

Recluse
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Apologies if I missed this somewhere, but do you think it would be possible to change the REAPER laze code "on the fly"? Have seen this implemented via a ZEUS-like interface using a command on a Map Marker, but for DML purposes, maybe a workaround could be by allowing the config zone to specify multiple possible codes which are activated by a flag (Radio Menu etc.) OR there might be a way to do it directly that I haven't thought of. Might be useful to have a selection of codes for multiple aircraft, especially since we cannot now change the Laser code in the air for many modules. So if there is something other than 1688 selected, the REAPER option isn't available, though the smoke is still useful, and if a Laser Spot Tracker is available, the aircraft can at least find the unit and engage with it's own laser code. I guess as long as it is spelled out by zone in the briefing, as it would be IRL, you can configure your weapons appropriately. After all EVERYONE in DCS always reads the BRIEFING -
J-11 Missing from Special Options Menu.
Recluse replied to MK84's topic in Flaming Cliffs Bugs & Problems
Doesn't seem to be the case for me. I used DEVRIM's English Blue cockpit mod for the SU-27 and set it in the SU-27 SPECIAL OPTIONS. J-11 still has the default Chinese cockpit. -
I believe it is Sensor Select DOWN LONG (just once). I had trouble with this until I realized I was confusing the AUTO position of the HUD mode switch with the true NIGHT position. Make sure you flip it all the way down. It is kind of hard to see at NIGHT without some cockpit lighting or Flashlight.
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag LOL.. I looked at your FC2024 Fun Pak. I built a very similar mission (minus the landing grades) which was where I found the issues/observations I posted on previously. I included a Bomb Range zone but otherwise, the look and feel are very similar. Great Minds Think Alike, though your mission definitely gave me ideas for improving mine!! -
EDIT: Tried it this morning... Same Mission, Same Dynamic Spawns... Everything is fine... Has anyone noticed any oddities with the Dynamic Spawn? I have found that SOME aircraft (M2000C and F/A-18) seem to always spawn with EASY COMMUNICATIONS on even though it is not checked in gameplay settings nor ENFORCED in the Mission Settings. Am I missing a setting somewhere? When I spawn them in the same mission as regular manually placed clients, they are fine.
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Yes the point of it is for LEVEL bombing, but it works as well or better in dive/dive toss situation. Dive is inherently more accurate. I watched a documentary on Canadian CF-18 trainees, (Jetstream, Episode 8 ) and in the segment where they did bombing, I was surprised to see that they did a designation and used the AUTO mode vs. CCIP. Apparently this is the preferred method in the US Navy as well, or so I have read. Sorry don't have a good reference for this... The Chuck's Guide for M2000C (pg 179) does reference the Dive-Toss method for Low Drag bombs (CCPL).
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That's interesting. I definitely see the SRS overlay in my VR headset (Quest 2). Also, though I haven't played with it much, the DCS VOIP system allows you to add a radio to the FC3 aircraft for use with VOIP. If I recall correctly (and maybe not) , the DCS VOIP interface is tunable with mouse, while SRS requires keybinds. Makes it a bit more suitable for VR. As mentioned above, no need to TUNE radios for interaction with AI, only for use in Multiplayer with other SRS/VOIP users.
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Where is CCIP drop cross when there is a designated HUD target
Recluse replied to DmitriKozlowsky's topic in DCS: F/A-18C
That is why a TRK would be useful. You are clearly doing something wrong. If I had to guess, I would say you have not made a designation at all or are in CCIP mode. -
Where is CCIP drop cross when there is a designated HUD target
Recluse replied to DmitriKozlowsky's topic in DCS: F/A-18C
Did you watch the video? Hold the pickle button when you see the release cue start to move down. I appears about 5-7 sec before release as shown in the HUD, so you can start holding it down at that point. Really, you can hold it down anytime as long as it is depressed when the release cue hits the velocity vector. It is pretty much THE SAME as the HARRIER AUTO mode. -
I am a little confused about the FLAP operation. In the CONTROLS setup, there are options for FLAPS UP, FLAPS LANDING POSITION, FLAPS UP/DOWN. When I use these bound to a switch (FLAPS LANDING POSITION and FLAPS UP) I can see the FLAP THUMB switch in the cockpit animating. HOWEVER, the manual seems to make a distinction between the F(lap) setting and the Thumb Switch setting as shown below. Is this a holdover from the Full fidelity module and we only have the indicated FLAP controls? I can use the mapped commands to toggle the flaps between the FULL, FXD and UP positions, so I guess that is all we need? There does not seem to be an AUTO setting. EDIT: OK never mind.. I flew around a bit and saw the FLAP position go to AUTO as needed. So I guess AUTO is enabled.. er... AUTOMATICALLY. null
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Where is CCIP drop cross when there is a designated HUD target
Recluse replied to DmitriKozlowsky's topic in DCS: F/A-18C
This video is rather old, but it hasn't changed much if at all. You can jump to the AUTO MODE section at 3:49, but overall it is a good explanation of the different bombing modes. He uses HUD designation for auto, but explains that you can use WP Designation or really any other means of designation. So don't get hung up on the "BALL AND CHAIN" symbology used for the initial designation. In any case, the appropriate symbology is shown and explained. A track from you might be useful because you might be missing a step which is leading to your difficulty in seeing/interpreting the symbology. -
For this reason, I use SYMBOL labels.. I don't feel like it is cheating. Whenever I fly commercial, and look out the window, I can see things like cars and buildings so much better from high altitude, so I feel it is a limitation of the simulated environment, and labels make things MORE realistic vs. less (except for the immediate feedback on FRIEND or ENEMY...but I'll take it )
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I somehow manage to be very accurate dive bombing (more correctly, usually Toss bombing, but from high enough altitude and steep angle, the bombs will often release in the dive) in this mode with the M2000C...compared to the difficulty I have doing pretty much the same thing in the A-4 and FC Flankers. I think the M2000C is a more stable platform for a ham fist like me. That said, I use the SAMP-250 instead of the Mk.82. I find them either more accurate or more destructive (and thus forgiving of near misses).
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There is no longer an FC3 and there is no FC2024, just the individual aircraft. The Flaming Cliffs aircraft that have Full Fidelity Module counterparts are named with an FC suffix to differentiate them. I don't own any of the full fidelity counterparts, so I can't speak to the duplication, but the FC aircraft should be so named: null
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I have been seeing this (mainly in Multiplayer) with almost all aircraft intermittently for quite some time. It popped up again last night. For me, it usually happens after landing at a friendly base. When I try to contact ATC again to taxi and takeoff, I get the same thing (only F11 or F12 menus appear). USUALLY once I take off, I get the menus back with the INBOUND and other options, but sometimes not. I made a report on this (after landing issue) quite some time ago.
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I can confirm! I guess I never tried them since the update. That is an improvement over NO SMOKE. Thanks.
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Please do that, and I'll try and get to the bottom of that. As promised here is the error. I can reproduce it by killing a target within the BombRange zone. It registers hits fine, but if the target is actually destroyed, it throws this error. The error popped up twice, once when I destroyed a target and once when a badly damaged target cooked off.. so I am pretty sure it doesn't like it when I target it registers disappears. It is also a clone zone so that when all the targets are destroyed, the empty! flag hits the clone? flag, so that may cause issues too, but there was a similar setup that you pointed me to in your Marianas Sandbox. I can work around it, but thought you would want to know, and maybe it is "CORRECT AS IS" -
Sorting through all the Cluster/Fuze threads: Based on the .trk posted and the fix in the recent patch, is this now CORRECT? i.e. to use the FMU-140 fuze airburst height setting for CBU-99, select VT1 in the MFUZ setting and INST on the EFUZ setting on the Stores page?
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FYI, same thing with the LHA Tarawa smoke missing in MT...since MT was introduced.
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK, I guess I misunderstood this: I thought slotty was performing some of the actions of stopGapGui -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
100% CORRECT!! I initially used STOPGAP but couldn't see the static representation of my wingman when I entered an aircraft. Since it was all about the EYE CANDY I went with noGap. Made this mission for me and a friend to practice with some of the FC aircraft. Mainly Flankers (SU-27 and SU-33), but I threw in F-15C and F-5E as well. Since we will PROBABLY fly in two ships of the same aircraft, it wasn't a big deal, and I probably could have just as easily made each aircraft 1/1 in this particular case with no downside but maybe we would try dissimilar aircraft and then the Eye Candy wingman would be visible. I tend to like to make Groups for Multiplayer because it confers some advantages e.g. for F/A-18 Hornet datalinks, it is easier to have everyone in the same group to automatically enable it though it can be established via onboard systems for aircraft outside the group. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thank you for your detailed and informative responses (as always!) I will check out Marianas Proving Grounds (I have it, just never looked at it in the Mission Editor!!). For my stopGap vs. noGap question: It is in the context of a very simple mission I want to fly with a friend to test out various airframes, with eye candy for the unused aircraft showing on the Tarmac. All airframes are 2-ships, so in the event that we fly different aircraft, I wanted our respective AI wingmen to be visible for atmosphere. No Slot Blocking needed, or any other complexity that StopGap provides over noGAP. Will use noGapGui. Point taken that StopGap will be better for any more complex MP interaction. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag You have bigger issues with the landing stuff, but just reporting a minor thing which may be "correct as is": I used the bombRange module in a recent mission, and it WORKED, but I noticed that unlike the other modules, there is no report on startup that it loaded. That was the minor thing. I did get an error that I think was related to destruction of a target within the Bomb Range Zone (which overlapped with a cloneZone) but I will make a detailed report if/when it occurs again. But it brings up a question: The scenario I have is a cloneZone with some targets that are set to repopulate when empty. I have a bombRange overlaying it (circular) to report impact from center as well as any hits on targets. I was thinking that maybe only a single zone could serve both purposes but wasn't sure if could mix a cloner and bombRange descriptor on a single zone. On another issue entirely: Does slotty work with noGap (or is there an equivalent that can run in the mission), or is the noGapGui required for MP? -
Actually, no, my textures are on MEDIUM because I fly in VR 90% of the time. Took that screenshot from a 2D screen.
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@BIGNEWY On this point, I assume there is no reason to (re)install the FC3 package as long as all individual aircraft are active. Down the line, however, if re-installing DCS, is is better to install the FC3 package or just each individual aircraft? (Or will there be an FC2024 set that includes everything down the road? )