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unknown

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Everything posted by unknown

  1. I'll take that as a - will come later -, that's fine for me.
  2. Hi @uboats, i had a little time this morning to play a little with the TA mode and i like it so far, thanks for the good work Deka team! I have a question regarding TA mode. I noticed that it reports terrain reliable as set up and expected but TA mode is not affected by trees and buildings. Is this working like intended/WIP/DCS engine limitation/Compromise for performance optimisation? I understand that i can always set up the pilot margin(set to 0ft in the screenshots) to get my safety clearance but i'm just curious what to expect from the TA mode(operational limits) for the future. Attached for clarification what i mean are a super embarrassing picture and two screenshots from the game:
  3. Yeah, thats where the pictures are taken from. Thats how i understood it too. Would be nice if AlphaOneSix could tell us more RL experience about it but it looks like he wasn't on the forums lately
  4. Here is a little test mission and a track from that mission, both GB6 flew to the PP1 and PP2 points and destroyed both T-55(all quick and dirty, hope the track works, i'm on OB) GB6_test.miz JF-17_GB6_test.trk
  5. Maybe @AlphaOneSix can chime in and shed some light on it? I don't know if this will help you in the meantime(Mi-17 / battery before external power i would say): (if the pics are in any way problematic please tell me and i remove them or a mod can delete them -> probably faster)
  6. As i said earlier it works fine on my side: - RL slider position moved slowly up -> radar elevation marker followes - RL slider position moved very fast down -> radar elevation marker followes as soon as possible(after finishing scan in current elevation) - same with various positions/speeds
  7. There is a "CNTRL" option OSB button, there you can set the "margin set by pilot" Attached is a quick and dirty picture how i understand TA mode: - the 200ft "clean zone" is always there(from your plane downwards ) -> if the radar detects ground in that zone it will be rendered yellow on the radar -> if the radar detects that the ground extends above that 200ft zone it will be rendered red - with the "margin set by pilot" you can "push" that "200ft zone" down between 0ft - 300ft for extra safety margin -> if you want for example atleast 50ft clearance to the ground you set the pilot margin to 50ft I hope the quick paint picture is more understandable as my words above, also i attached a YT video(should be 1440p after YT processing) showing the "pilot margin" setting, you can see that setting also in the OP post by uboats. I also used 2 pictures from uboats for my picture, if there is a problem with that by uboats/Deka or if my understanding/explanation of the TA mode is wrong please let me know and i will remove it. Also i had no time to check the TA mode, i literally only spend 2 minutes in DCS to test it, short of time right now.
  8. If i would have to choose between Hind and Apache? -> Hind for sure. But i will buy both. I think the only "looser"(sales wise) will be the OH-58 because of the AH-64 coming to DCS this year. Why "nobody owns the Mig-19"? I can't speak for everybody but i don't own it because of Razbam. Mirage EA phase/out of EA without being complete.....thats why i didn't bought the Harrier(glad in hindsight) and will definitely not buy the F-15E(just not interested and Razbam), to be honest after the Eurofighter there is not much interest on my side for more "blue" planes except for the A-6 and the Tornado. So i hope there will be much more "red" planes in the future (different Su and Mig types).
  9. Wasn't there some "incident" last year with a change to DCS that screwed something major with the OH-58? I just can remember that Polychop said something like "pushed back for undefined time"(no literal quote!). I don't follow the OH-58 development so it could be just something that looked like a major problem but in the end it was solved very quickly. So i would think MI-24, OH-58, AH-64 will be the "order" but i'm only interested in 2 of them and they will be released in the order MI-24, AH-64.(as far as we know right now )
  10. Hey, everything is subject to change with ED but what you did was pure speculation. I posted the latest facts we have/know according to the latest news from the MI-24 Manager stream(translation) from january 8/9(stream/translation) 15/16 days ago and the same goes for the AH-64 EA discount, posted in the DCS newsletter 16 days ago(january 8). Why speculate if we have facts/latest official statements to work with?
  11. From the MI-24P project manager live stream transletion: https://stormbirds.blog/2021/01/09/new-dcs-mi-24p-information-translated-from-russian-interview/ Q: What’s planned for the initial release and what will be worked out afterwards? A: We’re still going to do an iterative release because having everything done at once is just impossible for us. We’ll know the final list of what’s ready for initial release later, and we’ll announce it before it’s on sale. The weapons will work, it’ll fly, and multicrew should be in. That doesn't sound like the Hind will be "....Okay, no candy for you and now all of you wait until it is ready..."(without EA phase) and there will be a EA discount. From the DCS newsletter: "....The early access AH-64D is planned for release in the 3rd quarter of 2021 and will be available for pre-sales as of February 2021 with a 30% discount...."
  12. No problem on my side too. Do you have the same problem @Raven (Elysian Angel) with the mission in the dropbox link? I just uploaded the campaign mission to dropbox, no editing on my side. With "all the tree" problems you have/had i'm beginning to believe your DCS uses old missions before the caucasus map update, sounds stupid i know. https://www.dropbox.com/s/o1nr62k7e50tfkc/en_SpringMi8-18.miz?dl=0
  13. And which one is which? The upper one the block 1 and the lower one block 2? @razo+rAlso interesting that the upper one showes 4 BRM-1 90 rocket pods(what many here want/demand) and the lower one only 2 rocket pods(what we have now).
  14. I watched your track, the replay worked fine for me the first time and showed the problem. - accelerate -> chute -> rearm -> accelerate -> chute -> rearm -> accelerate -> chute -> rearm -> accelerate -> takeoff/landing -> chute -> rearm -> accelerate -> NO chute So i tried it again and i could see the problem too! But it took me a lot more tries to see the problem. - it took me 11 chute activations/rearms including 3 takeoff/landings and i ripped my last chute off with the afterburner -> after that i couldn't employ the chute anymore - i checked if ripping off the chute via AB was the problem but a quick test showed that isn't the case, ripping off -> rearm -> chute worked fine(new mission) - i could watch my track with 4 x time acceleration, i hope this workes for whoever watches it too to save some time So there must be something else which triggers the problem, something that caused the problem on the 5th try for Lynnux and that caused it on the 12th try for me. I never rearmed a JF-17 that much before in the same mission, max 4 to 6 times i believe so that would be the reason why i never encountered that problem before. @uboats Can you reproduce this with the tracks from Lynnux and mine? NoChute2.trk
  15. No, its like Northstar98 said. All videos Wags is doing for DCS are uploaded first to Wags own YT channel(probably to earn some "revenue" from YT as "compensation" for the work). After a day/couple of days they are going to the ED YT channel as "official" reference place.
  16. There was another user with the same problem(bug section): Sadly there was no info about the used HOTAS brand, would be interesting to know if it was/is the same brand Kristoffer79 is using(also no info about HW in sig or thread). I know its not helping with your problem but for me it works fine(video in linked thread) like for uboats. @Kristoffer79Do you use any kid of MOD?
  17. Correct, from the 08.01.2021 newsletter: "...In the first quarter of 2021, we will migrate to DCS World version 2.7. While it was planned to release 2.6 in the very beginning of the year, so many additional changes are in the works that we have decided to move directly to 2.7. But prior to this move, we will have one remaining update to version 2.5 that will include many improvements to DCS: F/A-18C Hornet...."
  18. We are on 2.5.6 for a while now. ED will skip 2.6.x and go directly to 2.7.x, i think you mixed that up. Nice newsletter, i'm looking forward to the next patch.
  19. I can't speak for your MP mission but it works perfectly fine in my little SP test mission. - embark 20 troops at farp - transport them to the outpost (~20km) - disembark new troops(20) and embark old troops(20) - fly back to FARP(~20km) and disembark "old troops(20)" - nav aid via ARC-9 - it's warm and the MI-8 is a little heavy(65% fuel, door gunners, 2x rocket pods + 2 x 23mm gun pods) -> but works good with the additional 20 troops Mi-8_Troop_Test.miz
  20. The first list for the F-16 had Harpoons and something esle i forgot on it. These got removed from said list, granted all before pre-order started but still: "Everything is Subject to Change". So a "definitive list" before pre-order start IN february(DCS news letter) would be nice.
  21. If i think about ammunition transported in the cargo section for rearming i think about shturm atgm(tube with quick connector) or the unguided rockets which one pushes into the back of the launcher/container but never about bombs.
  22. 1. Set up some troops 2. make them transportable(if they aren't) 3. under the advanced waypoint actions set up the task(embark to transport) 4. set to your liking 5. tell them to embark via radio menu(video should be 1440p after YT processing) Quick test mission attached: MI-8_troop_transport.miz
  23. Yeah, that must be frustrating for both sides. Customers who can't use X for Y time getting upset and the developer getting frustrated because he can't fix something if it's not broken on his side/can't reproduce to find the problem. I hope this workes out for you all, i had also a little test in heavy storm conditions, i could pick up the cargo and fly with it......so weather settings is not the culprit. Do you use curves for your controles, maybe that causes problems? I only use linear input on all axis.
  24. Actually there is audio feedback from the crew but because we "are" a russian crew the feedback is in russian. Would they use a "blue" nation MI-8 for the campaigns(or tie the crew audio to the selected cockpit language) you would hear the guiding you in to the cargo, height of cargo above ground, cargo swings x meter left/right/front/back, x meter to drop zone.... If you know all that just ignore me. Sorry for crap flying, i didn't had my VR set up(1440p after YT processing)
  25. I opened the mission in the ME to fly it so i don't need to play the whole campaign to test that. As you said you had problems with pipes and logs i tried the pipes for testing. Because i had not much time i used time acceleration in the mission to get from A to B -> thats why i recognised my speed was at ~160km/h and the pipes swinging a little late but i slowed down, cargo stabilized itself and i could deliver it successfully. I used in game time acceleration to record the video so you can watch my speed and the cargo movement without getting bored, video should be 1440p after YT processing: So i don't quite get why you have all these problems and on my side it's fine. The same goes for @Raven (Elysian Angel) camp in trees bug in the first mission, worked for me many times fine and i could reproduce it only once, it's very weired. But on the other OT side i played Cyberpunk2077 for over 160h without any crash or game breaking bug, it looks like i'm atleast lucky with that(bugs) in my life. I will try to find something to reproduce what you describe the next days if i find enough time.
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