

Recluse
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Everything posted by Recluse
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correct as is Raid/FOV button does not change FOV or modes in TGP or ATFLIR
Recluse replied to Damien's topic in Bugs and Problems
That is the way it is, at least in DCS. Having any AGM-65 variant ON BOARD makes the RAID/FOV switch INOP for the FLIR. -
Can't Right Shift-Right Alt - 8 in the kneeboard to import Markers
Recluse replied to stoop's topic in Problems and Bugs
If you do it on the GROUND the Target points are Auto Assigned. If you do it in the AIR, you need to assign Target Points with the USE OSB, and select a Target point number on the UFC. It might be those points that aren't assigned yet that are giving the error, but, I don't recall ever seeing that error. Possibly because there is a mix of Assigned and un-assigned points. Not sure. -
Posted on the Discord, but maybe somebody will know here. Simple (I hope) question: Is there a way to prevent SRS starting up automatically? Since I don't use it for SP or some private MP sessions, I would like to either prevent it from starting up with Windows and/or DCS and just start it manually when needed. Also seeing a lot of DCS crashes lately. Not sure it is SRS related, but would like to be able to toggle it on and off for testing purposes. What I mean is that after a boot, SRS seems to be already running as it loads up when I start DCS. I can't really see a way to turn it OFF (other than killing it in Task Manager). I would like to have to start it manually to have the option of not having it running. EdIT: Seems like just seeing the overly before it is connected does not mean it is running. I think I can just disconnect Auto-Connect and hide the overlay to prevent SRS running. EDIT: Ciribob answered on Discord: "Turn off SRS AutoLaunch in DCS SRS Settings" Lately been having a ton of crashes that SEEM to be correlated with starting to use SRS, but I am not 100% sure that is the issue. Seems to happen in VR only. I will be flying along and then all of a sudden, VR will crash (Freeze in the headset with lots of tearing). DCS also appears frozen and I need to kill in in Task Manager. Seems like more of a VR (QUEST2) issue as I don't seem to find a DCS CRASH LOG or .dmp file and the Log file doesn't seem to show anything catastophic. Just tried connection without VR and it seemed perfectly stable. Probably not an SRS issue, but I thought I would ask if anyone else had seen any weirdness with VR. When I am connected, SRS works perfectly.
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Thanks!! Oddly enough, last night after the Open Beta Patch, we re-started Syrian Power from the beginning, and oddly enough both coalitions started off at 0! I was afraid I loaded the wrong mission, but all the FARPS and Apaches were functional, so it must have been the right one. The two or three times I loaded it in SP and the one time we did it in MP previously, it had that 22% for OPFOR start. I have NO IDEA what could have changed. I hosted instead of the usual host, but that shouldn't have affected anything. If it happens again, I will try your script additions above.
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[FIXED] ACP does not provide fuse options for GBU-12
Recluse replied to Hitman-vCSG3's topic in Problems and Bugs
I saw the same thing last night with GBU-38. Just checked again and it is happening with Mk-82 as well. I think it is a general issue with the ACP. - Last night I was in the Air, AG mode, Master ARM ON - Just now I tried it on the ground with and without AG Mode/MA On. Same behavior in each case. -
Well put!
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Not sure I understand. Since the AZ/EL page does not have a distance measurement, it is hard to tell where contacts are without cross referencing with the radar. For example, I often am tracking a Radar contact (let's say they are at 40 miles and just coming into my TWS 40 mile scan) I can find that contact on my AZ/EL page but there may be (DATALINKED) contacts "below" it which on a B-scope means CLOSER, but on AZ/EL just means lower elevation. When I put the TDC over them on the AZ/El page, I can see they are FARTHER away (often outside the ATTACK RADAR range setting) and just at lower Elevation than the contact I am tracking. Since they are datalinked contacts, I never stopped to wonder (until now) why they seem to appear within my Radar Scan Volume, when my radar is only scanning out to 40 miles. I was thinking that the Scan Volume shown on AZ/EL is based on the Attk Radar range setting, but I am now thinking it reflects scan volume of MAXIMUM radar range despite what the radar is set to actually DISPLAY. Makes sense since, setting your radar display to a shorter distance doesn't mean the radar beam itself is cutting out early, just that it is only displaying contacts within the set range.
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LOL... yeah.. I had that exact thought while paring down the number of MST4 ships!! I somehow remembered doing that, but maybe it was only Non-Statics.
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Thanks Rudel! I was afraid of that I did go to the Objects List and show the hidden Units. DiMon added quite a lot of units so it was a daunting list for sure. Luckily the naming convention should make it easy to remove those ship objects added in MST4.
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Hi, quick question. Is there an easy way to REMOVE the templates once added to a mission? I want to make a version of the mission WITHOUT the templates for a little better VR performance, though flying around the Marianas is much more enjoyable with the Templates on. I think I would maybe just leave the BASE and remove the SHIPS. I am sure I am missing something obvious.
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Difference in terminology... You are correct that the Mav will boresight, in that the seeker will be boresighted in it's forward and locked position. I think what that OP was asking was a similar process needed on the F-16 where you have to do an alignment between the Mav seeker and the TPOD to assure that they will line up so targets are handed off correctly. Also called "boresighting". I don't own the DCS F-16 but I remember doing that process in the BMS F-16. Essentially you slew the Targeting pod over a target, and independently slew the MAV seeker over the same target and tell them that they are now aligned, and magic happens... Ooops... I am repeating what I said above. Funny, I had no recollection of making that earlier post...
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We have been enjoying the heck out of Georgian Power/Vegas Power/Persian Power both in Single and Multiplayer!! Another question! One of our crew wants to fly the Apache. I added some Apaches to Syrian Power using the tip above for editing the LUA file to allow Helicopters. Worked perfectly!! I based the Apaches on FARPS situated within easy flying distance of the enemy bases. I set the FARPS as NON-Airbases in the LUA similar to the way Carriers and Escorts are set in the example above. The FARPS have the usual complement of AMMO, FUEL, ATC, etc.. statics AND some SAM and AAA defenses. When I START the mission, the OPFOR starts with 22% Progress and the number of targets is significantly higher than in the plain vanilla mission. I believe it is because the FARP objects are somehow being COUNTED in the totals of BLUE objects, but LUA gets the count of SURVIVING targets from those that are GENERATED, so it looks like there are fewer total targets than there really are. Just a guess on my part. I haven't actually counted them up. Probably no big deal, as the total number of generated targets remains the same, and the OPFOR probably won't get many more of them if we do our jobs, but I was wondering if there was an easy LUA edit to add the FARP objects (if indeed this is what is causing the discrepancy).
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Can't Right Shift-Right Alt - 8 in the kneeboard to import Markers
Recluse replied to stoop's topic in Problems and Bugs
A .trk would be helpful. It works fine for me. I have used it extensively since the patch and hotfix. -
reported earlier Only Host scores show in Multiplayer sessions
Recluse posted a topic in Multiplayer Bugs
This might be part of the already reported bug for servers below, but it also happens when a Player hosts a server. The HOST's score/kill stats show with the apostrophe hotkey, but all of the clients are 0. -
YES it is, but Surveillance tracks have Elevation and azimuth information associated, so the AZ/EL page should represent their position as inside or outside the current radar scan volume just as you can TDC over it on the radar screen to get the Elevation and slew the scan and elevation to bring it within constraints for detection by your radar.
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BUMP.. I'd be interested if there were an answer to this... Not as much of an issue any longer as today's patch made it so ONLY the pilot's Target Points are imported in a Multiplayer Session. While I never used that capability in MP, it seems like it was a good option to have. I was more concerned with Re-assigning target points from multiple sorties in my own Harrier, but I found that I can ERASE them from the CAS PAGE, DELETE them from the Map and then re-create Target Points on the Map and the ATHS will re-import the NEW points with the right numbers, So.. I think I am good on this now.
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In the F/A-18 (DCS anyway) it is possible to set two different Laser codes on the Litening pod, one for the DESIGNATOR and one for the Spot Search/Tracker. I've used this in the F/A-18 in multiplayer where a Wingman could laser designate a target with their code, then, once the target was spotted and locked, it could be prosecuted with my own Laser guided ordnance, while the Wingman was free to go attack another target. In the Harrier, we can only set a SINGLE code (and that code ends up getting set through the DMT!). In addition, we have TWO different LSS sensors, one as part of the DMT and one as part of the TPOD. Shouldn't it be possible to set them differently? Would be useful for different JTACS with different Codes to be able to set DMT and TPOD search codes differently, and useful to have a different LSS and Designation code so you could e.g. set your different Laser Guided Weapons to different codes on the ground. GBU for FAC targets, APKWS for ownship designation for example. This always bothered me as it is very handy to have a different code for your OWNSHIP designation vs. the Laser Spot Search. I realize that once you have found the laser spot, you can designate it, then change codes and use your own laser, if the FAC or other source can not continue designating) but that seems a bit too much switchology. Don't know if the single code in the Harrier is a real life limitation or a DCS/RAZBAM ism. Either way is fine, I'm just curious
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In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
Hmmmmmm... so what could it be for me? Another mod conflicting? I did try creating a brand new SCRIPTS folder and putting ONLY Scratchpad extensions in it. Just to be 100% clear: - Extensions version is "installed" (Scratchpad and Hooks folders/contents) - Desired Extensions are placed in the Scratchpad\Extensions folder - Scratchpad is invoked in game with Hotkey - Extensions (keyboard, etc.. are displayed. I'm not missing some additional step? ALL OTHER SCRATCHPAD FUNCTIONALITY WORKS FINE. -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
No not with extensions... I think @rwbishUP was late to the party and just finding out that the normal ScratchPad function of pulling coords off the map was broken in 2.8 Both versions were fixed for THAT.. -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
Use either one of the links just above to 0.61 or the Experimental version, Both were updated to work with 2.8 -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
Doesn't show anything related to extension processing: [13:38:23] Loading config file... [13:38:23] Configuration exists... [13:38:23] C:\Users\bobtu\Saved Games\DCS\Scratchpad\. [13:38:23] C:\Users\bobtu\Saved Games\DCS\Scratchpad\.. [13:38:23] C:\Users\bobtu\Saved Games\DCS\Scratchpad\0000.txt [13:38:23] found page C:\Users\bobtu\Saved Games\DCS\Scratchpad\0000.txt [13:38:23] Creating Scratchpad window hidden... [13:38:23] Crosshair window created [13:38:23] loading page C:\Users\bobtu\Saved Games\DCS\Scratchpad\0000.txt [13:38:23] saving page C:\Users\bobtu\Saved Games\DCS\Scratchpad\0000.txt [13:38:23] Scratchpad window created [13:39:22] saving page C:\Users\bobtu\Saved Games\DCS\Scratchpad\0000.txt [13:39:22] saving page C:\Users\bobtu\Saved Games\DCS\Scratchpad\0000.txt -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
That's what I am using. -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
Unfortunately still doesn't work for me. Maybe some competing Mod?? At one point I installed Open Kneeboard 0.3 and I have DICE installed. Wonder if that makes a difference? I had files from both of them in the HOOKS folder (but I did try removing them and only leaving ScratchPad related HOOK files. I just dropped in the new QWERTY Keyboard @icemaker just posted.. and I still don't see it I must be doing SOMETHING wrong. @Lange_666 did get it working, I think, by using the Extensions version vs. the 0.61 version. I still can't. Gonna try renaming my Scripts folder and creating a new one with JUST the ScratchPad extensions stuff. Stay tuned! -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
Except I did that...exactly.. and it doesn't work for me. Neither the keypad.lua from the download nor the QWERTYKEYBOARD.lua Just re-downloaded it, removed the other Scratchpad/Hooks folders installed again and tried again No joy with either of the extensions. I also wiped the config.lua and allowed it to be re-created. LOL.. we always want what we can't have. I was perfectly happy with the normal ScratchPad functionality, and then ScratchPadPlus added another step forward. Now I am pursuing the next shiny object!