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Everything posted by SonofEil
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It's not the gamma, that's what the cockpit looks like with cockpit shadows turned off. It looks terrible. Edit: On topic, HUD clarity is a huge improvement with the last update. Really glad ED saw the light, so to speak, on this issue.
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That's been there for two or three updates now but it's still not usable. Wags mentioned it will be soon though.
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Personally I haven’t experienced aircraft-specific track reliability. F-5 and F-18 will both break equally often for me. I’ve definitely seen the occasional forum post from people claiming that they’ve never experienced a broken track ever. Sure, I guess it’s possible. All I know is with nearly 15 years of ED product experience over three computer builds, tracks have never worked reliably for me.
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I know for myself I hadn’t previously done a lot of sea ops in DCS. Now that we’ve got Hornet and Harrier I spend a lot more time looking at strobing and shimmering, step ladder wakes. But I agree with you that this feels like either grafted legacy effects or an outright bug preventing AA from detecting wake edges.
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While this will increase your chance for a successful track playback it by no means guarantees it. Other suggestions include keeping unit count low, limit the amount of times you switch views and limit the length of the track to <10 minutes or so. Even doing all that I’ve never once had a successful playback of a carrier trap. Not one. The truth is that tracks are broken no matter what, always have been, and presumably always will be since in 15 years there’s never been any hint from ED that they plan on fixing the playback system.
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Mine looks just like yours in the video, also spent more time than I should have trying to ‘fix’ it with no satisfactory results. It should be noted that DCS has always been known to have poor AA, but yeah, the wake effect is particularly bad. And unfortunately I’ve never seen it mentioned that they plan on improving overall AA performance. Have you checked out any of the aftermarket post-processing apps like Reshade? I think I’m going to experiment with it this weekend. Barber pole, man that’s a good description! But what an unfortunate solution :( Do you not operate from the Tarawa? I agree the wake effect is unacceptably bad but you’re really missing out on one of the funnest parts of flying the Harrier if you’re not utilizing the Tarawa!
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Came to the forums to ask the exact same question. Is it: A) not yet implemented B) doesn’t exist irl or C) user error, in which case how does one turn on the probe light?
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Do you have the Full Screen box checked in the Settings menu? On my machine I can’t Alt-Tab when full screen is checked. If you uncheck it Alt-Tab should work. Also, leaving Full screen unchecked is supposed to net you a few more fps for some reason but I don’t really see a noticeable difference.
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Ah, ok. I don't know a thing about scripts except that they exist and they're way outside my element. I'm not a coder. Tried playing with them years ago but was totally lost. : ( Thanks for the answer though.
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He’ll usually call bingo before me so I can’t send him home at my bingo, and like I said, within a minute or two of his call he has to punch out when he runs out of gas. I’m asking if there’s a way to set the wingman’s bingo level.
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This seems to be module agnostic but whenever my wingman gets into a scuffle and miraculously survives, it's usually followed closely by, "Two, bingo fuel." Within a minute or two from the bingo call he's punching out. How do I set my wingmans bingo level so that it's not effectively at empty?
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Correct. No multiplayer with a corrected cannon, IC will get you.
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You're getting a radar lock so the funnel is no longer necessary or available. Reference the manual or some vids to learn the symbology. Edit: Sorry. I reread my last sentence and it came across kind of RTFM-ish. I meant it more as 'I don't know how to properly explain the radar gun site symbology and the manual or YouTube can do it much better!'
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+1 Everything has to be an argument nowadays. Must be the heat.
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Technically if he's got the donut he's at the correct angle for a wire catch. The problem (if this were reality, or when ED updates damage models to ship and/or plane) is that with flaps up he's likely traveling much too fast for a safe trap.
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Iranian SA-10 won't shoot
SonofEil replied to Blinxis's topic in Aircraft AI Bugs (Non-Combined Arms)
I don't think it's a setup problem on your end. IIRC the Iranian SA-10 is missing one of its required components in the ME, like command center or track radar. SA-10 won't fire without it. My workaround is just to set SA-10 group to Russian nationality and then you'll have all the components available to build a working site. -
I definitely noticed some promising improvements on the PG map. Has that translated to NTTR yet? Last I checked NTTR a few weeks ago you still couldn't see city lights unless directly overhead at low-ish altitude. The city of Vegas itself was actually darker than the surrounding terrain.
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2D Objects in ME
SonofEil replied to Boshar67's topic in Release Version Bugs and Problems (Read only)
There’s a ‘tank’ button on the bottom of the ME screen, down by the ALT, SAT, MAP buttons I believe. Select it and you’ll have 2D objects. -
Mostly on-topic...is “huge smoke and fire” currently not triggerable? All the other sizes can be triggered but haven’t gotten it to work with huge. Huge does seem to work if you’re just placing it on map from mission start.
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Burst height is "implemented" in the sense that they only added a clickable option on the payload screen. It's certainly not determining the actual burst height of the munition. From some general testing, whether 300ft or 3000ft is selected the munition will release its payload at roughly 1500ft AGL.
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Lazy wingmen aside, here’s something that’s given me a lot more success in the last 24 hours: Active Pause. Use it. The BCM/ACM missions start with the Hornet in a less than ideal combat configuration. Radar in default config, countermeasures not programmed (or even on for that matter), and there just isn’t enough time to set it all up properly before being engaged. At mission start go Active Pause, set everything up like you would have after wheels-up (primarily countermeasures), then join the fight. I haven’t gotten all four bandits in the last mission yet but it’s helped me get three of them a few times.
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I have the slow launch bug only on one simple mission that I made within a week or so of Hornet/Stennis release. It's confined to that single mission and hasn't been 'fixed' with successive updates. Remade a nearly identical mission recently and the bug was not present. ¯\_(ツ)_/¯
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I'm sitting in front of the computer right now and there's no sub menu for 'radar on' that I can see. In any of my home-grown missions my wingman follows the orders and engages bandits (...usually). It's only in these instant action missions that they rudely decline every time. I'm certainly open to suggestions.
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Haha, also tried this many a time. Usually my wingmen respond with "unable" or "negative". Then we all die. Right now this mission acts solely to highlight bugs, both Radar and AI. We'll get there though.
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Head over to the F-14 forum and check out the excitement for the AIM-54 Phoenix, a missile that's 0-3 (two duds and a miss) in verifiable combat employment. (Iran of course claims to have shot down every Iraqi jet twice over with the Phoenix.) Either way, I'm looking forward to the X, and the Phoenix, and especially the Tomcat.