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Robin_Hood

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Everything posted by Robin_Hood

  1. A rather simple (I'm guessing) feature that I would like to see (actually the extension of one already there) is the up-and-down tilting of the pilot's head in relation to the view. Presently the pilot's head turns left and right, but not up and down. I feel it would add a lot to the multiplayer immersion, especially on the ground (and you could also shake your head for no and nod for yes, radio-silent flying here we come ! :D), for what I would guess is a small cost (extending the current animation shouldn't be too hard or time-consuming, I'm guessing - no need for 6DOF movement support). Also would be nice for screenies :)
  2. I wanted to make a dedicated topic to make sure the issue is known (which I am pretty sure it is), and to beg for a quick fix, at least with the arrival of the Combined Arms beta. It would seem that the compatibility of DCS: World and therefore all its modules with Windows XP 32 bits is broken since the last beta (dating circa May 7th, 2012). See these threads relating to the issue: http://forums.eagle.ru/showthread.php?t=89058 http://forums.eagle.ru/showthread.php?t=87957 (might be) http://forums.eagle.ru/showthread.php?t=88188 I realize that most users are probably running Windows 7 by now, but I wanted to remind the team that we XP users are craving for a compatibility fix. Especially since people are beginning to transition to DCS: World or will do so in the near future, and since DCS: Combined Arms is about to come. I hope for a fix, at least with DCS: CA which I would love to try
  3. Alternatively, there could be a stand-alone software where you chose any number and types of radio, with an interface for setting frequencies, and which would plug in to TARS. That would be a suggestion to forward to the TARS team, not ED though. Could allow AWACS, ATCs and just averybody to go TARS-compatible with (I guess) minimum effort and waiting (unlike, eg. waiting for an integrated DCS:AWACS module or something)
  4. It would be nice to have in-game radios in the vehicules so that they could be used with TARS or a TARS-like system (the best thing would be in-game voice comms, on the to-do list for the future I think)
  5. Maybe I can answer that. It seems that the 1.2.1.1 beta simply doesn't work with XP 32bits (not by design, thankfully, it is a bug). The only thing to do apart from getting a 64b is waiting for the next beta release, or try to find 1.2.1.0. This will happen with all DCS World 1.2.1.1, Su-25T, P-51D or A-10C See here if this is the same problem: http://forums.eagle.ru/showthread.php?t=87957
  6. Thank you for the comeback. I will try these and see if I can get my hands on a little more RAM
  7. Hi all, I just installed DCS:A-10C yesterday (hadn't played it since beta 3), and I am experiencing a very serious graphic issue. When I launch a mission, depending on my settings (see below), everything but the sea disappears (even menus). The mouse cursors stays, though. Here is my setting: Computer Proc: Intel Dual Core E8400 GFX: ATI Radeon HD4850 OS: Windows XP 32 Bits RAM: 2 Gb Catalyst settings Version: 10.2 AA: Use application settings AA Filtering: Use application settings Catalyst AI: Disable Mipmap: High Quality Adaptive AA: Quality DCS settings Textures: see below Scenes: Medium Civ Traffic: Off Water: Low Visib Range: Medium Heat Blur: On Shadows: High Resolution: see below Res Displas: 256 MSAA: 4x HDR: Off Shadow Tree: Off VSync: Off Full screen: Off TSSAA: On Bushes: 0 m Tree visibility: 4000 m Textures & resolution When Textures are set on Medium, the problem appears immediately when the mission is loaded. Same thing with textures on Low but resolution set any higher than 1400x900 (my desktop resolution being 1600x1080). On the other hand, when the res is at 1400x900 and Textures are on Low, the game starts seemingly well. I have been able to start-up, take-off and land once (at Tbilissi). But in a flight I just tried (free flight from ramp mission, at Sukhumi I think), I was able to start-up and take-off allright, but soon parts of the cockpit and the airplane (speedbrakes) started disappearing, the sky became of an eerie blue, and it worsened with the turning on of the Mav display. In the end, all there was left was the water blow, and a black sky above (screens attached). I have to say, I never had any problem of this kind with the first three beta versions, on the same computer. Here are three screenshots, showing two stages of the bug. http://dl.dropbox.com/u/14096482/Partage%20divers/Graphic%20bug%201.jpg http://dl.dropbox.com/u/14096482/Partage%20divers/Graphic%20bug%202.jpg http://dl.dropbox.com/u/14096482/Partage%20divers/Graphic%20bug%203.jpg I am also posting me.log and DCS.log. http://dl.dropbox.com/u/14096482/Partage%20divers/me.log http://dl.dropbox.com/u/14096482/Partage%20divers/dcs.log
  8. I think it should work. I have had the same problem on an FC2 install. Basically, LotATC doesn't find the info on units, etc... You can make it work by copying the whole Scripts folder into [LotATC directory]\common\files\FC2\. You should thus have a folder [LotATC]\common\files\FC2\Scripts\. Well, it works with FC2, I think it should work with Black Shark also (providing export script is correctly installed).
  9. Haha, good one ! "What, we're in 2012 already ? But, my village..." :lol: Thank you all for the good wishes ;)
  10. Wow, impressive, Crunch. I didn't know TV could be so good on Su-27 ! No further luck with F-15 cockpit ?
  11. I experienced problems with the Navigation mission. When asked to set TACAN, pressing the TCN button (nav mode, behind the stick) didn't trigger folowing speech. I suppose it's a known problem, though it didn't show up here yet BTW, thanks for the fixed start-up training !
  12. Did you try modifying max G's and max line-of-sight rate ? Just two things that come to my mind as potentially causing misses
  13. In my opinion, you must not use a number of remaining bars on the SPO to barrell-roll-evade the missile. Rather, check how fast it is increasing and initiate the maneuver at an estimated time before impact (1-2 sec). This way, you should be good whatever the speed of the missile ;)
  14. Oh, right, I had only seen the german link :music_whistling: I should take some sleep :doh:
  15. Allright, therefore, for those who would rather have long refueling legs, an anchor track axis set 90° from the likely incoming fighters would be a viable solution. I for one would still go for rather short tracks with experienced pilots. Okay, I was just wondering if this was a new feature ;) By the way, 600 km/h GS and 5.6 km leg separation also works ;) I'll take a look at your document. For the record, there is also this RAF document on aerial refueling:book:
  16. What about a track perpendicular to the "home - threat" axis ? Or is that just unreallistic ? Anyway, as far as humans are concerned, I agree with shorter legs - don't know about AIs. Thanks a lot for sharing those ! So what it means is that for each ground speed, there is a specific "short leg" distance for the tanker to make nice turns. So that care must be taken if you change the altitude or the speed of the tanker. BTW, do you set the parameters directly in knots and feet in the Mission Editor ? If so, that's a feature from the ME mod ?
  17. Okay, now I came across this very annoying thing, occasionally. Here is what happens: On certain missions, when playing multiplayer, suddenly, after something like 1h of playtime, every clients are thrown out of the game with the message "Client update timeout". I really wonder what is happening, and what does it mean. A few details: - it seems to affect only certain specific missions. I had a mission we played 3 times, and everytime it did the same thing, after about the same amount of time. Other missions played in the same way at the same time didn't crash - it seems quite unfrequent. I came across this only on two missions I think, which would make a total of 4 crashes - it might be related to triggers, but I'm not sure about that Any thoughts ?
  18. I use only two waypoints in a loop, 50 km long when I want it short, or something like 80 km. Though, it is not very good when the tanker turns. Well, I'll try that. A nice racetrack would be fine :thumbup:
  19. To have the client & player option, I think you only need to switch to humancockpit=yes. When I last tried to make helos flyable (1.02), I got a flyable helicopter, usable cannon, but it would collapse on landing, not sure why
  20. A good deal of things is still hard-coded. But, the scenery tool has been released after Black Shark, so I'm hoping that DCS: A-10C Warthog will bring along one or more new tools. That would really be great :thumbup:
  21. It is possible that the current versino of efA MoD doesn't have the Tu-160 or Tu-95, I don't know. If so, you can probably ask that they be implemented on the next version, or as a fix. I should be able to answer or clarify a good deal of your answers As said above, you can't. There is no way that I know of currently that would allow anything like vector thrust ala Harrier. Worse, no matter how people tried to mod the flight model, you would always stall at 60 knots, if memory serves (or kph, not sure). You have to active air-to-ground mode in default.lua located in Config\input\aircraft\your_aircraft\keyboard\ (or joystick\ if you want direct joystick binding in-game) and delete the -- before air-to-ground mode (search for "Modes" category) On an F-15 cockpit: rockets work fine, CCIP ; dumb bombs work, CCIP only, though they all drop together. Anything else won't work. On an A-10 cockpit, all weapons similar to what the A-10 can fire will work. No anti-radiation or non-TV-guided or such, though. To change the cockpit: look for CustomHuman.lua in Scripts\Aircrafts\_Common and look at the exemples at the end of the file. Don't know... Were there other planes tasked to the same airbase, by any chance ? Maybe you over-G it ? You can always cut the alarms with RSHIFT+R There are indeed no buttons added, but you can look at the list of commands activated (= made available) in the Command menu, listed under the chosen aircraft. It is possible to implement new cockpit. No HUD, no MFD but every analog dial should work. It is, though, a very long and hard work and no mod has been publicly released yet that include this feature. Also, from what I understand, it is only possible to replace existing cockpit ; as for now.
  22. You mean, taking-off from carriers with the current efA MoD ? Yes, see here http://forums.eagle.ru/showthread.php?p=950267#post950267 ;) By the way, it's much better to let the ship steam at a reasonable speed
  23. Yes it's generally possible to take-off with a reasonable weight ; sometimes you have to taxi to the stern of the ship, though. Frankly, I don't feel too limited. It would of course be nice to have a working catapult. Especially for planes with non-afterburning engine, with which it can be quite hard to take-off with a decent payload
  24. As for the B-52, I personnaly edit curves and reduce saturation, wich makes it less agile ;) As far as catapult is concerned, see here, it seems there are workarounds : http://forums.eagle.ru/showthread.php?t=56315
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