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Posted

In MP server, we had 2 members slotted beside one another. When we did the salute to taxi all we got was awaiting ATC status. When one of us leaves the slot, we get marshalled. 

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VAF SUPT And Refueling-20241204-190403.trk

Reproducable on Kola and Caucusus

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Winwing Orion2 base with F-16EX grip, Winwing Orion2 Throttle with F-18 Grip, Winwing TopGun MIPs, Logitech pedals

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Terrain Modules: PG, Caucus, Marianas, NTTR, Syria, South Atlantic, Sinai, Kola, Afghanistan and Normandy 2.0.

Posted

This time, 4 Hornets. 2 on elevator 2, 2 on elevator 3. 2 of us had awaiting atc status and 2 got waiting crewmember. Once 1 of us left the server, the person beside got marshalled to a catapult. The 1 hornet that got marshalled launched and the other 2 still awaiting atc and awaiting requested crewmember. 

This is repeatable for the other 2 hornets that were on the other elevator. 

VAF SUPT And Refueling-20241204-191814.trk

PNY 4080 Super, AMD Ryzen 7 9800X3D, Gigabyte X670e Aorus Pro X MB, 64GB DDR5-6000 Ram, Pimax Crystal Light

Winwing Orion2 base with F-16EX grip, Winwing Orion2 Throttle with F-18 Grip, Winwing TopGun MIPs, Logitech pedals

Currently member of Virtual Armed Forces. Click link to Joinhttps://discord.gg/NRaZbcK9nJ

DCS Modules F/A-18C, F-16, F-5, F-4E,A-10C, AH-64D, KA50-III, P-51D and FC3 aircraft.

Terrain Modules: PG, Caucus, Marianas, NTTR, Syria, South Atlantic, Sinai, Kola, Afghanistan and Normandy 2.0.

Posted

3 hornets. 2 on elevator 2, 1 on elevator 3. one hornet awaiting atc, 2nd hornet on that elevator left server and still stuck awaiting atc. 3rd hornet on its own on elevator 3. awaiting atc status

VAF SUPT And Refueling-20241204-193723.trk

PNY 4080 Super, AMD Ryzen 7 9800X3D, Gigabyte X670e Aorus Pro X MB, 64GB DDR5-6000 Ram, Pimax Crystal Light

Winwing Orion2 base with F-16EX grip, Winwing Orion2 Throttle with F-18 Grip, Winwing TopGun MIPs, Logitech pedals

Currently member of Virtual Armed Forces. Click link to Joinhttps://discord.gg/NRaZbcK9nJ

DCS Modules F/A-18C, F-16, F-5, F-4E,A-10C, AH-64D, KA50-III, P-51D and FC3 aircraft.

Terrain Modules: PG, Caucus, Marianas, NTTR, Syria, South Atlantic, Sinai, Kola, Afghanistan and Normandy 2.0.

Posted

we had similar issues tonight.  Had 10-12 hornets spawning in together, seems like once the logic hangs up, the only way to clear it is to have the pilot its hung on to de-spawn

  • Like 1
Posted (edited)

@Wags @BIGNEWY Is this something that you know of already ?

Edited by inZane

PNY 4080 Super, AMD Ryzen 7 9800X3D, Gigabyte X670e Aorus Pro X MB, 64GB DDR5-6000 Ram, Pimax Crystal Light

Winwing Orion2 base with F-16EX grip, Winwing Orion2 Throttle with F-18 Grip, Winwing TopGun MIPs, Logitech pedals

Currently member of Virtual Armed Forces. Click link to Joinhttps://discord.gg/NRaZbcK9nJ

DCS Modules F/A-18C, F-16, F-5, F-4E,A-10C, AH-64D, KA50-III, P-51D and FC3 aircraft.

Terrain Modules: PG, Caucus, Marianas, NTTR, Syria, South Atlantic, Sinai, Kola, Afghanistan and Normandy 2.0.

Posted
7 hours ago, BIGNEWY said:

Hi, 

we will take a look at the tracks, 

thank you 

Can we please fix the ability to disable the deck crew and the flares. We don't use human controllers and LSO. 

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Posted

And the inability for removing the wheel chocks by ground crew comms (now is automated) doesn´t help.

About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.'

 

PC: 14th I7 14700KF 5.6ghz | 64GB RAM DDR5 5200 CL40 XMP | Gigabyte RTX 4080 Super Aero OC 16 GB RAM GDDR6X | Thermalright Notte 360 RGB | PSU Thermaltake Though Power GF A3 Snow 1050W ATX 3.0 PCIE 5.0 /  1 WD SN770 1TB M.2 NVME + 1 SSD M.2 2TB + 2x SSD SATA 500GB + 1 Samsung 990 PRO 4TB M.2 NVME (DCS only) | Valve Index| Andre´s JeatSeat.

  • ED Team
Posted
4 minutes ago, fagulha said:

And the inability for removing the wheel chocks by ground crew comms (now is automated) doesn´t help.

without it there would be a free for all on the deck and complicate things even more. 

  • Like 2

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

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Posted
13 minutes ago, BIGNEWY said:

without it there would be a free for all on the deck and complicate things even more. 

I imagined that of course. And in my point of view it's more real life like this way, it just complicate things on our side. I'll try to adapt like I always do. Keep up the awesome work and thank you.

About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.'

 

PC: 14th I7 14700KF 5.6ghz | 64GB RAM DDR5 5200 CL40 XMP | Gigabyte RTX 4080 Super Aero OC 16 GB RAM GDDR6X | Thermalright Notte 360 RGB | PSU Thermaltake Though Power GF A3 Snow 1050W ATX 3.0 PCIE 5.0 /  1 WD SN770 1TB M.2 NVME + 1 SSD M.2 2TB + 2x SSD SATA 500GB + 1 Samsung 990 PRO 4TB M.2 NVME (DCS only) | Valve Index| Andre´s JeatSeat.

Posted

as some mentioned earlier, please give us a toggle on the flares its incredible distracting for multiplayer when we have live controllers

  • Like 3
  • 2 weeks later...
Posted

Confirmed in MP missions. Awaiting ATC status is on indefinitely if there is another airplane nearby. Brake pads won't retract. Can't take off for an hour. What should I do?

Posted

Especially after I've spent ten minutes starting up and programming weapons etc., only to get the 'you're not going anywhere' error message.

Posted

Flagging that this also appears to be an issue in single player, in larger campaign missions with many AI aircraft. Attached is a track where I am waiting for taxi clearance that never comes, while an AI hornet is waiting to taxi to a catapult while all catapults are clear. Definitely appears to be a bug with the new director system.

Raven one - M10 cannot taxi.trk

Posted

I observe, that these two guys seems to be prone to catching the jam...
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Natural Born Kamikaze

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Posted

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?

 

 

  • Like 1
Spoiler

 

Posted

@Squeaky_B My first impression with today's patch is: The same mission is getting blocked on the deck at exactly the same spot as before, except now it says "Awaiting Taxi Permission" instead of "Awaiting ATC status." So, I began experimenting and found some conditions where I can make things work. I didn't try these steps on the prior version, so I can't say whether this is new behavior in this patch, or if this would have worked in the prior version.

I tried staggering the spawn of AI aircraft, so some don't appear for 30 seconds which adjusts where AI and players spawn on the deck. What I'm seeing happen is: If aircraft are in spawn points 1, 2, 3 and 4 and I spawn behind them (points 5, 6, 11, 12, 13) then this seems to be the problematic scenario. If I spawn in 5, 6, 11, 12, or 13 then I *must* wait for the aircraft in 1, 2, 3 and 4 to move first. If I do the first salute before those 4 have moved, the deck get stuck every single time with "Waiting for Taxi Permission." If I wait until 1, 2, 3 and 4 have started moving--even just a second after the 4th one moves--before I salute, then the deck keeps moving and everyone launches.

I forced my spawn point to change by altering the delay of when the AI aircraft spawn in (up to 30 seconds after mission start). If I spawn anywhere else on the deck, I can salute immediately and begin moving without the deck ever getting jammed up.

Since we can't directly control where we spawn on the carrier, I can't confirm these results 100%. However, what I described above, at least in my missions, seems to be repeatable. If I"m in 5, 6, 11, 12 or 13 (aka, forward of the island on the outer edge, on or by the elevators) then I must wait for any and all aircraft in 1, 2, 3 and 4 (those that spawned in The Street) to start moving before i salute otherwise the deck gets hung up with "Awaiting Taxi Permission." Although this is different than the layout you described, I'm somewhat encouraged that this seems to be working in my missions.

Out of curiosity, are you saluting before the AI aircraft starts to move? What happens if you salute only after it moves? If you delay the AI's spawn for, say, 30 seconds, can you salute after it spawns in? Just grasping at straws here, trying to find a pattern.

  • Thanks 1
Posted

@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) 

Spoiler

 

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