Jump to content

3Star

Members
  • Posts

    24
  • Joined

  • Last visited

Everything posted by 3Star

  1. Ah. Co-pilot's might do it, they kicked me over to the left side. Shall try. (But it still doesn't explain why \ works on the PVT setting)
  2. Having lots of fun trying to figure out why my radio menu sometimes operates and not. I see the earlier threads on this matter from some time ago saying to bind the pilot's radio menu, keyboar: (right-alt-\), and to use that instead of commo menu (\) but that's not doing it. So, for example, mission 4, going to go hook up the cargo. On the ground, as with others, the general comms menu works. Yet when airborne, if I attempt to use the pilot radio, even with all three radios set to Anderson (And, yes, turned on), nothing comes up. So I played with the intercom dial a bit, and to my surprise, the radio menu never came up at all on any setting, but if I set the dial to PVT, I can get the commo menu ( \ ) to come up and give me the option to call the cargo, even though I'm flying around. I also randomly came across Anderson ATC at some point, but darned if I can tell if that was UHF or VHF... Is this behaviour changed since April 2022 when the last such thread on this matter came up, or have I missed something critical?
  3. Sorry, I may not have been clear. The 'voice prompt' in this case is the scripted talk which triggers when I happen to fly over the waypoint. So I'll get to 1 and it'll say "That SAR Mission was tough, turn to 135". If I hit 2, it'll say 'turn to 115, I don't like being this far behind SAMs' (or whatever). And the few times I hit '3', it's "Turn to 060, here we go, spread out" Overlord is next to useless, it calls out every contact flying in the sky and gives me updates for every contact every ten seconds, without giving a clue which one I'm supposed to be paying attention to. As I look at this chap's replay (Map view at the timestamp), it his timing is such that he gets behind the MiGs before they get to the coast, and has a shot at the Sukhois first. I'm fast enough off the ground that I get to waypoint 1 about a minute behind the F-4s, but the MiGs always get close enough engage.
  4. I have to say, I'm having the devil of a time finding the bombers. Waypoint 1 is easy enough to hit, if I'm lucky I'll get waypoint 2. (Being in the sea, there are no visual references). The kneeboard says 127 from 1 to 2, but the voice prompt says 135. Getting waypoint 3 is very hit or miss, especially since those four MiG-21s tend to overwhelm my poor wingman whom I sacrifice so I can continue on. I never seem to see any contrails of bombers. There's a recording of someone playing mission 8 on Youtube, but he's flying around at 6kft before he finds some Fitters, so definitely no contrails there. AWACS/Overlord seems of limited help, they give me callouts for every damned thing in the sky every fifteen seconds, so not knowing which group I'm supposed to be following, I tend to ignore it. I appreciate that there's a "skip mission" option, but I'd really like to shoot down a bomber...
  5. Just checking in as a new 8KX user. I knew going in that this wasn't exactly a plug & play headset, but it's proving a bit more annoying than expected, especially given a really annoying bug that Pimax tool can only open Steam VR once, and crashes any subsequent times. Anyway, I'm still trying to fiddle around with settings. I won't say I'm doing brilliantly, I'm somewhat constrained also by the fact that I like flying helicopters and ground attack, making lowering terrain a little less feasible. It is, however, proving quite difficult to find a neophyte's guide as to just what all the various systems do and how they interact with each other. For example, why change render value on Steam VR vs PiTool? I'm hoping that with a reasonably modern system I can do well enough, but at least my framerate, though not perfect, is doing far better than I'm managing with MSFS right now. (In fact, MSFS is currently giving me a rapidly vibrating screen in the headset, though the on-monitor repeaters are perfectly still). If I use the "Harbor Tour" immediate action of the UH-1 as a reference, I seem to be getting about 28-32 FPS according to FPS-VR, though objects certainly look a lot jerkier than that. More to the point, though, I'm really missing the option of flipping up the headset to look at the keys. I know "Voice Attack" is the preferred option for things like cycling through the radio menus, but I want to play quietly without the rest of my family hearing me shout at the computer, and I do find myself squinting at some panel labels when I'm not looking directly at them. I'm wondering if this whole VR thing wasn't a better idea in theory than in practice. Still, flying around in the helo is proving quite an impressive experience in VR. System specs: Ryzen 9 5900, AMD 6800XT 16GB, 32GB RAM. Running off an M2 drive. 8KX w/ 2x BS 2.0 Suggestions welcome in the meantime, but I'll check back in after doing more fiddling.
  6. Oh, don't get me wrong, I'm enjoying the campaign and I consider it money well spent, and if that's the way the mission editor works, that's the way it works. I'm just saying that I think it would be reasonable to lay out the expectations fairly clearly to avoid player frustration. Consider the instructions: In the mission brief for that mission, the "Task:" line is empty and would be a great place to make clear what the goal is. "Disable SA-3 site" vs "Destroy SA-3 site and supporting vehicles" is a bit of a difference to my mind. Indeed, the fact that the briefing states that anti-radiation missiles would do the trick if you had them indicates to me that the primary target is the radar, and if you hit that with rockets and bombs, the job is done. I would also add, as a US Army officer (The Army FM includes Air Force terminology), there is a very distinct difference between the intent of "neutralise" (Disable isn't an official tactical task in the manual) and "destroy"
  7. OK, so going by your post above, though I think most folks would be fairly satisfied that with every SAM and radar destroyed as the image attached, the mission would be a success, but you want to count all the trucks as part of the percentage? This would seem to emphasis dropping on the trucks instead of the launchers, as they are closer together, and there are more of them, then picking off the launchers and radar with rockets and guns. It doesn't seem intuitive. To knock out a SAM site, the last thing I'm going to aim at are the trucks. (I only read the above post after flying the mission five times and making sure every rocket and radar was very, very dead!)
  8. I'm wondering if there's been a change in the snake-eye performance of late. I'm on #5, Wild Weasel. I find that if I drop level at 450kts/100AGL as recommended on one site, I explode. I'm doing better (well, in terms of survival, not accuracy) at 250AGL. (The link also provides a reticle depression figure for 400kts/100AGL, but that's a definite no). I'd be willing to think it was just me, but when I give my wingman "cover me" and he actually does a bomb run on the SAM site himself, he, too, tends to explode dramatically due to being too close to the bombs, indicating a larger problem?
  9. VKB Gunfighter for the Cyclic. It was purchased to replace a Saitek Cyborg X, which wasn’t cutting it in Steel Beasts (A tank sim), both have twist grips for rudder. The Cyborg comes with an inbuilt twin throttle, so I use it as the collective for now, reversed. (Push away to increase lift, in other words). I am quite happy with it.
  10. Speaking of 'completing missions', I seem utterly unable to complete the campaign. Every time I finish Sandman, shut it down, I get "Mission ended, winner is Blue"... But the campaign always shows as active, not complete, and I go back to the Sandman mission again. Am I missing something?
  11. I had that problem in Mission 10 for some reason. I couldn’t figure it out at all. Wasn’t engine temp gauge. Eventually just “got lucky” after a bunch of random explosions. Only happened on 10, 11 I had no issues. If I’m throwing criticism in, it would be a lack of “proofing”. For example, there’s one sling load mission which I kept failing repeatedly until I realized that part of the LZ was not flat. Every time the cargo auto detached, it flipped over and destroyed. There are a heck of a lot of spelling errors in the dialogue as it appears onscreen. I get that you aren’t English native speakers and it affects nothing in the gameplay, but on the other hand, as an officially sanctioned, pay-for-use DLC, one would expect a certain level of polish. It just looks amateurish, surely you could find an Anglophone fan who would be willing to give it a once-over. It’s not that much typing. I’ll do it if you like. PM me the scripts. Probably my biggest gripe, though, is either lack of clarity or inaccuracy in the instructions. For example, Mission 10 (since I recently finished it) there is an instruction to go “further down the valley” to find Bravo. I understood that as “go beyond where you picked up Alpha”. And so flew for miles until I ran out of valley. I would have instead said “fly back down the valley”, I might not have missed the blue smoke above me. This is where I am going when I talk about “proofing”. My guess is that after you make the mission, you fly it to make sure all the triggers work. That’s more quality assurance, but it’s not proofing if you already know the triggers. The true test comes when you are giving the mission to someone who has no pre-knowledge. I did the Argo campaign before I did Worlds Apart. I had few issues understanding exactly where to go or what I needed to do. However, several times in W.A. I gave up in frustration after missing a turn or failing to find something, and had to go to YouTube to watch a fly-through in order to figure out just where I was supposed to go or what some trigger was that I missed. If I have to do that, or post in the forum asking “I can’t find the mortars” (which I only found by blind luck), that’s a failure. And given the number of posts of that nature by people, I suspect I’m not alone. I am led to understand that you are working on a sequel. I’ll probably buy it just because I really like flying the UH-1, but there were times in W.A. that I was really being put off. On the plus side, the missions made sense for what a UH1 crew would be doing, lots of reasonable patrols and lifting or cargo (hook or self-loading), and they were thoughtfully designed. When I figured out what made them work, they tended to be enjoyable.
  12. It's the show-stopping bugs in stable which are... shall we say... stopping me. I have two campaigns both of which are bugged and cannot be completed in stable (UH-1 Argo, UH-1 Worlds Apart) and have been quickly patched in open. Quite how they managed to both manage to make it through the process I'm unsure (But I did note that the time between open and stable updates was very, very short that week) but that's the sort of thing which should be micropatched if necessary. I don't believe I've ever really encountered any other game which both community and company actively default to the 'open beta' to be the default version to be supported as opposed to the primary.
  13. I've been playing almost nothing but the UH-1 for the last couple of months, I've a HOSAS setup. The right hand is the expensive, fancy VKB stick with lots of buttons and twist for rudder. The other is a Saitek Cyborg X. (They don't make mid-range joysticks like that any more, sadly). It has a split throttle inbuilt into the base, which means I can use it either as a throttle for a twin-jet or, in this case, I use it as the collective control. (Plus there are an extra ten buttons if I really, really need them, which I don't, generally speaking). What I wasn't expecting was that the throttle is rarely played with in the UH-1. I've not tried the other helos, but for the Huey, you just set the throttle to max and leave it there barring certain unique situations. Thus the inability to throttle with a HOTAS throttle as well as use the collective at the same time is not noticed.
  14. Ah. That would explain it. I'm running standard, not beta
  15. Well, "next week" has been and gone. Was there an update that I missed? I'm still perpetually stuck on 8 after yesterday (and the day before). Oh well, at least I'm getting practice in my precision landings.
  16. Related, possibly, today, running current stable. The Taxi/HMMWV did pick up Wolf 1, take him to the CP, and then return. However, once the man dismounted and walked back to the helo, that was it. Mission stuck. No instructions on what to do next, and wolf 1 sat there. Ended up skipping mission and moving to 3.
  17. I have to say, I'm starting to get a bit annoyed by the uncanny accuracy of a .50cal bobbing around in a small boat in rough seas. I'm becoming an expert in forming up with my partner and time compressing to the target zone, but I'm having very little success here. Best I've ever done is 30% damage on a speedboat. I've tried swerving attacks, diving attacks, pop-up attacks, hovering behind the ship and sideslipping to get an unmask. If I let the AI gunner do it, my gunner can't hit anything even if I try flying straight/level (with obvious results from the .50cal), or for whatever reason he decides to stop shooting when the enemy are in the open. I'm open to some significant suggestions here. So far, my best bet seems to be flying around at a distance and waiting for the boats to run out of ammo.
  18. OK, I completed 4 after the stable version update with lighting changes. I didn't have to play with the gamma or anything else, everything vanilla, with just enough visibilty to see the trees and valley sides. The spotlight is, still, pretty much useless, but happily, the target vehicle seems to have kept the headlights on so you can still find him after the prompt. And once the spotlight actually lit up a pylon in time for me to avoid it. (But I think I did lose some belly paint to a tree). You can just barely make out the effect of the spot from about 300-400 feet, but you don't need it to follow the road, especially if civilian traffic is present. As a side note, the instruction to land 'wherever' didn't seem that clear.
  19. This. I'm willing to wait a few days if there's a hotfix coming as intimated nearly two months ago, otherwise, how do I skip?
  20. I've come to a screeching halt on Argo #4 for the same reason. Not quite sure what to do next. If I just fly the road (I can make it out courtesy of the headlights of the civilian traffic) will I still be able to get all the triggers? Otherwise, the light works at about 30 feet.
  21. Similar experience here. I’m running stable release, not OB. Landed in the “square”, didn’t receive a trigger. Then landed all around the C130 (using a loose definition of “next” to) before finding a play through video. Turned out that one has to sit idling for quite a few seconds before the trigger activates. I just came out of the UN campaign, which is much faster and sets my expectations. Just sit there, he’ll come. Then berate you for being late. Currently wondering how many times I need to fly around the port...
  22. Much obliged, thank you. I was going spare playing with the graphics settings. :)
  23. At least you have trees. I had them until yesterday. Then, for some reason, and I've no idea what I did, they vanished. I must assume that they are related to being the light green color in the map. Note that trees in the distance (Presumably dark green) are showing. No obvious lack of trees on the UN campaign so far, I'm really only noticing it on the Elbrus FARP. I'm open to suggestions on how to get 'em back. Unless they were micropatched away to deal with your problem, I guess. That said, I'm running 2.5.5.4371, not the OB.
×
×
  • Create New...