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SgtPappy

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Everything posted by SgtPappy

  1. I know that I personally am connected. I get the "contact" and "You're taking fuel" messages and I hear the fuel going through. I keep the lights green at all times, even though they move between the different green positions. Last night I connected with 50% fuel, kept it the lights in the green and after 4 mins, I still wasn't totally refueled. I forgot to save that track, but I have plenty of others which I can attach when I get home. One time I connected for over 10 minutes and still wasn't full. Never heard the "refueling complete" message, and looking at the track, the fuel indicator needle actually stops moving before the tanks are full.
  2. It used to be scripted in FC2, but with FC3, now it's all manual. Nothing changes in the flight model when you contact the boom. It might be easier in real life because of the precise stick, peripheral vision and the feeling of acceleration in different directions. Either way, it becomes easier to scale your stick and fly formation practise. Like GG said, it's all about paying attention to the entire tanker and knowing if you're moving away or toward it. Now hopefully they'll fix the fuel tanks to fill entirely.
  3. Currently, it seems like a glitch. I don't see why the radar should just give up at that range. But I suppose we'll need some input to be sure.
  4. The problem is in tracks where there was a lot of frame rate drop, the planes in the track don't do what they're supposed to do. I'll check it that happens in my track because there was a lot of gunfire and lots of dropped frames. EDIT: Yep, right off the bat, the track screws up what my friend and I were actually doing and as a result our planes die in the track.
  5. In multiplayer, I noticed that any F-86 controlled by another player has 2 canopies pop off when that player ejects. I was unable to get a track but I have a screenshot of my pilot beside my friend's F-86.
  6. Yes, I guess it was just that. Now the game only crashes occasionally which seems normal.
  7. I attached 3 crash logs here. And yes, the steam version and the standalone are the same. I'm starting to think however that the updates caused some glitches because I actually play the standalone from steam (i.e. I have both a steam version and a shortcut on steam for the standalone) so that I can communicate without Alt+Tabbing while still being able to play my standalone modules. I removed the standalone from steam and put it back and so far, no crashes. crashlogs.rar
  8. This sounds awesome. I can hardly wait!
  9. Ok, I will attach that when I get home from work today.
  10. I cleaned out the computer of dust and it didn't help. Sometimes when I hit quit (even after letting the fans rev down), the game will crash after loading 10% of the brief screen each and every time. EDIT: It turns out the steam install is perfectly fine, but the standalone screws up. I have all my newest planes on the standalone though. :(
  11. Thank you for your help, guys. The logs are attached here. If you want me to attach them in some other format, let me know. I think one of those might be the bluescreen, but I'm not sure. Too many crashes yesterday. BIGNEWY, I'm running with a stock NVIDIA GeForce GTX 560. Atalia, I haven't really tracked the heating problem, but it is getting rather dusty, so I'll clean it out this week. EDIT: I didn't realize attaching the files actually gave me an upload error. Sorry but I don't know how to attach those files. They won't upload and I can't open them with notepad.
  12. Today I actually got a bluescreen after fighting a MiG in the F-86 after a long fight. I think it might be a RAM problem because it never happened again, provided that I closed everything before playing. Now, however, I'm still dealing with a crash after almost each mission when I hit quit. I have to let my computer whine down until I hear its cooling fans at a lower RPM before I can even think of quitting. Specs are as follows: AMD A8-3870 APU w/ Radeon HD graphics (2 CPUs), 3.0 GHz processor, 8.192 GB of RAM, Windows 7 64-bit. Is there anything I can do before I go out and buy more RAM? If this is unusual for those who have 8GB of RAM, I'd like to find a solution. Thanks!
  13. I can't wait to download these Canuck skins, Jocko!
  14. Keep 'em coming gents. Great work
  15. Sorry, false alarm. There's now a new folder to which all my missions were relocated. The exception is the one mission we played last night, for some reason.
  16. I don't know what happened but I went into DCS today and all my missions are gone except the one I played last night with a friend. The thing is, we played together yesterday after the update. When I started DCS today, all the missions but that one are completely gone. All the FC3, UH-1H and F-86 missions are totally non-existent. Has anyone come across anything like this? Hours of work completely wasted.
  17. That's Hawk One! :)
  18. And I patiently await the re-uploaded skins :)
  19. Thank you for your time and dedication to this community, BST. Great work on literally everything you've added. The sounds are astonishing and the ground handling is great too. And I noticed you added the correct pitot tube that I requested in addition to the intake pitot! You've made many a nerd happy today. Great job!:thumbup:
  20. Always on top of things. Thanks for your dedication, SkateZilla!
  21. Yes please!
  22. Thanks DrPhibes for the amazing links to those manuals. After reading them I had a couple questions but I suppose I posted them in the wrong thread which was more about the in-game F-86 and my question is about the actual F-86 below: I've never heard of an F-86E or F being limited to only +5G clean, yet the 1F-86E-1 and 1F-86F-1 manuals entail that there was no +7G capability until after the Korean War. :huh:
  23. So I tried 6, and nothing happened. Ian, I also tested all of these in SP and still nothing happens. My plane is fine as I pass the entire G range.
  24. The F-86 so far has no penalties for pulling more than 7 G at this point in the beta, but I want to make an MP mission for a few friends such that if any Sabre pulls over 7 G, it explodes. I'm trying to use the "Cockpit argument in range" condition as follows: TYPE: 1 Once NAME: G TEST EVENT: On take control CONDITION: X: COCKPIT ARGUMENT IN RANGE argument: 1002 min: 0.7 max: 0.72 ACTIONS: EXPLODE UNIT unit: Pilot #001 That being said, the game does not recognize the argument ID '1002' as valid. According to my mainpanel_init.lua, the Sabre's accelerometer script is: Accelerometer = CreateGauge() Accelerometer.arg_number = 6 Accelerometer.input = {-5 ,0,10} Accelerometer.output = {-0.5,0,1.0} Accelerometer.controller = controllers.Accelerometer AccelerometerMin = CreateGauge() AccelerometerMin.arg_number = 1003 AccelerometerMin.input = {-5.0, 0.0} AccelerometerMin.output = {-0.5, 0.0} AccelerometerMin.controller = controllers.AccelerometerMin AccelerometerMax = CreateGauge() AccelerometerMax.arg_number = 1002 AccelerometerMax.input = {0.0, 10} AccelerometerMax.output = {0.0, 1.0} AccelerometerMax.controller = controllers.AccelerometerMax Any ideas?
  25. Yes,it is a bug and I think it's been fixed internally. I have a question about G limits. In the manual, it is stated that "F-86F-1 through F-86F-35 airplanes changed by T.O. 1F-86F-511, and F-86F-40 airplanes" have 7 G max positive symmetric load. On a couple pages after detailing the G loads for the plane in different configurations, it is then stated that "Positive G limits for airplanes not changed by T.O. 1F-86F-544 are 5.0 G for straight pull-outs and 3.3 G for rolling pullouts". Does anyone know what these technical orders are and if they applied to Korean-War F-86F's or our F-86? EDIT: It turns out T.O. 1F-86F-511 is a change of accelerometer design. The planes before this T.O. had a different, slightly simpler accelerometer indicator. The diagram and caption were just misleading because the diagram had a 7 G limit on it. As for T.O. 1F-86F-544, I have no idea what that is.
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