Rex 发布的所有帖子
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I know that this is a four year-old post, but it came up in a search, so forgive me. I have the "Luftwaffe in France" doc too, and I use it for mission building also. One thing that's always confused me was how they define a "Flak Position". For instance is that one gun or an entire battery? If almost seems like a position == 1 gun, because, for instance, if they are talking about batteries, then most light batteries had 6 -12 guns. I think. If we take an average of 8, and then multiply that by "21 light Flak" positions at Abbeville, that would equal 168 20mm guns at Abbeville alone. 168 guns within 3km of the center of the airfield. I could be wrong, but that seems excessive. Especially given that there were only 14 heavy guns. I'm more inclined to think that there were 21 of said guns. Does anyone know?
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I don't fully understands what the NOTE text means. Does this mean "while using MW-50" or simply "If the MW-50 system is installed"? It would seem to be the latter, although I don't know that it makes sense, as all K4s were capable of using MW50 (I think), meaning the Take-Off and WEP were never relevant, so why are they even there? It's confusing. D God help you online if you can never go past 1.35. You're going to make the Allies, who typically greatly outnumber you, very happy.
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I never fly the Kurfurst without MW-50, and today, it was reinforced why. (I was on a server with no mw50 planes) I flew very conservatively, maxing out at 1.25 ATA, and kept the radiators open the entire time, keeping the temps in the middle of the gauge. Finally got in a scrum, pushed WOT, 15 seconds later, engine dead. And that was that. Now, I may be wrong, but I think the K had more emergency-power endurance than 15 seconds, but everytime I try to fly the thing, it's either dead during takeoff, just after takeoff, or dead the moment I join a fight. The 109 is my primary plane, and I have 1,000+ hours in it, but always, ALWAYS with MW-50 (which I can fly all day long). The non-MWs might as well be another plane, and a pretty damn awful one at that. Seriously, if this is anything close to realistic, the Luftwaffe pilots might as well have just put guns to their head on takeoff. The plane is useless in any fight lasting more than 10 seconds.
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Yeah, I'm afraid something is wrong with Biggen Hill. When I try to set AI units to take off 'from Ramp' from Biggen Hill, and then I set them as "Uncontrolled" so I can script them alive later, they all spontaneously blow up on mission start.
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I solved it anyway, I flew over the field and dropped some flavorful food, you know ... pizza, lasagna, burritos, etc ... and the limeys went running in every conceivable direction screaming "omg, we have some kind of sensors in our mouths! I had no idea! But I don't understand ... what IS this sensation my mouth sensors are picking up?!". The place has been a ghost town ever sense. Since they found out about this "taste" sense, they've been eating their way across the continent, trying to make up for lost time. So, you know, all's well that ends well
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Nor will they attack it in any way. Nothing I do makes any airplanes attack map objects at Biggen Hill. I've tried for the past 3 hours. Doras, Antons, and Kurfursts simply overly the field then go land at Heathrow with full tanks of gas + all of their weapons. I have 8 planes "attacking" the field, yet not one bomb has ever dropped, not one bullet fired. I dunno.
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DCS Multithread Preview 2.9.1.48335 In the mission editor, adding a C-47 group to take off from an airfield in Normandy 2.0. Simple task, nothing esoteric. Suddenly the screen turns to black, and 10 seconds later, I'm at my desktop. I always run a `tail -f` on the DCS log from my Mac via mount_smbfs. This is what it says: 2023-11-29 05:28:59.445 WARNING BACKENDCOMMON (1744): Need to reprocess [DDS] image '/textures/B_17G_WHELS_N.dds' 2023-11-29 05:28:59.450 WARNING BACKENDCOMMON (17548): Need to reprocess [DDS] image '/textures/C-47_Wings_L_N.dds' 2023-11-29 05:28:59.515 WARNING BACKENDCOMMON (7108): Need to reprocess [DDS] image '/textures/C-47_Body_N.dds' 2023-11-29 05:28:59.624 WARNING BACKENDCOMMON (20024): Need to reprocess [DDS] image '/textures/B-17G_Wing_Left_N.dds' 2023-11-29 05:28:59.653 WARNING BACKENDCOMMON (7108): Need to reprocess [DDS] image '/textures/B_17G_SHASSI_N.dds' 2023-11-29 05:28:59.677 WARNING BACKENDCOMMON (15480): Need to reprocess [DDS] image '/textures/B-17G_Fuzelage_1_N.dds' 2023-11-29 05:28:59.718 WARNING BACKENDCOMMON (1744): Need to reprocess [DDS] image '/textures/B-17G_Wing_Rigth_N.dds' 2023-11-29 05:28:59.787 WARNING BACKENDCOMMON (17548): Need to reprocess [DDS] image '/textures/B-17G_Fuzelage_2_N.dds' 2023-11-29 05:28:59.814 WARNING BACKENDCOMMON (20024): Need to reprocess [DDS] image '/textures/B_17G_INTERIOR_N.dds' 2023-11-29 05:29:06.379 WARNING BACKENDCOMMON (15480): Need to reprocess [DDS] image '/textures/B-17G_Fuzelage_2_N.dds' 2023-11-29 05:29:06.400 WARNING BACKENDCOMMON (20024): Need to reprocess [DDS] image '/textures/B-17G_Fuzelage_1_N.dds' 2023-11-29 05:29:06.416 WARNING BACKENDCOMMON (17548): Need to reprocess [DDS] image '/textures/B-17G_Wing_Left_N.dds' 2023-11-29 05:29:06.424 WARNING BACKENDCOMMON (7108): Need to reprocess [DDS] image '/textures/B-17G_Wing_Rigth_N.dds' 2023-11-29 05:51:43.131 WARNING BACKENDCOMMON (17548): Need to reprocess [DDS] image '/textures/bofors40mm_wheel_summer_N.dds' 2023-11-29 05:51:43.165 WARNING BACKENDCOMMON (1744): Need to reprocess [DDS] image '/textures/bofors40mm_summer_N.dds' 2023-11-29 05:51:49.878 WARNING BACKENDCOMMON (1744): Need to reprocess [DDS] image '/textures/p51D_wheel_NM.dds' 2023-11-29 05:51:49.879 WARNING BACKENDCOMMON (7108): Need to reprocess [DDS] image '/textures/P51D_NMp_engine.dds' 2023-11-29 05:52:04.442 WARNING BACKENDCOMMON (15480): Need to reprocess [DDS] image '/textures/SpitfireIX_Wheel_rear_NM.dds' 2023-11-29 05:52:04.484 ERROR BACKENDCOMMON (17548): Texture /textures/flame_EXH_1_2.dds is 3d but has depth == 1. 2023-11-29 05:52:10.824 WARNING BACKENDCOMMON (15480): Need to reprocess [DDS] image '/textures/p51D_NMp_R_Wing.dds' 2023-11-29 05:52:10.889 WARNING BACKENDCOMMON (15480): Need to reprocess [DDS] image '/textures/SpitfireIX_Wheel_NM.dds' 2023-11-29 05:52:10.926 WARNING BACKENDCOMMON (1744): Need to reprocess [DDS] image '/textures/p51D_NMp_Fuz_Front.dds' 2023-11-29 05:52:10.936 WARNING BACKENDCOMMON (1744): Need to reprocess [DDS] image '/textures/p51D_wheel_NM.dds' 2023-11-29 05:52:10.999 WARNING BACKENDCOMMON (1744): Need to reprocess [DDS] image '/textures/p51D_NMp_L_Wing.dds' 2023-11-29 05:52:11.152 WARNING BACKENDCOMMON (17548): Need to reprocess [DDS] image '/textures/p51D_NMp_Fuz_Rear.dds' 2023-11-29 05:52:11.270 WARNING BACKENDCOMMON (20024): Need to reprocess [DDS] image '/textures/SpitfireIX_Wheel_rear_NM.dds' 2023-11-29 05:52:30.591 ERROR_ONCE DX11BACKEND (17548): texture 'p51d-cpt_radio_nrm' not found. Asked from '' 2023-11-29 05:52:30.591 ERROR_ONCE DX11BACKEND (15480): texture 'p51d-cpt_radio' not found. Asked from '' 2023-11-29 05:53:52.534 WARNING BACKENDCOMMON (20024): Need to reprocess [DDS] image '/textures/bofors40mm_cartridge_N.dds' 2023-11-29 05:53:54.271 WARNING LOG (4044): 1 duplicate message(s) skipped. 2023-11-29 05:53:54.271 WARNING BACKENDCOMMON (15480): Need to reprocess [DDS] image '/textures/bofors40mm_wheel_summer_N.dds' 2023-11-29 05:53:55.070 WARNING BACKENDCOMMON (7108): Need to reprocess [DDS] image '/textures/bofors40mm_summer_N.dds' 2023-11-29 05:55:32.052 INFO DXGUI_WIN_ADAPTER (Main): resize main window to [5120, 1440] ------------------------------------------------------------------------------------ file got truncated /Users/rex/sim1/c/Saved Games/DCS.openbeta/Logs/dcs.log -------------------------------------
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IfI fly out over the sea, pull into a zoom climb, and fire my cannon into the air, how long do those bullets "live" in DCS World? I can't imagine that, for instance, if I was in a boat at just the right spot, I'd ever see those bullets make a splash. Same with shells fire at near vertical angle. I assume after 20,30 seconds those projectiles are unceremoniously removed from the world, but I figured I'd ask. I don't have any actual use for the information, I'm just curious.
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I don't know if this is a bug or if it's by design, but options aren't saved when creating group templates. For instance, if you create a FLAK battery w/six Flak 36 guns, and check the 'Shield' box in 'Additional Properties' for each ... when you go ahead and actually create groups from the template, none of the guns have the 'Shield' box checked. You need to go through and manually check them on each unit created from the template.
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Every time I restart a mission, the surface looks like it's 100% water, and it stays this way for several minutes. The first time I launched it today, everything looked like water for 12 minutes into the mission until it finally loaded. Now it's down to 3-5 minutes, but that's much longer than it used to be, and everytime I hit F2 to view another plane, it takes the scenery awhile to load for that view, anywhere from 2 seconds to 2 minutes). This is Normandy 2.0. Is this a known issue?
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You can debate all you want how I use my free time and how "worthwhile" (to whom?) it is, but then again, if you're averse to wasting time, you may not want to. Why? Because regardless of how your debate turns out, you'll still have no say in the matter. If you enjoy DCS on any level, then you should thank the tweakers, because your experience would be far inferior to what it is today without them. If you disagree, and if the way I spend my free time makes you not want to use VR, then don't use VR. It's not for you. It's not difficult by any means, but it does require a level of commitment not so easily dissuaded, and it doesn't sound like you have it. I think you've made the right choice sticking with 2D. You can thank the tweakers for making that clear, and for saving you that effort. See, the system works.
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Holy crap, it was released today! Saint Omer and Longuenesse are in Pas de Calais! We've getting damn-near the entire coast ... certainly the most relevant parts. Now you can have your Patton unit head-fake Calais while landing the troops 100 miles to the west. OMG, this map just gets better and better! This is awesome, thank you!
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I love the drawing feature, but there's something about it that's driving me crazy ... it seems to have the wrong object focus much of the time. There are so many examples, but allow me to define a simple one: You copy a text box, paste it elsewhere, and then start clicking the 'Angle' arrows to change the angle. Except nothing is happening. You keep clicking it with nothing happening, until you realize that the box is actual changing the angle back on the object you copied FROM. I'm often typing text in the wrong box, or manipulating the wrong drawing element because of this. I don't know if the app is goofed up, or if the way I work is goofed up. Maybe both. Has anyone else experienced this?
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I stick a couple of Sigfried Line objects on each runway that I don't want to be in the game. Then nobody uses it. Not a perfect solution, but it does the job. I probably spend half my waking life in the real world, and the other half in Normandy 2. Normandy one was great, but V2 knocked it out of the park. That said, it's a map that's not just modeled for location, but for a very specific time as well. That time appears to be just about June 30, 1944. I set most of my missions on that exact day. You can make other dates work, but you definitely have to get a little creative. If you stick things on the runway, the AI will more or less ignore that airfield. I also set the off-date fields to neutral, drain their warehouses of supplies, and sometimes stick a grazing cow or two in there for good measure. These measures do a pretty good job of nullifying the fields.
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Yes, now that you mention it I do have to press it twice! I'll try the resolution switch and see where that gets me. In the meantime, I've been using OpenXRTools to get the framerate, and that seems to work pretty well. Not as well as the DCS box that shows which component (CPU or GPU) is the bottleneck, but helpful nonetheless. Thanks for the ideas! Much appreciated.
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Hmmm, I used to get FPS that way, but not anymore. I don't remember playing with the size, but I did move it down to the bottom left. i wouldn't rule it out, though, I adjust a lot of things. I wonder if there's a way to reset it?
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I used to be able to get a framerate counter in VR, but now when I push the key combination, I get a box with some other stats, but not framerate. Does anyone know how to get it back? I have an HP Reverb 2 and I'm not using Steam(ing pile). Thanks.
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One other thing, on some missions, I have the ME call an update() function on every cycle (roughly every second), so if an error occurs in that function, or from a function called by update, it results in "box lock", where you press "Okay", only to have the next box appear almost immediately thereafter. You have to switch back and press 'Esc' in under a second, which can be a little easier said than done, and not very conducive to debugging. So I'm very happy that they allow us to turn it off.
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Cool, thanks! Oh, and BTW, I monitor the errors very closely. I mount my DCS drive from a Mac and run a `tail -f $DCS_ERROR_LOG` either straight or with `| grep 'error'` (or whatever) as it's running. I see the exact same errors that the popups show, only with color-coding and way better formatting. Getting them from the log also doesn't stop witchcraft command execution, allowing me to retrieve real-time state via Witchcraft, and even test corrections in realtime. I also have all of my script directories loaded up in IntellIJ with the Lua plugin. I add things like Mist in as external libraries, allowing me to get code completion while being able to following codepaths through the various libs. I'm not saying it was simple or intuitive, but over the last several months I've created a DCS development environment that functions more or less like a dev environment for any other language. The main difference, of course, being that the code can't be run from the IDE, you actually need to fire up a simulator on a different os, on a different machine to see it.
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nvm I got it function disableErrorBox() env.setErrorMessageBoxEnabled(false) end
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For the last month, I had a very productive script-writing stretch. I was using Witchcraft and some other tools to debug my sessions while they were running, and I was monitoring errors via a tail via the DCS log. Well, I updated to the latest version, and now DCS is back to stopping the sim every time and error is encountered, and popping up the box with the big red "X". To say that it's beyond obnoxious would be an understatement, not to mention, terribly counter-prroductive. It also renders witchcraft basically useless, and command from witchcraft will not run when a box is popped up. Can someone please tell me how to turn these things back off? Thank you.
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Oh wow, it went into service after D-Day ... it was a pretty short-lived field in German hands. Thanks!
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Despite looking everywhere I know to look (which is admittedly not all that far), I've been unable to find much of anything about the Ronai airfield. After Carpiquet and Lessay, it looks like the next-closest German airfield (at least I assume it was German at first) to the Allied beachheads. Does anyone know about it? If so, can you give me a quick education about it? Thanks.
