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Everything posted by Antix70
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Build in necksaver (necksafer) into the game please
Antix70 replied to fdski's topic in DCS Core Wish List
FDSKI from iENT Warbirds??? (Just curious!) So long as I'm not forced to have it turned on I don't care what you do in your cockpit. I've looked into it and it makes my head feel funny, so I don't use it. My personal solution is to utilize the rotation in my office chair to turn further than my neck actually can, in combination with F5 view. I'm somewhat limited due to injury. Not a handicap or anything, just not the range of motion I had as a younger adult. I have a hat on my stick mapped for tactical views, Aft is my plane to ground target view, Left is F5 plane to closest plane view, Right is F6 missile view, Fwd is F1 back to cockpit. -
Two types; Fixed wing, and Rotor. The purpose of the dynamic spawn point would be to allow any user to spawn any aircraft that they own in that spot. As a generic mission maker who makes missions for PVE/PVP or missions without heavy restrictions, the folks are always asking "Can you add this plane to the mission?" or "We have X plane at this field but none of Y at that field, can you add more Z's?" Sometimes, you just run out of spots to put spawns for ALL the aircraft DCS has now, if you want to use parking spots. Use: I place a Fixed Wing Dynamic spawn point on several hangars or revetments, and the USERS get to decide what planes they spawn. Or place a Rotary Dynamic spawn on the helicopter parking spots, or FARP, or wherever, and the users get to decide what they spawn. There would be the ability for the mission maker to remove aircraft from the spawnable list if they desire, if they're trying to maintain an era, or keep things somewhat equal, or for whatever reason. The mission maker could decide if it's air start, hot start, cold start, etc, for each Dynamic Spawn Point created, just like you can now with plane specific spawns. Not quite sure how loadouts would work with an air start. Ground starts could either have a way to set loadout in the mission editor, or leave it bare for the user to load. Ideas? Comments?
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-10 When the target is AI, there is no "cheaty" way. No one is harmed, because there is no foul. George has a better memory than you, and remembers who he's killed, pick whatever excuse you like, I kinda like it this way. Until the graphics are Mk.1 Eyeball quality, there needs to be assists. The MPD's are not even as high of a resolution as real life, as confirmed by SME's, so you can't rely on them to be clear enough to help you decide. Remember it's a game, not all of us are trying to milsim.
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Eh? @BIGNEWY?
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Posted an issue in your UN Pilot UH-60L Campaign (Huey Campaign Conversion), mission 6 has a broken trigger or something.
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Ever thought of doing something like this for Metro Las Vegas on the NTTR map??
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UN Pilot UH-60L Campaign (Huey Campaign Conversion)
Antix70 replied to Bailey's topic in User Created Missions General
Still interested in fixing bugs on this? I'd fix it myself if I knew how. -
How could I be such a moron🤦♂️
Antix70 replied to Turd Ferguson's topic in Controller Questions and Bugs
So most games ignore the identifier? Honestly, it doesn't matter who applied the identifier. I actually saved my entire Saved Games folder, and all of the games that utilized that folder on my OLD pc did not require redoing everything like DCS did. DCS is the only game in that folder that saw my devices as new items that needed remapped, or rename the files one by one in the input/joystick folder for each module, etc. -
How could I be such a moron🤦♂️
Antix70 replied to Turd Ferguson's topic in Controller Questions and Bugs
No, actually it IS DCS that is the problem. Because if you unplug your <any brand here> stick or throttle or rudders or collective, and simply move it to another USB port, DCS assigns a NEW arbitrary number to the device. So instead of: VPC Stick WarBRD-D.diff.lua You get: VPC Stick WarBRD-D {F4D26320-975F-11ee-8010-444553540000}.diff.lua I GUESS this means you could have a couple of the same devices attached and DCS can tell them apart? But this does nothing to ease the situation for folks like me who copied their entire DCS config folder over to the new computer only to find that DCS assigned new numbers to the same hardware, and none of mappings/curves/settings carried over (with the exception of KEYBOARD and MOUSE, which DON'T get numbers assigned to them), or like you who remove the devices from the computer from time to time, and perpetrated the heinous crime of not putting it in the EXACT SAME USB port as last time! I had to spend quite a bit of time RENAMING all of the OLD files with the NEW numbers. (Someone on the DCS discord told me about a mass file renamer which I finally got working saving me about half the time)... How is it that other games just see the same hardware in a new USB slot AS THE SAME HARDWARE, but DCS is like "New Port, WHO'S THIS?" -
w.i.p Apache (George Pilot) ability to steady hover is very poor
Antix70 replied to mdee's topic in Bugs and Problems
Yeah, that ain't happening for me, the module is too fun otherwise. -
I ran this as multiplayer with a human CPG, we had some fun, but lost our Apache. Need another Apache and some humans in the column with Combined Arms!
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Heads up @AstonMartinDBS @daniellegraham @masterthehero @Grodin @Mike789 @Fleshpiston Testing tonight
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Did you post it? I can't find it in user files.
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In the huey, you can hand off controls to your copilot with a couple different modes, level flight, attitude hold, and orbit. Can we have those in the Apache when I have AI up front? With the exception of attitude, replace that with radar altitude hold.
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Operation Scarlet Dawn - Syria PvE Persistent Campaign
Antix70 replied to Surrexen's topic in User Created Missions General
The mods need to ALSO be installed in the SERVER'S Saved Games\DCS.openbeta_server\Mods\Aircraft folder in order for them to be recognized. Slot blocker is a pain in the rear to get working, so I doubt Surrexen will add that to his list of things to do. -
UN Pilot UH-60L Campaign (Huey Campaign Conversion)
Antix70 replied to Bailey's topic in User Created Missions General
@Bailey Really enjoying this campaign! Thanks for converting it. I'm having a problem with the Patrols mission. Springfield 1 just hovers in front of my helipad and refuses to move, I've flown circles around him and nothing triggers. I then take off in the direction of Waypoint 1, Pedro tells me to stay within 100m, but then he takes the controls and I get mission failed. No idea if the mission is broke or if I'm following the wrong guys. -
w.i.p Apache (George Pilot) ability to steady hover is very poor
Antix70 replied to mdee's topic in Bugs and Problems
The way I've been doing it is as follows: I fly to within 20km of my target, then I switch to front seat and get everything ready, George holds the course to the waypoint perfectly, once I'm close I command George to slow to 40kts, which he does just fine, no oscillations, once I'm within firing range, I order George to 0kts, here's where loses his friggin mind, as soon as we've stopped, and have a nice hover, the oscillations begin. I have tried to switch back the Pilot, and correct the issue, but the swapping of seats is still messy, and as soon as I move my controls, I have to begin the recovery required for just the seat swap. I don't believe there is a way to switch to front seat, put George in a hover, and switch back to pilot and keep it in a hover, or maybe there is a way and I just suck. -
w.i.p Apache (George Pilot) ability to steady hover is very poor
Antix70 replied to mdee's topic in Bugs and Problems
I'm having this same effect in a friends mission. He's set the winds rather high, 15+, same as yours. I have confirmed that George does NOT do this in calm winds. -
?? George works in Multiplayer just fine.
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But not every building, only buildings designated in the Mission Editor using the assigned as a Trigger Zone, with a Role, Value, Object ID and a name. These buildings can be selected by the mission designer as a target and George AI can recognize it as something to be targeted and fired upon. I was recently in someone's mission where a building needed to be destroyed in order to trigger other events, and couldn't advance the scenario because George doesn't recognize buildings as targets. Obviously I can understand why George can't see the entire DCS map as a target, but these simplified means of doing so for the few buildings designated by the mission designer would be a nice compromise.
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The InputCommands folder appears when enabling dcs-community-keybinds in OvGME. The exact path is C:\Users\<user>\Saved Games\DCS\InputCommands I think the quaggles mod "moves" the special keybinds normally placed in the DCS installation folder, to your saved games folder, and the dcs-community-keybinds somehow interacts with that. Honestly, the amount of 'stuff', putting it politely, you have to go through to get DCS to work as it should work, if ED only implemented these things themselves, is kind of infuriating. And then because they won't/don't want to/refuse to, you have to reapply each "fix" again after their patches breaks them. The ONLY thing I've seen from ED in this area is the ability to set bindings to "Button03" and "Button03_Off" for single signaled switches like the style Thrustmaster uses all over their throttle. So a switch that only sends a signal in the ON position can now be set to control something like landing gear, or master arm switches, where Gear UP can be mapped to button03, and Gear DOWN can be mapped to button03_OFF. That feature alone removed the need for quite a bit of the things that Community Keybinds imports, but not all of them, since Community Keybinds adds so many things that ED didn't feel we had the need to apply a binding to.