your chickens before they've hatched chaps. It's not been recognised as a bug in either this thread or the one you linked so we're in the dark as to what the intended behaviour is supposed to be. Nor has it been mentioned in patch notes as "fixed". It'd be nice to actually hear from ED what this is supposed to be rather than just guessing.
  14. It can only be done before mission start and doesn't work with spots set to "client" only Player, so the route tool would be ideal for singleplayer sandbox missions. If its not coming to singleplayer then fair enough, it is what it is, but the newsletter made me think otherwise is all
  15. Just tested this again in latest patch 2.9.7.58923 After updating to the latest patch, I cleaned the \Saved Games\DCS folder and also ran a full repair. I created a new mission the same way as I created the ones above with the same composition and waypoints etc but this time on the Sinai map. Still the same issue. With 2 groups set to loop. They both complete the route. 1 of them stops at WP0 while the other does continue and loop however the pathfinding is sporadic. Sometimes it stays on the road other times it stops and goes cross country. Not salty that this wasn't fixed in the latest patch, just keeping this updated
  16. Great addition to multiplayer. Is this due to come to singleplayer at some point? As this was mentioned in the newsletter.
  17. Ah sorry about that, I must have got tunnel visioned on the title. Moved it to here and removed my posts to clear it up for you.
  18. Since patch 2.9.6.57650 the "Go To Waypoint" action no longer works. Setup Ground units are setup with a circular route with their final waypoint having a "Go to Waypoint" action to waypoint 0. They are set to "On Road" and all waypoints are set to "On Road" What happens The units follow their waypoints correctly Once reaching their final waypoint they directly go to the waypoint selected within the Waypoint action and do not stay on the road. Once arriving at the waypoint the unit stops and does not continue with its waypoints. Additionally this behaviour is not consistent. Sometimes the unit completes 1 or 2 loops of its route before stopping. Can be seen in the below examples. Expected / Previous behaviour Prior to the patch once the unit reached its final waypoint it would navigate to waypoint 0 via the road and continue with its waypoints. This would mean the unit would continue this loop indefinitely. What I've tried Changing the "Go To Waypoint" to 1 - No change Changed the unit composition and size - No change Multiple maps - Afghanistan, Kola and Caucasus have the same results Example Route Group Setup Final waypoint Setup Result #1 (Afghanistan) mMsSGAo - Imgur.mp4 Result #2 (Caucasus) DCS-AI-LoopTest_1.mp4.4a09e1e47f2291ba54a250f098e8f90b.mp4 Happy to provide any more info if needed or test anything out. Thanks Loop-Test.miz
  19. Hi, I had a look but couldn't see this issue posted (apologies if I've missed it) Scenario I have a mission, where an AI helicopter attacks a target. Once empty, it proceeds to its next waypoint, which is set to LandingReFuAr with a 5minute wait. The AI helicopter lands, parks, and shuts down and the pilots exit. After 5 minutes the pilots get back in and taxi's and takes off and goes to its next waypoint. At this final waypoint it switches back to the attack waypoint. Issue When the heli lands it does not rearm or refuel, and continues its route, with the fuel and weapon quantities it landed with. What I've tried? I've tried the same setup with the AH-64D full fidelity module and also the AI only AH-64D and the issue is present with both. Additionally I've tried with the Ka-50 III and the same issue persists. I've tried using Planes and it functions as intended. Issue appears to only be present with AI Heli's. I can workaround this by adding late activation AI, however I'm trying to create perpetual ambient units that will continue this loop regardless of how long the player stays within the mission. Happy to provide any further info if needed or happy try anything else to figure out the problem. AH64(FF)-Rearm Issue.trk AH64D(LF)-Rearm Issue.trk KA50-Rearm Issue.trk
  20. Hi, I have several practice sandbox missions that also support a few mods. (A4, T45, UH-60, UH-6A). Before the latest patch, you could open the mission regardless of whether any of them were installed. Naturally you just wouldn't have the option to spawn in anything you didnt have installed. This was great as it meant I could support some popular mods without making it mandatory for them to be installed. Since the latest patch however, it's no longer possible to open the mission unless all mods in the mission file are loaded. Was this an intended change or a new bug? Appreciate any help
  21. Thanks for the response NineLine. No problem, I think I've misunderstood how the early access for the Afghan map was releasing. I thought the segmented release (SW, E, N) were releasing as each region was complete and not each area releasing into early access. EFGross' post above is spot on, I think Leatherneck had much more solid buildings than Bastion which was pretty much all tents bar a few exceptions. This one is from 2011 over Bastion. null
  22. I think this might actually be fixed now! I've just tested it, cold and dark on the Arleigh Burke going 30kts with a 12kt headwind. Let it run for 10mins and its no longer nudging forward. There is a little sliding forwards and backwards but its pretty much centred around the same spot so doesn't come into contact with the ship. If someone else could test it to confirm.
  23. After some testing and playing around, I'd love to see the following additions. Ability to use Dynamic spawns in single player Restrict / select available parking spots. Currently you can block Parking spots with statics, but I don't know how dynamic spawn choses which parking spot to use. For example at Al Minhad AFB on the PG map. I blocked Parking Spots 1 to 4 with statics. When spawning it chose parking spot 60. Make the DYN Template option less restrictive. As mentioned previously, allowing a DYN Template unit to be used for all aircraft for waypoints, frequencies and any other options that may be universal. This is the major time saver I personally was hoping for. If I have to create DYN Spawn Template aircraft for each individual aircraft in order to have waypoints, frequencies etc then its not much better than a respawnable client spot. Other than multiple people being able to choose it Hope this isn't too critical, massively appreciative of the work put in to it thus far and a great first attempt at something thats long been requested.
  24. Hi, Can I check if the below screenshot is how Camp Bastion is supposed to look if installed properly? The level of detail seems very poor, terrain textures seem very dated and there's way too much vegetation and greenery. I've been Bastion a number of times, I never stayed for long but I don't remember seeing single tree, or even a blade of grass. The whole thing was in a desert? I've ran the repair, cleared shaders and reinstalled the terrain but has the same results. Kandahar seems a little better. Appreciate any help or support if it hasn't installed correctly. Thank you
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