exactly when the host is alone and u have 2 slots availble in the server, host will pick one of the slots and its working perfectly, when u restart the server do the same actions with a wingman then its not working bassicaly u will be looking at a plane with no pilot inside …
The campaign is updated to V1.02, which hopefully fixes the coop problems for good. Pretty pretty please…
Interestingly, SP didn’t require any fixes so far. Phew.
I’ve been purposefully avoiding @Fridge s attempts to rope me into this because I haven’t had a chance to properly test for user error on my part. I’ll give it a shot tonight.
Seems to be all working in co-op. Sierra Hotel!
Question please. I flew single player mission 1 tonight and couldn’t get my wingman to taxi out for the mission. I must be doing something wrong, but not sure. Late to taxi? I had a taxi time of 0817, but because Chip forgot his checklist, did the cockpit prep and start-up from memory. Actual taxi time was about 0821. Never a good thing. Completed the mission, but had to RTB from Creech due to battle damage.
My AI wingmen usually start to taxi once I have lifted off. I always try to launch early so that everybody is airborne and formed up when the package pushes from the base.
That may be an issue with DCS World 2.0. I find that the ATC interactions are … weird in that version, especially at Nellis. Using the standard ATC pattern and asking for takeoff clearance before entering the runway usually does not work and I get clearance after I have been impatient and I am already half way down the runway. I think that this has an impact on how the AI interact during taxi. I think that if you take off it ‘forces’ the AI to get in the air
Thanks @Fridge. I taxied to the active, took off, stayed in the pattern for one circuit, then flew to the target and back. Both my wingman and the other flight never moved, although my wingman did start engines and turn on his beacon and nav lights.
I’ll try it again tonight and then some other missions. I don’t know the MB very well, but lately I’ve felt like triggers are having issues in the NTTR.
Might not be triggers. The AI seem to generate their own taxi order based off each aircraft’s order in the mission file. It could be one of the aircraft is getting stuck for whatever reason, and it’s holding up everyone behind them.
I had that issue when a few months ago when I was working on that Mirage/Nevada training mission. The GCICAP script was set to spawn and take off from Nellis and Groom (Blue and Red CAP) and both would continuously get in race conditions with each other either while taxiing or even when parked (and two parked spaces were too close to each other and none of the AI would taxi because they were all waiting for each other to go … get Canadian of them I must say).
I am going to try this again now I have a new PC. Does it still work in 2.5 ?
Thanks
Oh yes, please do let us know…this is one I’m keen to try out as well…!
It loads ok and is seen as a campaign if you install it according to Mbots readme. I am looking forward to flying this and will post any bugs I may find. Hopefully none
Nice. I haven’t updated to 2.5 yet (waiting for stable), so fingers crossed everything is still working.
If only I could hit the broad side of a barn with the F-5E lol. Bombing things I am completely useless. With rockets I fare better, and with guns I am OK.
I tried a bit of this campaign earlier and it had me loaded with snakeyes. No way was I gonna hit anything with those. Is there a way to change that to a rocket load so I can at least have a chance vs the radar truck?
Are you setting your gunsight to manual and depressing the pipper, I use 80 mils and it hits more than misses with a 25-30 degree dive to target @350 IAS and releasing about 3000 feet
I also ripple the bombs so I have a better chance
MBot wrote a nice AAR were he explains the manual bombing process:
Understanding the theory and applying it are two seperate things, though
You can change the loadout before start-up via the ground crew.