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Bugs...
Mar 20, 2020 9:33:35 GMT -5
Post by xpel on Mar 20, 2020 9:33:35 GMT -5
I confirm Hajol's findings above. So, seems common problem with all FSCAI versions. Probably something was not included correctly in latest version.
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Bugs...
Mar 25, 2020 14:40:39 GMT -5
Post by hajolippke on Mar 25, 2020 14:40:39 GMT -5
Ok, in the SEA-Theater, using the mission system, the KS30 DID fire - at least I could hear the bursts.
Of course FSCAI crashed when I damaged a target with TP-weapons.
HAJO
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Bugs...
Mar 25, 2020 17:55:58 GMT -5
Post by StuB on Mar 25, 2020 17:55:58 GMT -5
This may not be what is going on here in this case, but I seem to remember that I had an issue with some of the AAA in FSX@War a couple of years ago......and I think the KS-30 model was one of them. I think the issue was that the model was not fully present or something like that and I think I fixed it by adding a missing model.
Unfortunately, I'm at work, so I can't verify anything right now.... but you might want to check your FSX@War objects and make sure they all have their three versions in there (operational, damaged and destroyed).
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Bugs...
Mar 26, 2020 4:05:31 GMT -5
Post by hajolippke on Mar 26, 2020 4:05:31 GMT -5
Well, I think the KS30 is working fine here on my FSX. I wondered why it does not work in other theaters.
But I need to do further testings.
HAJO
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Bugs...
Mar 26, 2020 12:39:56 GMT -5
Post by Dutch Owen on Mar 26, 2020 12:39:56 GMT -5
The bug that was causing FSCAI to crash when Tacpack hit objects is fixed in 0.10.4 available for download now.
Dutch
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Bugs...
Mar 26, 2020 14:06:45 GMT -5
Post by hajolippke on Mar 26, 2020 14:06:45 GMT -5
Did you iupdate the "Release-thread"? Haven´t found the new version yet.
HAJO
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Bugs...
Mar 26, 2020 14:12:41 GMT -5
Post by hajolippke on Mar 26, 2020 14:12:41 GMT -5
Disregard, found it.
HAJO
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Bugs...
Mar 27, 2020 4:22:19 GMT -5
Post by hajolippke on Mar 27, 2020 4:22:19 GMT -5
Will we get a version (in future) that does not continue to show all removed vehicles in the list?
Also, what is the general parameter of activating/de-activating vehicles as weaponized object? I have the feeling it´s genereally anything within 30nm distance, is that right?
HAJO
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Bugs...
Mar 28, 2020 11:39:07 GMT -5
Post by hajolippke on Mar 28, 2020 11:39:07 GMT -5
Ok, the latest update of FSCAI is working: I got no CTDs when I killed ground objects with TacPack-weapons, and the KS12 was shooting at me (successfully ). HAJO
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Bugs...
Mar 31, 2020 13:34:37 GMT -5
Post by djt1601 on Mar 31, 2020 13:34:37 GMT -5
When I am using the F function for just escorts or wingmen and enemy AI added into the sim with no traffic the wingmen do not recognize the other Ai when ordered to engage but if the enemy is on or close to my six they do respond to the cover my six command.
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Post by hajolippke on Apr 8, 2020 7:45:52 GMT -5
I tested some A2G again, please also have a look at this: fscaptain.proboards.com/post/26572/threadThis time again I created some targets via FSX@War, and dropped 8 MK-84s (not all at the same time, individual single drops) on the targets. Shortly after the attack (which took about 30 sec.) my frames dropped down to 3fps (I have a weak engine, usally my frames are locked on 20fps). Once again I observed this creation of "effect-objects" on my PlanG, moving directly north (see screenshot in the link posted above). When I flew out of the general region, my fps recovered. The whole thing reminded me of the drop of fps I experienced when I was using multiple A10s as wingmen and they blew up a lot of targets. When I returned to the target area for a BDA I saw that some of the FSX@War-targets were smoking and "in rubbles", but as soon as I closed FSCAI, they appeared "new and shiny" again. Maybe this process of "overriding" FSX@War by FSCAI causes trouble? HAJO
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Post by xpel on Apr 8, 2020 8:20:33 GMT -5
I assume that you used FSCAI "MK-84s", right ? Not Tacpack MK-84s.
1. If you're going to use FSX@War for target damaging calculations, then at weapons tab of this pack, you should also declare these "MK-84s" Titles there (copying values of MK-84 fsx@war pack1). So that Fsx@War program can know how to handle target destruction caused by these bombs based on where they impact. 2. At the same time, at fscai menu of these bombs, declare potency 0 and save (so that they cannot damage targets via FSCAI function).
If you do this way, only FSX@War program will calculate & present damage upon the targets.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
The way you're doing it right now, doesn't differ at all than just placing simple simobjects (the _ops models) with any other method besides FSX@War. Now, FSCAI damage modeling applies only, removing the simobjects & applying FSCAI effects. But if you wanted just this, why to go with FSX@War and not CCP for example.
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Post by hajolippke on Apr 8, 2020 9:42:08 GMT -5
Yes, I did not use TP-MK84s.
I use FSX@War mostly because I do have sceneries for it. I have no idea how to do sceneries with CCP, although I do use it now and then because I have some convoy-files for vehicle convoys.
As for declaring MK-84s with the TP-values: Can you please explain it with some more details? Looks like the way to go, but I didn´t not understand how to do it.
HAJO
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Bugs...
Apr 8, 2020 12:48:50 GMT -5
Post by xpel on Apr 8, 2020 12:48:50 GMT -5
How to : have FSCAI weapons (bombs, rockets, ground missiles, etc) destroying FSX@War targets normally, just like Tacpack weapons do, without the FSCAI destruction mechanisms interfearence.
These weapons can;t destroy anything else apart FSX@War targets though.
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Post by hajolippke on Apr 9, 2020 4:02:21 GMT -5
Xpel, thank you for the explanation, very useful! How do I activate this "new pack" in FSX@War? Or is it running on every activated theater now?
HAJO
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