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It's not a bug, you need to learn how to shoot. Once you find your target, you comand Petrovich to align helicopter and you will get your tone.
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reported Ground Unit LUV Tigr: no more lights at night?
Rolds replied to cfrag's topic in Object Bugs
Any progress on this? I was planning to use the LUV tigr as a signal light for a mission only to discover its functionality changed and found this thread. By the way giving us more options for lights at night (spawn able and de-spawn able, ability to signal with morse, changing color) would be really helpful! Also, shouldn't all vehicle lights work like the LUV tigr? why is it special? Shouldn't we have an option to select if vehicle lights are on or off at night? -
This depend on the mods inside structure (how and where modded files are stored). OMM handles non-zipper (aka 'Directory' or 'Development') Mods without problem, it was designed for that in part. You simply have to put the folder within your Hub's Library folder (using file explorer), and it will appear in the list. What may fail is the Mod itself due to wrong installation. Because OMM is not magical, and will install/apply the Mod by putting (and comparing etc.) its content (content of the Mod's folder) into the target directory. So, you have to look inside the mod folder to verify how modded files are organized, so it can be properly installed in an automated way. To say it quickly, the inside files and directories structure of the Mod' folder, must replicate exactly the target file and directory structure, like a "mirror". The Mod's files are the "modified" reflect of the target folder. Finaly, once you have folder (or "development") Mod properly installable (that copies the files on the right place in the right order), you can even convert it into a zipped Mod using the Mod Pack editor, it is fairly simple since the operation is mainly automated.
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@DrDetroit you are doing better than me at this (i am struggling with very similar challenges - too fast or too slow and uncontrolled yaw at the last few seconds); i am lucky to get 3 wire hooks in 50 tries. Many thanks for the advice @Saxman, looking forward to trying out these techniques and generally reducing the amount of extreme profanity i have been uttering lately.
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Ddg1500 started following Hind cpg atgm launching werid (maybe a bug)
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Hello, i just start to learn how to fly and fight with Hind recently. One of the preplexing thing when I use atgm at cpg station and possibly a bug is 1 the launch approval standard for atgm is werid, when I switch on all the necessary things right, the atgm doesn't want to launch unless the "aiming scope" is pointing probably straight and level, instead of pointing down towards the target, as a results, i have to firstly find that sweet spot where launching light &beeping happens, and then launch and then steer the missle to the target. 2 If I cannot get that launch approval, i cycle the "OBSERVE" switch on the panel, and suddenly the launch approval beeps and can be launched again, and after a few seconds it cannot be launched(beeping and light go off), if I launch it before it go off, it still could be launched. The hind atgm launch in the trainning mission don't behave that mythically at all,the launch approval is much more stable and can be launch when pointing down to the target. So it could be a bug, here is my file mi24 cpg aiming bug .trk mi24 cpg aiming bug 2 .trk mi24 cpg aiming bug 3 .trk
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waiting for resolution ED/RAZBAM Situation Info & Discussion
MicroShket replied to NineLine's topic in RAZBAM
Nani? - Today
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Hello and thanks for this great software. I’m new to modding and only have 3 in my OMM directory and it works great. All 3 are zipped folders. I’m looking at 2 mods now that are unzipped. Can I use OMM for them and , if so, how do I do that? Many Thanks
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Hi Eduardo, I just checked the triggers. It exoects an active RPM and the mixture control to be more than 40% forward. In your video your mixture control was correct, but your engine did not fire. One could hear a starter sound, but nothing happening. Imho it is the starter switch cover. Could you do me a favour and try and operate the starter switch cover and starter switch with the mouse, instead of the keybind? I think that is the underlying issue here. Cheers Carsten
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Hi! In general, especially missions 1 and 2 that require certain cockpit elements to be used, wait for them to be actually clicked/moved. If you do not do that, then naturally nothing will happen. You did not mention when this happened in M01, but for M02 you say nothing happened, after the instructor told you to check your controls. Therefore simple question - did you do as instructed? It says: "Check that control surfaces move freely, by pushing stick and rudder to their maximum deflection." Therefore the trigger expects you to move your stick full forward, aft, left, right and the pedals full left and right. Actually it checks a deflection of 30+% to catch user curves. When that is done, it will continue with "Check that the arresting hook is up." Do you use curves or reduced saturation on any of the control axis? If so, could you tell me which, please?
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Will check this tomorrow, Thanks!
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Anyone? Where is polychop to comment? Are they not active here? no reply for 1.5 months…
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No one should ever be sharing their opinion on the FM without listing their full hardware setup. If someone is on a CM3 with 200mm extension and someone else is on an X56 joystick, then people are not talking about the same thing. And we will all go in circles. If Mag3 wants to make an accessible version of the FM - and by accessible I mean tuned to cheaper, accessible short throw hardware - there should just be an option in special. but the default model should be tuned towards accurately modeling the characteristics, with the assumption of a long throw stick. my rig is torn apart so I still can’t test this, but if people continue to discuss please share your physical hardware and keep in mind the drastically different experience you will have. i am concerned the FM has been made to feel more accurate for people on standard short throw hardware, at the expense of fidelity for those with long extensions.
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Nice. And the temps are good to. You've found the sweet spot. Don't touch anything else.
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So many dead horses being flogged here. PMSL..........Pot .....kettle ....Black
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RPM should be at 2300, IIRC. It's hard to read, but the placards on the instrument cluster give many of the proper settings for takeoff and landing.
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I haz been monkeying with MSI Afterburner, using IL2 for testing. Long story short, using the performance settings in the video above I'm seeing over 100w less power required to run the exact same mission with the exact same performance (89-90fps, all smooth as silk, Super at 0.85 render).
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Scotch75 started following CrazyEddies Mods
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I put them in \Aircraft and they show just fine in structures. P.S. thanks for all the amazing liveries crazyeddie! Do I need the old S2_Tracker folder as well? Tried the upgraded one under .../Mods/aircraft, and it still didn't show up in ME. Do I need to delete the "upgraded" out of the folder name? Cheers! Sent from my SM-G998B using Tapatalk
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DCS: F-16C Viper Screenshots and Videos (NO DISCUSSION)
=617= Evil replied to wilbur81's topic in DCS: F-16C Viper
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Take a look at my TINY GEORGE mod in the user files under AH-64D. ovgme ready
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I put them in \Aircraft and they show just fine in structures. P.S. thanks for all the amazing liveries crazyeddie!
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I hope they give us an option to bind 2 engines per throttle axis
Someone replied to Cowboy10uk's topic in DCS: C-130J
You can bind the 1 axis to all 4, split them across 2, or have 4 individual binds. The world is your oyster. -
You know what I think is really frustrating about the forums and making videos is, as passionate as this community is about this sim, as soon as they see something they disagree with, they cherry pick the sh*t out of your comment or video without reading or listening to the entire thing. I did not ask for an FPS (First person shooter) nor did I state or insinuate the loadmaster was an FPS. I suggested creating a JTAC role for designating targets would be a great option, since we already have an AI version in game now. It is not a stretch to ask if a third party can make a first-person JTAC experience before ED makes their own. ED is CLEARLY selling this product and labeling it as first-person capable loadmaster role and a first for DCS. You say, "as far as we know, a third party doesn't have access to that type of code ect...." yet you have not listened to the interview from ASC with Enigma. They discuss this and how ED gave them the ability to create the cargo system, a new logistics system to include loading and unloading individual crates and their contents within those crates, the first-person experience and several other firsts for DCS and why. They explain how ED did not have the bandwidth to make these things for them because of the ongoing work with Eagle. F-35, and all the other stuff they have in work. If ASC wanted all the aforementioned in the C-130J, they must develop it themselves and have ED approve it. ASC went onto say they were happy ED released the new cargo management system at the bases with the release of the Chinook because had they not done that; ASC would have had to create/develop it for the C-130J. Sounds to me like ED is absolutely letting third parties assist with core development. If all we are getting is a floating camera we move around in the plane and NOT a true first-person experience, I would be very disappointed with ED their PR for this module to say the least. That would be extremely misleading as you stated above. I have asked ASC to clarify on their discord. The only concrete thing I can confirm is we can only walk as far as the wing tip, which tells me the loadmaster is definitely attached in some form or fashion to the aircraft. ASC stated this on discord. And last but not least, I am asking for functionality that ED could absolutely approve a third party to do and to a degree, sounds like what they have already done with the C-130J per the developers own words. You name me one person who would not take a functional JTAC team they could use and control in game in first person over anything in Combined Arms right now. Don't get me wrong, I would love to see CA as it should be, but ED has made it clear that ground stuff is on the back burner for a long time. You don't win war by fighting it by yourself. Clearly these devs are talented and have the ability to create "firsts" for DCS, so not really huge ask to see if they were interested in tackling another first for DCS. All I ask SD is you actually read the entire posts or listen to the entire video before commenting. If I am to long winded in my videos (I talk a lot), sweet, watch it in doses or ask me where I got the information before making assumptions. Your first post to me was LITERALLY posted in 4 other places outside my posts and video. It was talked about in the interview with ASC, multiple answers have been posted on their discord, ED posted it on the early release video, and it was listed in the pre-release notes when you purchase the aircraft. It's not productive to start a debate before you have all the facts. All I have stated above about the C-130J module is FACT per ED and the Developers own words and press release, minus the additions I was suggesting in my previous posts and my video. I would like to add that the main reason I made this video, was because in the interview ASC owner asked the community for further suggestions in case they may have missed something or could possibly incorporate features further down the line.
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Redamder joined the community
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Hhhmmm, I downloaded the updated S2 Tracker and placed it in the correct path under .../Mods/tech, and it now does not show up in the ME to place as a static. The original does not show up either now. Love the liveries, well done. Cheers!