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scoobie

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Everything posted by scoobie

  1. I was thinking about EASY solution - restore control. Point is, when I am... sorry... when I was in the chief's seat, I used it to search things on the ground with Mk. 1 eyeballs (the pilot/co-pilot can't see down) etc. while at the same time I could still fly the helo. Turn a little, descent a little etc. AI pilot won't let me do it. Besides, I have yet to see AI pilot which would seamlessly switch on/off when you jump seats. I don't think anybody would sit in the chief's seat for long for any other reason, because there's little to do for him there - in DCS I mean, not real life. What are you going to do there - stare at oil temp. gauges? For an hour? Doesn't sound like a lot of fun. I'm not against AI pilots as such - for example in Mosquito, when you're tinkering with the aft radio from the navigator's seat or in Mi-8 if you're a gunner, basically whenever your hands and eyes are busy with different things - sure thing, but AI here, in the cockpit, is crutches (and cruthes difficult to make right), not a solution. Or in other words, it IS a solution, but to a different problem (gunners etc.).
  2. With the introduction of multicrew to Mi-8 (on 8/16/23), it seems impossible to drive the Big Lady from the crew chief's position (a.k.a "flight engineer", a.k.a. "technician") when you are in SINGLE player - cyclic and collective can no longer be controlled from the middle seat. If you hop in the chief's seat when low and slow, you're likely to crash, she will pitch up, the engines will whine desperately and down you go. Is it intended or am I doing something wrong?
  3. I'll speak for myself only. I got the data from the best data source I've got - the ceiling over my head Meaning I assumed that since all helos (AFAICR) in DCS need either left pedal and aft-left cyclic or right pedal and aft-right cyclic, this means Gazelle should be the same. If I'm wrong, that's fantastic! That would mean PC got it right.
  4. It's great Gazelle is getting attention she deserves, though I have exactly same observations as vsTerminus. This: This: And this:
  5. Hi, I might have messed up my DCS or the Jeff itself somehow - is anybody else having the thing described below? My CCD camera on targeting pod turned into IR camera (it wasn't like this when I first bought Jeff). Now both IR is IR, and CCD is IR as well. The latter only starts from cold and dark at different level/gain than IR, so CCD initially seems to be different than IR. It isn't, it's IR. Screens attached. In one screenshot the TGP is in CCD mode and in the other it's in IR. In both the targeted truck is shown in hot/cold "colours", not visible light. Interestingly, CCD even lets me switch WHOT/BHOT with S2 hat right. All that would be cool, I guess (not really), but current implementation of IR imaging in DCS (actually it's about imaging of ground, not targets) makes it 98% of the time impossible for me to use
  6. Oh... yeah, map details, didn't think about them. A forest or a village might have moved south or disappeared, a new settlement might have popped up where a forest was etc. Good point. Yes! That was exactly what happened on my end - a bit more AI units somewhere and bang - heavy stutters. That's why I called them "strange" stutters - I didn't have them before in this campaign and it's the very same campaign, no one modified it. I also considered Charnwood very mild on my PC, played through most of it in the old Normandy with zero issues. So... either it's something related to MT, though in theory MT should help preventing CPU stutters, not make them worse (that's the whole point behind it), or maybe it's something to do with graphics, somehow (the new Normandy is heavier than the old one). Maybe I need to write to Santa for a new rig... I'm worried the poor dude has had enough of me already
  7. Same as what Gianky wrote. Charnwood mission 10 (or 8 or so) worked fine for me, it's just the home base ATC ignored me. However, I got terrible and strange stutters - with flickering font colours in fps window. Normally when flying (solo, sightseeing) over the new Normandy I get steady green "GPU BOUND" in this window. My card is garbage, I guess (2060 6GB), so I'm not surprised, but in the Charnwood mission two colours were flickering very fast, maybe 10 times a second or faster. One of the colours was definitely yellow (so "CPU BOUND") and the other one... I think it was red, I couldn't see it well. I don't know what red font is for. In that case I don't know what the bottleneck was - the graphics card itself, some deficiency in MT code (that will, perhaps, be addressed in the future), my CPU (which has gracefully handled most of DLC campaigns so far), or what? Hmm... PCs have always been pain in the neck
  8. To me Anton doesn't feel inferior to any of the "newer wave" warbirds (such as the Jug), NOT A BIT. I don't think I'm biased, I'm not an Anton fanboy, I don't prefer it over other birds, I just find it equal to them - we're talking module quality, not the bird's philosophy/perfomance/etc. I can't and won't deny bug reports, though at least some of them might have been fixed already but not MARKED as fixed - this happens fairly often so it's dificult to wrap your head around it, I know (bug reports are on the forums, while some bug fixes are only announced in patch notes). Personally I'm aware of the pitot heat light which doesn't come on (except when on ground power), but on the other hand I played "Horrido!" campaign a few months ago and it was gorgeous, the plane didn't bite me, so maybe it's not that bad? I mean... I should have noticed some glaring issues with it over the course of the whole campaing, right? So either I'm more absent-minded than I'm aware of, or simply there was nothing bad about the plane. Now, if you read through opinions/reviews on Steam (this is where it says "Mixed"), they're a bit erratic over there (or a lot, sometimes). You get flight-sim-inclined people there PLUS whatever-inclined people, including mainstream gamers, who may complain about things that make little sense to me (and maybe you). Example: "only 4 missions and no campaign", verdict: "unrecommended". Well, if you buy a module for this price and fly only the missions included with it, then you must be pretty well-off, or maybe your parents are (sorry, can't live without sarcasm). I understand this may and should be viewed as a negative aspect, no argument here, but how does this relate to the quality of the very bird itself? So, yeah, the internet, a messy place Just get it on trial, start with missions where the engine is warm already and see for yourself. I doubt you'll be disappointed.
  9. To those who don't have the JF-17 (suboptimal decision, but I'm not judging you ) Chuck's guide - that's how the thing looks in the Jeff: null
  10. I wonder who will look for "How to set up toggle switches (a tutorial)" topic - which is about editing DCS Lua files for joysticks and similar gear - in the "PC Hardware and related software" forum? OTOH, people who are looking for info on CPUs, graphics cards and all that stuff will have the latter forum cluttered with "STREAM DECK PROFILES LIBRARY" (12 pages already), "DCS-ExportScripts for Stream Deck Community Github Library" (13 pages) and similar topics. "Disable axis on button press" topic will be next to "3080 or 4080?" etc., etc. Win-win
  11. Off-topic here, but it's the same in Mi-8 now and... perhaps Huey, I can't rembemer. The beacon itself is a fixed bright "hedgehog" of light (doesn't look much like a typical orb), but if you look carefully, you can see a faint reflection of the beacon rotating on tail boom or other surrounding objects - the reflection is rotating, but the beacon itself is like "constant light", it that makes sense. At least during the daytime, haven't checked at night. Something must have gone wrong with the "generic anti-coll beacon" animation/graphics or however they call it, and apparently the same beacon is used in several modules.
  12. Yes, Nevyn, but the thing is that DCS is now different, better - you no longer need to program those "else" commands for yourself in Lua files (like those you wrote above). There's this new "JOY_BTN_XX_OFF" feature in DCS, which makes "else" commands virtually obsolete. On top of that, "else" commands tend to "fall asleep", while with "BUTTON_OFF" - these seem not to do it (or at least I haven't caught them fallen asleep so far), so the latter seem better. A too long post about it is here:
  13. Good point! However, I think what you're talking about may be the option called "Synchronize controls at mission start" or something like this, it sits in one of those Option Menus. It is worth noting, though, that apart from this option, controls in DCS seem to work twofold, as described below. Please correct me if I'm wrong, I'm still learning DCS and I find it important to understand how things work. 1. If in a Lua file you've got "pressed" and "value_pressed" entries in a specific control binding definition, then as long as you keep your button/key depressed, it is "sent" to your module constantly. EDIT: Hm... or maybe there's one trigger/event on button press and then another "automatic" trigger on button release? I don't really know, but I don't care too much as "pressed" commands seem to work all the time, I've never had problems with them. 2. Contrary to that, "else" commands commands use "up", "down", "value_up" and "value_down", and they seem to react only to a CHANGE of state (e.g. "the user has just flicked the switch up" or down) - a "single event", if you like. Then nothing happens, so in this sense "else" commands apparently don't trigger continuously. I may be wrong, of course, but I think that's how it works and actually even axes seem to work like this in DCS - the module gets the value (position) of your axis only when it has changed from the last time it was read by DCS. I think so because - for example - I have a common RPM axis for both engines in the Mosquito and I have two buttons (coolie hat left/right) to fine tune RPM in... I think it's the left engine (I wrote "decrease/increase slow" commands for this). So first I set RPM with the axis (the grey lever/wheel on the TM Warthog throttle base) and then, if I get that loud beat sound because the props aren't turning at exactly the same RPM, I may try to fight it with throttles or if I fail, I can tap "increase/decrease RPM slow" buttons to adjust left engine RPM so it matches the right one the best I can make it. Now, if the axis was "triggered" continuously, these button commands wouldn't really work as each time the position of the axis was read and "spat" into the module (continuously, at short time intervals), it would immediately overwrite/override the changes to RPM I introduced with the buttons. And the buttons DO work, hence my conclusion (perhaps an erroneous one, IDK). Of course such "axis + buttons" dirty tricks only work if your axis is rock solid, isn't "trembling" or "crackling". So... I'm not sure, but I believe DCS doesn't trigger control "events" continuously, maybe except for the scenario in the point 1 above. It only triggers when there's a change to your controls state. And if this is actually true, it might have been devised by ED long time ago (original Su-27 sim, or Flanker 2.0, maybe?) to decrease the processor load from user inputs - if you don't touch anything, nothing is sent to the module for "processing" and thus your CPU can do more interesting things.
  14. Boy, I read "See how it flies" around the year 2000 or so, in early small internet! You seem to be correct in your assumption, at least in the part that trimming is a bigger subject in warbirds than in jets. While trimming itself is the same thing, jets don't have those ridiculously big props on the nose - this is where things get more interesting in warbirds Oh, and tail dragging on take-off and landing create some nice effects to deal with, also with the help of trim (e.g. the Pony likes rudder trim right for take-off). Whenever you move the throttle fore or aft and/or change RPM, your trim goes out the window. That's why when changing from "non steady state" flight to a steady state flight or changing from one steady state (say a long climb) to another steady state (e.g. a cruise), you start with setting your MP/RPM and only then you may think about trimming. Whenever your warbird accellerated or slowed down - your trim goes out the window, too. And, on warbirds, the rudder trim is a really big thing. Or pedals, if it's a German bird and doesn't have the trim. Oh, and while trimming is useless in a dogfight or whatever aerobatics you're up to, you may consider retrimming her closer towards the neutral trim before doing it. It depends on a plane, but you know how trimming works in a sim, with a non-FFB spring-centered joystick. It's not the same thing as in a real plane. You might think about trim if you are entering a dogfight with - for example - a big nose heavy trim. It will limit your aft stick movement, which you may (or may not) need during the fight, or at least it may feel very uncomfortable during a longer engagement.
  15. (Wrong forum, but I don't know where else I should put it in.) Oh, and sorry for the damned wall of text instead of screenshots - I don't have access to DCS here, so can't take screenshots. Good day, folks! I've been away for a while, so if this has been announced loud already - sorry for messing up the forums with my post. If not - just a heads up for people who used to create a myriad of their own "else" commands missing in the original Lua files (default.lua etc. for control bindings). @Munkwolf @LeCuvier and many other people (myself included). In one of the recent updates I incidentally noticed that ED implemented "OFF" commands for buttons. This patent is known from some other sims (or at least one I can think of), but hasn't been a thing in DCS so far. It's grand! For a test go bind whatever joystick button to some control in the cockpit, say "Master Arm" in your favourite jet. ("Master Arm" will be my example throughout this post.) Now, open the drop down list which now reads "JOY_BTN10" (or whatever button you have bound, maybe it's "JOY_BTN1") and look carefully at the list of available buttons - for each button on the list you now get two entries: JOY_BTN10 (this one's obvious, nothing new here) JOY_BTN10_OFF (new feature!) Now you can abandon your "else" commands, such as "Master Arm ON else OFF", "Flaps UP else MVR", "Gear UP else DOWN" (etc.), which can often be found in "Special for joystick" category, at least if it's an ED module. Sometimes they have different names, because module authors have problems with consistency, sometimes such "else" command may be called like "Master Arm ON<>OFF", sometimes "Master Arm ON/OFF", you never know, but these are the type of commands tailored specifically for your physical LATCHING toggle switches of ON-OFF type, or 3-way latching switches of type ON-OFF-ON. All latching toogle switches on TM Warthog Throttle are of this type (either 2-way or 3-way). These "else" commands work like this: "As long as button X is held, the control in the cockpit is ON, otherwise it goes OFF". Mind you, they're NOT to be used with latching toggle switches of ON-ON (2-way) type or ON-ON-ON (3-way) type - these in turn need "stateful" commands, commands for separate positions, for example "Master Arm ON" and "Master Arm OFF". Such ON-ON switches can be found, for example, on Honeycomb Bravo Throttle Quadrant - those seven black rocker switches above the annunciator panel. Why "_OFF" bindings are better? They work all the time, unlike "else" commands! I don't know how to describe it well, but LeCuvier came up with the notion of "waking up the switches" - "else" commands sometimes make your latching toggle switches "go to sleep" and require you to then "wake them up". One scenario when this happens - at least on my PC - is this: 1. Let's say there's an "else" command for "Master arm ON else OFF". Bind it to a latching toggle switch, for example "EAC ARM/OFF" on your TM Warthog Throttle base. Now flick the switch up/forward into "ON" ("ARM") position. The toggle switch is now reported to Windows as in "ON" state. If you check the Windows Joystick window, the one with axes current positions and those round "red lamps" indicating button on/off states, with button numbers on them - your button must be now "illuminated" (red lamp must be on). 2. Jump out of the cockpit with F2. 3. Jump back in with F1. 4. Now flick the toggle switch down/aft into "OFF". The toggle switch must be reported to Windows in the OFF state ("red lamp" off). Congratulations - your Master Arm in the cockpit didn't flick! The switch "went to sleep" or in other words, DCS didn't report state change from "ON" to "OFF". Sometimes it just doesn't do it (it may be due to some design decision which I don't understand, but it may be some kind of a bug). What you have to do in order to "wake the switch up" is to flick it up again into the "ON" position (even though it's not what you want), DCS always reports the state change from "OFF" to "ON" properly, and now flick the switch back down into "OFF". Not very nice, especially when you have 10 or 20 such latching toggle switches in your hardware and all of them tend to "go to sleep" together. Unfortunately I've noticed that on my PC my switches sometimes go to sleep also when I'm in the cockpit, without jumping out of it, I don't know exactly when and why it happens. For this reason I was a bit grumpy about those "else" commands. Nothing wrong with them per se, but "going to sleep" is not something you may ever learn to like. With "_OFF" bindings, your toggle switches NEVER go to sleep! I'm in the process of re-binding whatever I've had from "else" commands to "_OFF" commands. Of course there must be "stateful" "ON" and "OFF" commands in the control assignments list for it to work. In most cases such commands are already there. So, following the "Master Arm ON else OFF" and "JOY_BTN10" example, I used to have it bound to: "Master Arm ON else OFF": JOY_BTN10 I've rebound it to: "Master Arm ON" JOY_BTN10 "Master Arm OFF" JOY_BTN10_OFF Another example - flaps UP/MID/DOWN (3 positions), let's say I have a 3-way latching toggle switch ON-OFF-ON and it's reported to Windows as JOY_BTN12 and JOY_BTN13. You probably had it bound to 2 "else" commands like this: "Flaps UP else MID": JOY_BTN12 "Flaps DOWN else MID": JOY_BTN13 Now you can rebind it like this (if there are "stateful" commands prepared in the module): "Flaps UP": JOY_BTN12 "Flaps DOWN": JOY_BTN13 "Flaps MID": JOY_BTN12_OFF; JOY_BTN13_OFF Yes, you need to have two bindings for the middle position, because if your switch was in the "Flaps UP" and you flicked it to middle position, JOY_BTN12_OFF will be reported, while if you had flaps in "DOWN" position and flick it to middle, JOY_BTN13_OFF will be reported. Bear that in mind. No more "asleep" controls! Thanks, ED! To the best of my (limited) knowledge, there wasn't even an anouncement in the DCS changelog about it and it's such an awesome feature! I'm in the middle of the process of removing my own "else" commands, I've had a zillion of them thrown in controls Lua files for so many modules.
  16. Personally I don't have a problem with sniffing around DCS directories and finding PDFs, but the manuals for specific modules (maps or aircraft) could be linked to in those "tiles" on the main DCS screen. Currently you can click a tile for a specific module, a small menu pops up and there you get: "INSTANT ACTION", "SET WALLPAPER" and... I think it's "BUY" (I don't have DCS here to check). There could be another clickable item there: "MANUAL". IIRC there's suitable empty space in the lower right corner of that small pop-up menu. Just an idea. Of course some 3rd parties choose to deliver manuals in 2 or more files. I don't have a remedy for that.
  17. Sure! Take whatever you find of any use for you. Your own thing will always fit you best. And if you happen to post your profile once you finish it, I might in turn steal some cool stuff from yours Fonts... well, it seems that SD offers Courier and Courier New only, they both look... like Courier, not pretty if you ask me (though I'm an artistic troglodyte, so you shouldn't ask me in the first place). Unfortunately Courier is not similar to what's in the real Viggen.
  18. Yes, it's the upper number in this button: It's all in my Lua file, but if you want ONLY the CK37 display, then you need to modify it something like below, but please check it for yourself, I haven't: function ExportScript.ProcessIkarusDCSConfigHighImportance(mainPanelDevice) -- (some stuff of yours here) local x = ExportScript.Tools.getListIndicatorValue(2) ExportScript.Tools.SendData(4000, x['data1'] .. x['data2'] .. x['data3'] .. x['data4'] .. x['data5'] .. x['data6']) Make sure you use monospaced font for the button or otherwise the numbers will be "dancing" left and right depending on a situation (because Stream Deck centers the text). And, as I mentioned previously, this thing seems to be too slow to blink when the display in the cockpit is quickly alternating between "LO" and "LA". It does blink, though, when in-cockpit display is blinking slowly. I haven't tried it, but... in general there are still quite a few quirks in controls assigments in the Viggy, so maybe you've discovered yet another one? FWIW - a quick tip - try to display the value of this selector as text on a spare SD button and click the selector with the mouse, then joystick or keyboard - all the way clockwise and back, observe the values. See if the values are "sane" or "crazy". It's difficult to describe, but here's my comment on another rotary selector from the Lua file - perhaps master mode is similarly crazy? -- Weapon selector's current position and labels: -- Note: var. 264 goes down to -0.1 if driven by joystick/keyboard binding and shows the same -- for -0.1 and 0.0, hence "2 +" lower down to shift minimum index for table to 1
  19. Edited it to I throw some code that would do things I wanted. Normally I put "-- scoobie begin:" and "-- scoobie end." comments to outline my clumsy stuff in somebody else's file, but this time... apparently I forgot to do it Still, it's not a problem - I can see what's mine in the file: the contents of ProcessIkarusDCSConfigHighImportance(), plus DIY functions WindowedRound() and ReadKollsman(). Also, I might have modified some of those "basic export variables", or how they call them, but I can't remember it now - I think a few of them might have been wrong or missing. Master mode selector - no. I'm using HOTAS buttons for this selector (I want it this way), while the Stream Deck button in my profile only displays the current position of master mode selector - in the screenshot I posted previously it says "FK". (Also this button shows master warning/caution red light and pressing the button cancels the warning/caution).
  20. Checklists and what I call "flying notes" - it's my loose term for any "revelations" I currently consider revelations in a specific aircraft. On top of what BuzzU wrote, if you are this type of a guy, you might try hand writing all your checklists and flying notes. Many people learn very well while writing things down by hand, maybe you are this type, too? I am. I guess it works so well because paper doesn't have "Delete" or "Backspace" keys (not to mention copy/paste combos which breed brainlessness - if that was a word), so before you write anything, you need to engage your brain, plan ahead, sort the knowledge you need to write down, sometimes dive into the manual again, slice the bits, concatenate, transform, integrate, reiterate, whatever It's just intelectually engaging and in the background you are learning - nearly for free, without even noticing it. Now, while I actually bought a ream of A5 printer paper with the intention to prepare my checklists on a computer, I tend not to do it, I still use the right hand and a ballpen most of the time. Later on, of course, I find my notes/lists lacking or missing things, poorly laid out or outright incorrect, so I trash them and write new, better ones. Rinse, repeat - as many times as it takes, I don't care, I can still afford paper. Only when I really, I mean reeeaaalllyy think I know the aircraft well, I may re-type my hand-written checklist in Libre Office or whatever and print them. In practice, some 90% of my modules still have hand-written checklists/notes Also, I bought a cork board and threw it on the wall close to my monitor. I pin short notes there, some small tricks that I don't normally use or have just discovered them and I suspect I can forget them easily. For instance, currently I have these: "DMS right long - slew TGP to HMCS" (that's for A-10C) "TMS right long - make last markpoint the SPI" (a/a) "In NAV w. SLAV SI reference button toggles HDG tape" (the Viggen) It's not "arcane knowledge", it's all there written in the manuals, but these are things I don't normally use in flight, so I always fall back to methods I do normally use. It's limiting. So, what I do next with these memos is I "abuse" what they say in flight, on and again, so that they somehow get "carved" in my rusty cortex. Over time they become a routine, another tool in my toolbox and I no longer need a memo pinned to the board. Oh, and even if I DO forget it was, say, "DMS right long", it's not a big problem, because I will at least remember "there was a method to directly slew TGP to where I'm looking, which button was it?" and I will just look it up in the manual.
  21. Phew... finished! What a fun campaign! I must admit I was a bit hesitant to buy it... I mean... "Museum Relic", really? What a MiG-15, or an F-86, can do in a modern conflict (modern for DCS time frame)? Those modern fighters, with radars, BVR capabilities, will be shooting their Fox 1/2/3, ground pounders will be dropping their laser-guided munitions, shooting fancy missiles and... there you are, among them, in your MiG-15, with guns and at best 2 sad looking 100 kg bombs. Sounds like a recipe for a disaster campaign, doesn't it? Well... NO. This campaign is SMART. Very smart. It took me a while to fully appreciate how much effort was put in designing missions which must take into account all the shortcomings of your vintage fighter and at the same time design the missions in such a way that they feel convincing to the player and are simply fun to fly. Not an easy task, but beautifully delivered! First and foremost, though, rest assured - you will get your A/A activities, including dogfights (don't ask how), and A/G jobbies including hefty strikes. Apart from these, you'll get a sweet variety of other missions. See, your commander is not an idiot and won't send you against modern fighters, they'd obliterate you in a second. Instead, you'll often be tasked with less typical missions, special missions let's say. Also, if I understand correctly, Apache is a CPL/ATPL pilot and he took the liberty to smuggle a little bit (not too much) of "normal" flying, such as a little NDB approach procedure in IMC-ish weather, a mechanical failure in the air (well, your plane is old, isn't it?), a dead reckoning mission which... no, isn't boring, it keeps you on your toes all the time. Nice touch! Pretty rare in DCS campaigns. What I find very special in the Museum Relic is that it also feels like an "interactive book", not just a bunch of fun missions to fly. You read a few pages in a book and jump in the cockpit to fly a sortie. Then you come back, read more and go fly another sortie. I can't remember any other campaign which would build so much ambience/climate by means of text. Or build it so well. OK, some campaigns are very good in it, too, but maybe there's a special psychological catch here in the Museum Relic? Your country is small, its airforce is small, otherwise they wouldn't accept you with your "ridiculous" ancient plane to join them, right? So maybe that's why you care so much? Because even your little ancient plane seems to make a difference? I don't know myself if that's really the catch, but you do CARE, you feel for your small, attacked motherland. Interestingly, it's not even a lot of text, just a few pages in the briefing window (which is a rather small window). Yes, some campaigns have dialogues in the briefings, but... maybe it's subjective, the "fiction" in the Museum Relic just felt so coherent and convincing to me. EDIT: Sorry, I forgot! The text is also richly ornamented with photographs, That adds to the immersion, too. Most briefings start with retrospection of the previous mission. Why does it matter? For 2 reasons. Firstly, it comments on your performance and its impact on your country's war effort, so it's a candy for you, a reward. Secondly, many of us don't fly campaign missions one by one the same day. I typically fly just one every Sunday, so thanks to the briefing structure in the Museum Relic, I recalled what had been going on a week before. It connected me back to the story. To tell you the truth, most other campaigns don't do this trick and when I sit down to play mission 9 (let's say), I can't remember what the campaign was about, what I was doing in mission 8. I'm out of context. In the Museum Relic the first thing you read is a literary piece summarizing the previous mission. You read and go like "Oh, yeah... yeah, there was this (...) there and I did (...). That was a cool mission." It's important because in many cases in the Museum Relic the current mission objectives are directly related to the previous mission's objectives. All this gives smooth experience, the campaign becomes a coherent story sliced into a continuous, logical stream of sorties (mostly, you also get unexpected twists in the story). The middle part of the briefing is - again - a literary piece about the briefing, a page in a book, it tells you who said what, what the general was doing etc. It teleports you right there into the briefing room, connects you emotionally to the story and soon you're dying to jump in the cockpit already and fulfil your new task. The last part of the briefing is the briefing itself - the papers you get, a map, your tasks, waypoints, speeds, altitudes, nav aids, all that paperwork. You also get the papers in the kneeboard. I very much liked the format of these papers, all the neccessary info for each leg in the flight plan is contained within a small space on the kneeboard page, no need to jump back and forth through the pages to gather all the data you currently need. Technically, the Museum Relic went smoothly (note: except 1 or 2 missions which seem to have got broken only now in DCS OB 2.8, I hear the author has already fixed it/them). You can easily understand your every task (no "WT... am I supposed to do now?" moments), you get voiceovers exactly when you need them, telling you exactly what you need, the kneeboard contains everything it takes to get you where you're supposed to get. The only thing that might need refreshing is IDs of some NDB beacons - some of them are either incorrect or come from the older version of Caucasus map (or probably due to the wind are inactive and you hear the NDB for the reciprocal runway). No big deal, though, I just read Morse IDs from F10 map to check if what I'm hearing is the right airfield. Most missions are "lightweight" in terms of their duration. I wasn't taking notes, but I think on average they take about 45 minutes to finish, a few are shorter, and a few are about one hour long. Something in this range. There are 22 missions in the campaign. Difficulty level is... always hard to judge. I'd say some missions are easy (especially early missions), some are moderately difficult and only few may pose a real problem, when you really have to wrap your head around the whole situation and think how you can run away from trouble. The point is, due to the fact you're flying a museum relic, you're not on top of the things all the time, not even often. Sometimes you feel and are the underdog and instead of being "brave", you may and perhaps should choose to run for your life. Let me put it this way: if we compiled a list of all DCS campaigns sorted by their difficulty level, I think the Museum relic would fall somewhere below the median difficulty. All in all, the Museum Relic is a unique and a very fun campaign! While all the campaigns we buy for DCS are called "story-driven" (and most of them actually are), Museum Relic feels "very story-driven". You get a variety of tasks, you get immersed in the story, the story makes sense, your sorties make sense and hey - you can fly the MiG-15! Or the Sabre. So far we've only had one other campaign for the Sabre and none for the MiG... which is a pity as MiG-15 happens to be a very, very good module in DCS. Big thank you to Apache for the hours of great fun PS. If this was the wishlist topic, I'd vote for adding letters to NDB IDs next to dashes and dots in the kneeboard. Some refuse to learn Morse code - they get dots/dashes. Others know Morse, so they perfer "NL" instead of "-. .-.." Lastly, some others (myself included) can learn some Morse just by looking at both letters and their codes next to them, e.g. "NL -. .-.." It actually works, I've learnt some Morse codes this way. PS. One last thing. The briefings could benefit from proofreading. There are pretty many typos there. No big deal, but since the written story is so important, I wanted to point it out.
  22. MWS can't tell how friendly or unfriendly a motor rocket on a missile is, so yes, MWS will happily bark at friendly missiles, too. That's why (among other reasons) pilots call out "Rifle" etc. over the radio. You may try and bind "ODS operation mode" to your joystick or whatever handy you've got. When your buddies are spamming missiles, switch to down (standby) position, then back up again. Perhaps that would work for you. As for no warning from S-8 rockets (sorry, didn't get you @ppokit) - my guess is as good as yours, no idea if/how this particular MWS should react. Maybe someone else can chime in
  23. Not exactly an answer, but perhaps an indication... In my case MWS raised a false alarm claiming that a burning target I had shot a minute before was a threat. I mean... I THINK it was a burning target as I was flying my own weapon employment training mission where there are no such threats in the vicinity of where it happened. There are only a few ZU-23 there and they don't lase anybody or fire missiles. No MANPADS, no nothing, just empty ground, grass and some grasshoppers. Oh, and Natasha didn't say a word before I destroyed that first ZU-23. This happened numerous times when I flew the mission over and over again in the last couple of days. Judging from this, I imagine MWS can panic as well when a rocket is fired. Is this realistic, how different for the MWS is a small motor on a small rocket as opposed to a big motor on a big missile - I've no idea, but I guess they're more similar to each other than to a truck in flames. Wait a minute... now when I'm thinking about it... maybe MWS complained about a threat (burning truck) only at the very moment when it exploded, not when it was just burning? I'll try to pinpoint it next time I play the mission.
  24. Yes. The mission seems to be an expanded version of its counterpart for BS2. So, all voiceovers with English accent are probably old (taken from BS2 mission) and those with Russian (or similar) accent are definitely new as they deal with things introduced in BS3. Mostly INU, if I recall correctly. I didn't notice the 3rd voice, though, apparently I wasn't paying enough attention
  25. [Deleted a scary joke I came up with, reminiscent of the Great Terror "esthetics". Sorry about it.] It's fantastic that Lavochkin is coming to DCS. I-16 feels great, a crude but fun bird and a very good module. I'm sure La-7 will be at least equally good Then all we need in WW2 is basically the final touch - 15 more aircraft modules, 5 maps, 32 campaigns and that would pretty much do for starters But you know what they say... the Rome wasn't built in a day. We're getting one module closer to the goal.
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