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Ithronwise

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Everything posted by Ithronwise

  1. In so einem "Usecase" muss man tatsächlich mit Symlinks arbeiten, das ist wahr. Mein Hinweis bezog sich vor allem auf das Motiv von JGPreusse, Zitat: "Da ich das Systemlaufwerk nicht unnötig befüllen möchte ...". Auf dem Systemlaufwerk haben die Standardordner eigentlich nichts zu suchen, da sie für gewöhnlich mit der Zeit immer fetter werden und irgendwann der Platz knapp wird, was bei der Systempartition fatal sein kann. Insofern sollte man diese grundsätzlich verschieben, wenn man mehrere Partitionen oder Laufwerke im System hat.
  2. Nein brauchst Du nicht. DCS schaut nämlich in der Registry nach dem Pfad zum Saved Games-Ordner und folgt dem Pfad, den Windows dort angibt. Der dort angegebene Pfad wird von Windows angepasst sobald Du, wie beschrieben, den Speicherort änderst. Das sieht auch nicht nach dem Standard-Ordner aus (z.B. fehlt das typische Symbol). Öffne mal ein Explorer-Fenster. In der Liste links sollten die Standardordner aufgeführt sein (mit den entsprechenden bunten Symbolen). Klicke rechts auf einen beliebigen Standardordner (Dokumente, Musik, Gespeicherte Spiele ...) und wähle "Eigenschaften". Dort solltest Du dann den Reiter "Pfad" finden. Wenn dort dann so etwas wie C:\Users\Dein_Nutzername\Saved Games drin steht und Du das Ganze bspw. auf Laufwerk D verschieben möchtest,ersetzt Du einfach den vorderen Teil des Pfades "C:\Users" mit "D:". Der Pfad sieht dann also so aus: D:\Dein_Nutzername\Saved Games . Du kannst natürlich auch "Dein_Nutzername" komplett weglassen, dann liegt der Standardordner zukünftig direkt unter Laufwerk D und nicht im Unterverzeichnis "Dein_Nutzername". Wenn Du nun auf "Ok" klickst, fragt Windows Dich, ob der Ordner an den neuen Speicherort verschoben werden soll. Das bestätigst Du und den Rest erledigt Windows. Alle Spiele, die auf den Saved Games-Ordner zugreifen, finden diesen auch am neuen Speicherort wieder, da Windows den Pfad, wie schon gesagt, in der Registry anpasst.
  3. Der simpelste (und auch von Windows so vorgesehene Weg) den Speicherort von Standardordnern (Dokumente, Bilder, Desktop, Downloads, Musik, Videos, Gespeicherte Spiele) zu ändern, ist einfach darauf rechtsklicken, "Eigenschaften" wählen, auf den Reiter "Pfad" klicken und dort den neuen Pfad eingeben. Nach dem Klicken auf "Ok" wird der Ordner auf den neuen Speicherort verschoben und diese Änderung in der Registry eingetragen. Diese Vorgehensweise ist sowieso grundsätzlich zu empfehlen, damit die Systempartition nicht vollläuft und man im Fall eines Windowscrashs seine Daten durch eine Neuninstallation des Betriebssystems nicht verliert. Voraussetzung ist natürlich, man hat ein zweites Laufwerk oder eine zweite Partition zur Verfügung.
  4. Do you have installed the Sea King mod? I had the same problem some weeks ago. Removing the Sea King mod solved the issue for me.
  5. Please check if the history filter is activated in the ME. It is the clock symbol next to the ALT/SAT/MAP buttons at the bottom of the ME window.
  6. Sounds as if you haven't uninstalled v1.8 correctly before you installed v2.0.
  7. Any reaction of the officials here in the forum would be nice ("Cannot reproduce", "Reported", "Investigating", "What the hell are you talking about?!" something like that). Because if you create a flight in the Mission Editor on the carrier and set it as "Takeoff from runway" it is always allocated by default to Cat 2 (Flightleader) and Cat 3 (Wingman) if Cat 1 already is blocked by another aircraft. That causes a launch priority conflict (Cat 3 BEFORE Cat 2 but Flightleader BEFORE Wingman) and the flight is stucked. Of course you can change it manually but normally it shouldn't be necessary. So for me it is a bug because launching a flight isn't a question of the catapult sequence but a question of the flight priority. In RL if you need to launch a QRA flight to intercept a possible or real threat it is absolutely irrelevant which catapults are chosen by the Airboss for the launch, Flight lead takes off first, Wingman second. The F-14 is the only module that launches the flightleader first no matter on which catapult he is linked.
  8. I did a last test. I allocated the planes to the catapults as followed: ======== Variation 1 ======== Cat 1: E-2D Cat 2: Wingman (aircraft 2) of the 2-ship F/A-18C Lot 20 Cat 3: Flightleader (aircraft 1) of the 2-ship F/A-18C Lot 20 Launch sequence: Cat 3 launched -> Cat 1 launched -> Cat 2 launched ======== Variation 2 ======== Cat 1: Flightleader (aircraft 1) of the 2-ship F/A-18C Lot 20 Cat 2: Wingman (aircraft 2) of the 2-ship F/A-18C Lot 20 Cat 3: E-2D Launch sequence: Cat 1 launched -> Cat 3 launched -> Cat 2 launched Seems there is a problem with the launch priorities. If the Flightleader of a flight is allocated to Cat 2 and the Wingman to Cat 3, then the launch sequence is messed up because Cat 2 should be launched AFTER Cat 3 but the Flightleader should be launched BEFORE the Wingman.
  9. Another observation to localize the cause of this issue. If I change the cat number of the second plane of a 2-ship flight from Cat 3 to Cat 4 in the Mission Editor, all planes are launching in sequence Cat 1 -> Cat 2 -> Cat 4, but only if Cat 3 is free. If I add another plane to Cat 3 they all are stucking except the plane on Cat 1. So, the problem is connected to Cat 3 somehow.
  10. I did some more tests and there is definitively something wrong with the launch sequence. Following tests I did (on Cat 1 was in every case a E-2D but it doesn't matter which aircraft type it is): ===== Test 1 ===== Cat 1: E-2D Cat 2 & 3: 2-ship F/A-18C Lot 20 Launch sequence: Cat 1 launched > Cat 2 & 3 stucked ===== Test 2 ===== Cat 1: E-2D Cat 2 & 3: 2-ship F-14A Launch sequence: Cat 1 launched -> Cat 2 launched -> Cat 3 launched ======== Test 3 to 7 ======== Cat 1: E-2D Cat 2 & 3: 2-ship F/A-18C (AI), F/A-18A, A-4E-C (mod), S-3B, T-45C (mod) Launch sequence: Cat 1 launched -> Cat 2 & 3 stucked ===== Test 8 ===== Cat 1: E-2D Cat 2 & 3: 2-ship F-14B Launch sequence: Cat 1 launched -> Cat 2 launched -> Cat 3 launched ===== Test 9 ===== Cat 1: E-2D Cat 2: 1-ship F/A-18C Lot 20 Launch sequence: Cat 1 launched -> Cat 2 launched ========= Test 10 to 12 ========= Cat 1: E-2D Cat 2: 1-ship A-4E-C (mod), T-45C (mod), F/A-18A Launch sequence: Cat 1 launched -> Cat 2 launched ====== Test 13 ====== Cat 1: E-2D Cat 2: 1-ship F/A-18C Lot 20 Cat: 1-ship F/A-18C Lot 20 Launch sequence: Cat 1 launched -> Cat 3 launched -> Cat 2 launched Conclusions: 1. All 2-ship formations which were linked to Cat 2 & Cat 3 are stucked except F-14A/B. The F-14A/B are launching as intended with sequence Cat 2 -> Cat 3. 2. two 1-ship of aircrafts linked to Cat 2 & Cat 3 are launching with sequence Cat 3 -> Cat 2 (which was the normal sequence before DCS 2.8) That means there is a problem with the launch sequence as soon there is a 2-ship formation set to "Takeoff from runway" and linked to Cat 2 and Cat 3. If I set them to "Takeoff from ramp hot" they are moving to Cat 2 and 3 and will be launched as intended.
  11. What are you talking about? It isn't possible to load AIM-120s on the centerline pylon. The MSC station is the new centerline pylon and as you can see AIM-120s or other missiles are not chooseable there. To loose the ATFLIR pod would mean you could never use laser-guided weapons and you could never use the TOO mode with gps-guided weapons.
  12. Hi there, I am not sure whether this is a Super Carrier or an F/A-18C bug. Following settings: E-2D on CAT 1, 2x F/A-18Cs on CAT 2 and CAT 3. The Hawkeye is launching but the both Hornets are stucking in the catapults and the deck crews are just standing around. Nothing happens no matter how long I wait. The Hawkeye and the Hornets are set as "Takeoff from runway" in the Mission Editor. If I set the Hornets to "Takeoff from ramp hot" they are moving to the catapluts and launching as aspected but the frequence is very slow. Last time I have flown the mission where I faced with this bug was with DCS version 2.7.18. It was a complex setting with a Hawkeye and two Hornets in the catapults, 2 further Hornets were waiting, me in a cold and dark hornet on the ramp and a lot of static units on deck, but it worked perfectly with a beautiful and realistic launch sequence of all planes. Now with 2.8.1 the both Hornets in the catapults are stucking and only the Hawkeye and one of the waiting Hornets are launching (both from CAT 1). What I did to examine this bug: 1. I built and tested a new mission only with a Super Carrier, 1 Hawkeye and 2 Hornets, all set to "Takeoff from runway" (mission is attached, also a track file) -> no success 2. I removed all mods, even they in the Saved Games\DCS\Mods folder -> no success 3. I did a cleanup and a slow and deep repair -> no success Best regards, Ithronwise TEST Carrier Launch Sequence Bug Marianas.mizSupercarrier Cat Launch Bug.trk
  13. There are no AIM-120 on the centerline pylon. The pylon positions in the weapons loadout screen are shifted, yes, so it is a little confusing in the first moment but on the plane the weapons are all on their right places. That was the only way to get the outer wing pylons work (and that was the main point of criticism of many users, that these pylons are not functional). The right cheek station is sacrificied to the inner right wing pylon (so you can only fire one missile from there no matter how many you have hanged on it) and the centerline station is sacrificied to the inner left wing station (so you can only drop bombs from there). The new centerline pylon is a miscellaneous station now. Because of the restrictions of the official F/A-18C module that's the only solution to fullfill the wishes of the users.
  14. The AI Task Push actions are only chooseable after you have set some Triggered Actions in the action settings of the AI group. That's the third symbol from the left, looks a little like a cloverleaf (see the first picture of my example or check tanax' example mission). The reason why I haven chosen this setup is that the other setups only worked 1 time because actions which are set in the Advanced waypoint actions are only executed 1 time. In my example I can drive the plane into the trigger zone and out of it again and again. Every time the ground crew guy is saluting.
  15. Unfortunately since the latest CJS Superbug Mod version (2.0) the UFC app doesn't work anymore with the cockpit of F-18E/F or EA-18G. If I choose the F/A-18C in the app (as before) the buttons and switches in the Super hornet cockpit are reacting to inputs from the app but there is no export of the UFC or IFEI displays nor an export of the button or switch positions from the cockpit to the app. EDIT: strange enough, all stepless rotary switches like they ones on the Lighting panel (Formation lights, Consoles lights and so on) or the Volume switches of COMM 1 / Comm 2 on the UFC panel are working as intended. They are turning in the app and in the cockpit simultaneously. Other rotary switches with steps like the RADAR switch don't work, equally the two or three-step switches (e.g. FLIR).
  16. I love the A-4E-C and I like that it is and will stay an open source community project. Everybody is able to download and install it at will. So, in fact it is an (inofficial) free module already. The only thing what ED could do (if they are really love this community mod as it seems to be), is to open the DCS SDK for the A-4E-C developers, so they could enhance the capabilites of the mod (e.g. AGM-12 Bullpup or AGM-62 Walleye).
  17. You need the official F-16C module by ED for using the F-16I SUFA mod. The mod doesn't replace the F-16C module but uses a lot of its systems (flight model, avionics, weapon systems ...). With the AI F-16C only the mod will not work, even if you just want to use it as AI.
  18. It doesn't replace the ED F-16C. Since version 3.00 even the F-16C slot is not used anymore (in the earlier versions the F-16C was moved to another slot and the original F-16C slot was occupied by the F-16I SUFA). So now you can fly F-16C and F-16I/D side by side without changing the original F-16C. And the weapon replacement is optional. You don't need to use it.
  19. This mod is awesome, especially since v3.00, but I have a (maybe stupid) question. How can I switch to the rear cockpit? I searched the Discord channel of the IDF project and of course this forum for information about it, but I couldn't find anything (or missed it). Also in the control settings in DCS I could not find a keybind to enter the rear cockpit.
  20. Hi K-51, a great and very helpful addon for VIRPIL pedal owner. I am interested, too. Best regards, Ithronwise
  21. Modern LGB's don't fall ballistic. Their large tail fins are producing some lift what means they are able to glide in a limited way. So, if the moving target isn't too fast and/or the dropping altitude isn't too high the distance the target is moving between bomb release and impact should be within the glide radius. But of course, leading the laser is a practical and used method to maximize the chance of a hit and avoids the bomb from falling short.
  22. Bang bang guidance doesn't mean that a LGB isn't able to hit a moving target. It is a simplified way to steer the bomb to its target. The only consequence of this is less accuracy. If the target is moving and the laser keeps tracking the bomb will try to follow the laser point. The bomb doesn't know if the target is moving and so it doesn't play any role for it if the laser is moving because the pilot does some corrections after the drop or it is moving because the tracked target is moving and the laser follows. Of course, if the target is too fast or changes its direction very hard then there is a high chance that the bomb will miss it.
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