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Post by hajolippke on Apr 24, 2020 10:42:04 GMT -5
The Mission menu keeps disappearing after each interaction and does not stay on top until "closed" <-- this happens only when I´m using one of the "un-supported" helicopters.
The missions for the helo at VVCT can be seen, but can´t be selected, it always stays on top of the menu and only offers the different missions available.
The Huey is reocgnized as combat aircraft, I only get CAS and similar missions at L20A.
HAJO
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Post by Dutch Owen on Apr 24, 2020 10:59:53 GMT -5
The Mission menu keeps disappearing after each interaction and does not stay on top until "closed" <-- this happens only when I´m using one of the "un-supported" helicopters. The missions for the helo at VVCT can be seen, but can´t be selected, it always stays on top of the menu and only offers the different missions available. The Huey is reocgnized as combat aircraft, I only get CAS and similar missions at L20A. HAJO I've reproduced the problem with it not recognizing helicopters properly so that will get fixed. I'm concerned about your menu display issues. On my system the mission menus had a constant problem of not displaying until I pressed SHIFT-J again. I solved that in 11.2 by introducing some delays between transmission of the menus to SimConnect - apparently if you send a new menu to SimConnect too quickly after closing the previous one the new one gets ignored. Did you have problems with that prior to 11.2 or did they work perfectly? Are the menu issues only at VVCT or certain airports or are they anywhere? I may need to make this fix optional if it solves problems on some systems but introduces them on others. Dutch
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Post by hajolippke on Apr 24, 2020 11:09:34 GMT -5
It only happens with the non-supported helos.
HAJO
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Post by hajolippke on Apr 24, 2020 11:31:37 GMT -5
And to confirm: With my "normal" aircraft it works perfectly now.
HAJO
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Post by hajolippke on Apr 24, 2020 12:39:20 GMT -5
And to add (sorry): When I fly the Huey, I can´t chose any of the (Strike-)missions. They are all offered, but I can´t access them.
HAJO
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Post by stearmandriver on Apr 24, 2020 16:10:19 GMT -5
I'm concerned about your menu display issues. On my system the mission menus had a constant problem of not displaying until I pressed SHIFT-J again. I solved that in 11.2 by introducing some delays between transmission of the menus to SimConnect - apparently if you send a new menu to SimConnect too quickly after closing the previous one the new one gets ignored. I had the problem of the menu disappearing after every interaction, and the new version solved it for me until last night. Saw it again then, but I have a theory why: there were thunderstorms everywhere, and that really tanks performance on my old rig. It was still smooth enough to fly enjoyably, but noticeably slower than usual, FPS hovering around 10-15. Might have slowed things down enough that the induced delays still weren't long enough? Everything else was the same as the times it worked normally for me - same aircraft, same location on same carrier etc.. just the weather and subsequent slow frames were different.
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Post by hajolippke on Apr 25, 2020 11:45:24 GMT -5
Uusally the first salvo of unguided rockets generates an explosion effect directly on the ground below the aircraft. I think the same applies for the first dropped bomb.
HAJO
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Post by hajolippke on Apr 25, 2020 14:19:57 GMT -5
Yes, I can confirm: I just flew some CAP with my OV-10 in the SEA-theater, and usually every first shot fired or dropped resulted in hearing an explosion in the same moment I pressed the trigger. All stuff that followed went right on as usual.
HAJO
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Post by Dutch Owen on Apr 25, 2020 15:14:43 GMT -5
Yes, I can confirm: I just flew some CAP with my OV-10 in the SEA-theater, and usually every first shot fired or dropped resulted in hearing an explosion in the same moment I pressed the trigger. All stuff that followed went right on as usual. HAJO thanks for that report it will be investigated! Dutch
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Post by stearmandriver on Apr 27, 2020 5:51:02 GMT -5
Confirmed: a mission cannot be ended on a moving carrier.
I tested this tonight: spawned a carrier via VRS menu at Yankee station, slewed aboard and started carrier following the wind. With ASN live weather on, this is cool because the boat adjusts course and speed as necessary to maintain 30 knots wind over deck. So you don't really know where the boat will be after a mission, you have to use its TACAN and/or radar to find it. When in range, vLSO will give you the case of operations and the base recovery course / expected final bearing. It's a nice level of realism, not knowing until you get close whether you'll be doing an overhead break to a visual or arcing onto an ILS, what the recovery heading will be etc.
Anyway, that's why I like moving boats. The point is, a mission can be started aboard one, but not ended. After I recovered aboard tonight, I parked, shut down, and pulled up the mission menu. No "complete mission" prompt, just "abort mission" or "continue".
Then I used the VRS menu to bring the carrier to a full stop. THEN I could end the mission.
No problem if the user has control of the carrier that way. But if the boat is part of a mission and on an AI flight plan or something, it would be impossible for the user to complete the mission. Maybe tweak the requirement for being fully stopped to just slowed under 40 kts or something?
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Post by hajolippke on Apr 27, 2020 6:21:22 GMT -5
The FSCAI-display is not correctly updating. I flew a scripted mission to destroy a hostile truck convoy. When I was in the area, I found the convoy, as well as some AAAs, but they were not shown on my display.
HAJO
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Post by Dutch Owen on Apr 27, 2020 16:51:53 GMT -5
Confirmed: a mission cannot be ended on a moving carrier. I tested this tonight: spawned a carrier via VRS menu at Yankee station, slewed aboard and started carrier following the wind. With ASN live weather on, this is cool because the boat adjusts course and speed as necessary to maintain 30 knots wind over deck. So you don't really know where the boat will be after a mission, you have to use its TACAN and/or radar to find it. When in range, vLSO will give you the case of operations and the base recovery course / expected final bearing. It's a nice level of realism, not knowing until you get close whether you'll be doing an overhead break to a visual or arcing onto an ILS, what the recovery heading will be etc. Anyway, that's why I like moving boats. The point is, a mission can be started aboard one, but not ended. After I recovered aboard tonight, I parked, shut down, and pulled up the mission menu. No "complete mission" prompt, just "abort mission" or "continue". Then I used the VRS menu to bring the carrier to a full stop. THEN I could end the mission. No problem if the user has control of the carrier that way. But if the boat is part of a mission and on an AI flight plan or something, it would be impossible for the user to complete the mission. Maybe tweak the requirement for being fully stopped to just slowed under 40 kts or something? You are right and thanks for finding this. It's a simple fix to allow a mission that started on a carrier to end even if still moving if considered "on ground" which it is when on the carrier. Dutch
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Post by Dutch Owen on Apr 27, 2020 16:52:42 GMT -5
The FSCAI-display is not correctly updating. I flew a scripted mission to destroy a hostile truck convoy. When I was in the area, I found the convoy, as well as some AAAs, but they were not shown on my display. HAJO Probably a side effect of removing the 'removed' objects - I'll try it out tonight after dinner to see if I can reproduce this. Dutch
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Post by xpel on Apr 28, 2020 3:01:47 GMT -5
About my post for "bug" that AIs perform unrecoverable spiral dive & crash with 0 hits during aerial engagements :
This is not the case and this is not an FSCAI issue but an AI issue ! As I have already mentioned in other posts, AIs in use - especially default MAIW AIs - may present very strange or unpredictable (unexpected) behaviour. I believe this is mostly dew to the Air.file they use (for MAIW's goals for Air Traffic - but not suitable for dogfights with FSCAI...).
While default MAIW F-104s I used (that are also FS9), were consistently diving & crashing to the sea, when I tested with "mine" AI F-102s under exact same circumstances, this was not the case. 2 x F-4s against 2 x F-102s, we had a 10mins engagement without any problem or bad FSCAI incident.
I'm focused in A2A combat and I'll report more results about this.
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Post by hajolippke on May 3, 2020 4:53:32 GMT -5
Just for the records:
Distances and Ammo-status totally "screwed up"...
HAJO
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