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Everything posted by Sickdog
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Seems strange that neither ED nor Rudel mentioned in this thread that bug fixes indeed have been implemented from the latest DCS update, and no new thread has been made to commend/compliment M3 for the fixes. Well, consider this my show of appreciation to M3/Rudel for all these great fixes, especially the multiplayer landing gear bug and the Essex elevator damage bug. Hat's off to the team and loving this bird!
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Wonder if this was a hidden fix from last week's update (like the landing gear desync bug in MP) because I have had no issues when directing AI corsairs to attack the Zuikaku Carrier mod. Granted, I only started to play with this yesterday with the mission editor, but they attack it (poorly, I might add!) each time. I had them drop 250 pounders, 500 pounders, and also attack with rockets.
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here you go. Place it in: C:\Users*YOUR USERNAME*\Saved Games\DCS.openbeta\Config\View\Bookmarks\CameraObject Right-Ctrl + F2 (Object Camera View, I believe?) to get to the basic view, each subsequent press will cycle through the views... Think I have 5 of them, probably not labeled correctly if you view via the camera Bookmarks function as I pulled from my supercarrier Lua file I made... But easy to re-name the cameras or remove the 4 after the LSO view if you only want that view. Essex.lua
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Even better, make an object camera lua file and stick it in your saved games config folder, you’ll have the perfect paddles view every time. I can share my object camera file for anyone that wants it, I’ve got some nice other spots on the deck to watch the action as well.
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One thing that I found interesting was when trying to work around this damaged Essex, we had this issue again, even after I made the Essex "invincible" in the Mission Editor. It doesn't make sense also because we're fairly certain the Essex never had anything happen to it to create "damage"... and the little health meter/bar in the F-10 view showed it at 100% health. So just more information when investigating this issue as it doesn't seem like it's "damage".
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I thought it was just me and my server at first, somewhat glad to see other people experiencing the same thing. Two of my friends and I dd some extensive testing on this today... We thought maybe it was mods or 2D versus VR... But we kept having the issue in multiplayer even after these tests: -2D and VR tested -Clean install of DCS on server (no mods) and removed mods on my gaming rig -Tested only on Marianas WW2 map, but no mods as said before and no scripts. An interesting side note: We discovered that when entering a server with players already flying, whatever the gear state is of another client when you join is what you see continually. So, if you join a server and a F4U client has their gear up, it visually stays up regardless if they bring their gear down (and even if they land!). If their gear is down when you join, it remains down visually regardless if they raise it. We tested this on my server and other random servers with same results. Something else interesting to note... when joining a server with a client with their gear up, when that client lowers their gear what is seen is the main gear DOORS opening, but no gear extension. here's a couple screenshots after a client landed that had their gear up when we joined the server.
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OH-6A by Tobsen and Eightball
Sickdog replied to tobi's topic in Flyable/Drivable Mods for DCS World
First time posting in this long thread, so first want to acknowledge the great work of Tobi and EightBall. The OH-6A is a total blast to fly and the Vietnam Asset Pack is one of the best of its kind, especially (as someone mentioned above) the Radio Hooch and its sound effects. The asset pack works beautifully in my Vietnam mission map my friends and I have been flying exclusively for the past 8 months with the F-4E, couldn't have done it properly without it! So, I wanted to mention if anyone had interest (and if the authors are ok with it), we made a little silly modification to the VC Bicycle ground unit that puts a smile on our face. On our startup parking ramps, we have the VC Bicycle riding laps continuously in front of our revetments (we've even given him an affectionate name I'll leave out here!) but we were always thrown off by his sounding like a truck driving by... it just didn't go well with all the detail EightBall put into the animation of the pedaling and such. So, we did a little modification to remove the truck engine sound and added sounds of squeaking chains/pedaling, some grunting here and there, and a few other sounds. I realize how ridiculous it is but I think it adds to the amazing asset pack! All that's needed is just a new sound file I can provide, a new SDEF file, and a re-worked database file. I'll wait and see if the authors respond to this with their blessings and then if anyone wants it, I can share the files here.- 1558 replies
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I've become interested in this thread because I'm trying to employ a level bombing technique from altitude (10,000 feet) (and maybe a subject for another thread entirely), and I'm testing out my method by flying over a NAV computer waypoint as precisely as possible to drop my bombs a pre-calculated distance from target (using the bombing table). The trouble I'm having is my NAV computer is not flying me directly over my waypoint. I understand INS drift is most likely the cause, but surprised to see with my technique how inaccurate it is. My technique: -Caucasus Map, flown out of Anapa airbase. -ME: 100% Aircraft condition -ME: 0% Wear and Tear -ME: Reference Aircraft box Check Marked (should be a perfect airplane) -Hot Start on the ramp -Fine INS alignment before making waypoints with F-10 Map Markers -Use a NAV Fix prior to overflying my waypoints for bombing -No major maneuvering (G's) to cause excess drift on the INS -Overflying my waypoints within 4-5 minutes of my NAV Fix. The results have shown me consistently to the right of my Waypoint by less than a mile, but enough to make me miss my target by 2000-3000' feet laterally. And when repeating this procedure with another NAV fix, run after run, it's been the same error. I'll continue to test and report back... I'd add a track but my mission is complicated with multiple scripts that are loaded externally from the MIZ, so not easy to share. But would love to hear comments on my expectations/techniques. Perhaps this is just the best it can do, but I find it odd if it's going to drift that badly that the error is in the same direction each time. I might be missing something here?
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I want to bump this thread back to life… just started practicing this with one of my F-4 mates, and we’re trying to approach this bombing method scientifically with some good tests. I’ve done as much research on the web and YouTube as possible; and thus far we’re able to get bombs within 1500’ of our targets but nothing closer. Our main issue is when calculating the offset with the bomb table by entering the true bearing and distance in NM of the IP to target, we’re consistently dropping long. Were dropping at 10,000’, 450 KTAS, and I’ve taken out winds at all altitudes to eliminate that variable. We started to make a fudge factor of subtracting 1.5NM for the bombing table (using an actual distance of 7.0NM from IP to target), and we’re getting inconsistent results. Some bombs are long and some are short. But for anyone wondering, yes, we’re using those binds for the WSO (TGT freeze, insert, and reset), and hitting freeze when passing directly over the IP (verified via F-10 map), and then hitting TGT insert), and doing VIP nav fix after every drop to eliminate INS drift issues. I’ll report back here if we have any more luck or learn something, but so far it’s been somewhat inconsistent.
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As the title says, I deselect the option for the purple marker above the deck crew member to follow instructions from and the marker remains. I've tried on a two separate installs/PCs of DCS, both in VR and 2D, deselected in the front-end settings and tried the settings in the special options when in the cockpit/game environment, to no avail. I feel like this was an issue in the early release of the new deck crew that got fixed quickly and now is back perhaps? I've searched here and nobody else is talking about/reporting it... is it only me??? Would be nice to know if anyone else is seeing this, it's quite distracting and breaks the immersion when you don't want/need to see this. BigN or 9 -, happy to add a track if you want, but doesn't seem necessary for this issue in order to reproduce... you either see the option functioning properly or not when selected/deselected, should be easy to test. Thank you!
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I so want to be optimistic about this one but considering we’ve had the exact same issue at the LSO station in VR (not being able to have a cursor to interact with the wave off and cut lights buttons - actually with a strange work around you can, but it’s not easy!) since the SC was released over 4 years ago, I highly doubt we’ll ever see this fixed. I agree, low hanging fruit and real, true disappointment. Think Nineline said he reported it a few months ago, but only so much he can do.
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major stutters when playing CASE 1 flyover in VR
Sickdog replied to Gil80's topic in Bugs and Problems
Yeah, welcome to the super carrier module in DCS. Ha. Now on a more serious note (and just one data point of course), I’ve ALWAYS had stutters flying by the SC, more so in bigger missions with lots of statics on the SC, but still with noticeable stutters on a simple mission with settings turned down quite a bit. And I’ve had at least 3 major computer builds since 2020 when the SC was released (my main jam with DCS, naval aviation), with my latest update being an AMD Ryzen 9 7950X3D ASUS ROG Crosshair X670E Hero AMD X670, 64GB RAM, and a 4090 GPU and a Pimax Crystal OG, so not exactly a slouch of a computer (at least I think). I’ve got DCS running really well (72fps) with pretty high visual settings with this rig… Sadly, every single commence, as I look fondly down at that beautiful carrier deck from 800 feet and 350 kts, yields a noticeable stutter which really bums me out. Probably too many polygons down there. I’d love to hear someone in VR tell me they have 0 stutters with the SC, I’d like to know what super computer they’re running! -
reported Supercarrier: L alt+c doesn't work in VR
Sickdog replied to Reflected's topic in Bugs and Problems
Anyone want to take bets on if this is ever acknowledged? Forget getting fixed, I'm just wondering if ED will ever say it's an issue, "being looked into", or "reported to the team". Technically, the LSO platform has had this same issue in VR (with a weird work-around I've described in other posts) ever since they implemented the Waveoff and Cut light buttons - so what was that, maybe 2-3 years ago? I'll probably have a long white beard by the time this is even commented on by ED, and easily 6 feet under by the time it's fixed, sadly. I can handle it not being fixed for years, but throw us a bone and just say something, anything, please, I beg of you ED team. -
Non-responsive and crash selecting slot in MP
Sickdog replied to SharpeXB's topic in Multiplayer Bugs
I'm beginning to think this might be a server side issue. I've also seen this problem intermittently for weeks, if not months, and I run a dedicated server it's own server PC from home that many clients join and fly periodically. I was just running some tests with the new Airboss slot and was working fine until I had tried to select another slot and my local DCS MT 2D game became non-responsive. I too had to CTL-ALT-DEL and end task as it was maxed out on memory resources, and I've seen this same behavior on my gaming rig as well. After multiple attempts and reboots, the only way I could avoid this was by restarting the server. My question to all of you reporting here is have you ever successfully avoided this non-responsive behavior after a subsequent connection to the server WITHOUT that server being restarted? If not, maybe I'm onto something here. -
Cant get a cursor to show up in lso/air boss after hitting Left alt C
Sickdog replied to red23's topic in Bugs and Problems
Same here. Works in 2D no problem (and confirmed, you can only control the CVN in the Airboss "slot", so have to re-do your missions to add the LSO/Airboss slots), but I can't get the mouse cursor to show using Right or Left Alt-C when at the Airboss station in VR. Funny thing is this has been an issue at the LSO station for quite some time, but I found a little work around so you can press the WO and CUT light buttons... You need to enable the IFLOS overlay under Super Carrier "Special" settings in game, then have an aircraft at least taxi near the LSO platform so that the overlay pops up, then a white dot-mouse cursor will show and you can press those two buttons. Unfortunately, this hack doesn't work for Airboss as there's no overlay used at that station. I think this has been a long-standing bug for the LSO station for VR, pretty amazing ED hasn't fixed it, and released the Airboss station with the same problem. -
I have been having the same issue for maybe a year or so, also with a HP G2... Here's my post that got no traction in the VR bugs section. I did recently upgrade to a Pimax Crystal and the issue is still there, but I think it's slightly better/visible, but not like it used to be in the early days of VR and carrier wires.
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missing info Ground units getting stuck at bridges
Sickdog replied to flasper's topic in Scripting Tips, Tricks & Issues
That’s great info, thanks Grimes! -
missing info Ground units getting stuck at bridges
Sickdog replied to flasper's topic in Scripting Tips, Tricks & Issues
I haven't seen it mentioned yet but I did a little more digging on this and found something interesting: It does appear that there is some hidden magic going on when creating waypoints in ME, versus scripting a waypoint and telling a group to follow roads. I noticed from testing that a single waypoint created for a group, following roads in ME, generates a table of points along the route, the table is named "spans". This can be found in the mission.lua of the miz file if you unzip it, then look at the ["route"] for the group, and you'll see a huge table of ["spans"] (the longer the route, the larger the table), listed prior to the ["points"] for the actual waypoint. So, my thinking is that when using the ME, it automatically generates all these pseudo waypoints to better path the vehicles to get to their destination. Perhaps having these "spans" (multi-mini waypoints) is what's necessary to keep vehicles happy and following along roads/crossing bridges, and scripting a simple "goto waypoint on-roads" just doesn't work as well. As far as I can tell, scripting in pretense tries to create tasks and waypoints and assign it to AI groups as similarly as possible to the way the ME translates to scripting in the mission.lua, so they should work similarly, if not the same way. However, this ["spans"] is definitely not being created in pretense and unfortunately I don't see any possible way of recreating this as it's black magic in the ME. I wonder if this is the center of the problem we're discsussing? -
To help pile on (maybe the more we chime in the more the Devs will prioritize fixing this), add me to the list of G2 users that preferred it the way it was before 2.9. These spotting dots are terrible, especially when parachutes and ground objects get the same treatment. And not to start a debate but only to give my own personal opinion… after flying for 23 years (civilian - airline and corporate Jets for almost 20 years), it’s hard for me in real life to visually acquire traffic in the flight levels greater than 5NM (unless they’re contrailing), let alone if it were a smaller profile military jet. So that being said, I think even prior to 2.9 it was sometimes too easy to spot aircraft at a distance. That’s just my opinion if we’re looking for realism, obviously it’s hard to satisfy everyone.
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I too wish we could do this so I can provide a live feed of our Platcam on our Discord channel. Kind of like the old LSO camera from before the Super Carrier release, where it's a full screen of the Platcam (minus the LSO station etc). Perhaps when the Super Carrier is developed further to include all the features they've been promising the past 3 years, maybe we'll have something like this.
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For the past number of months, I've noticed that the Super Carrier wires can't be seen when animating during a trap in VR (as it's paying out or being retracted), but I can see them fine when they're sitting statically on the deck. This occurs during SP or MP, whether in Single Thread or Multi Thread. I've tried both types of repairs on DCS, played with nearly every setting in game for display and VR, played with OpenXR settings, and NVidia settings as well. Finally, I did a complete uninstall and reinstall of the game last night, while still getting this. This doesn't occur in 2D for the game, only in VR. However, I did try using SteamVR again, and interestingly enough, the issue was resolved. (But who wants to use SteamVR when it doesn't produce as good of results as OpenXR) And another interesting observation. I just updated my DCS on my old rig, used the same headset but otherwise totally different GPU/CPU/etc, ran it with DCS native OpenXR expecting it to probably have no issues, and surprisingly it had the same exact issue. I doubt it could be the headset, but that's the only real commonality. I appreciate any idea or help on this, it's frustrating as my search for this issue has yielded no results in the ED forums or the DCS discord channel. My specs: HP Reverb G2 using native OpenXR runtime. NVIDIA GeForce RTX 3090 Device name VENGEANCE Processor Intel(R) Core (TM) i9-10850K CPU @ 3.60GHz 3.60 GHz Installed RAM 64.0 GB System type 64-bit operating system, x64-based processor Windows 11 Pro
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investigating Supercarrier Liveries (Deck Textures)
Sickdog replied to NatoAviator's topic in Bugs and Problems
Would be sooooo nice to have this back!