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Everything posted by Furia
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LHA Amphibious Assault Package
Furia replied to uscstaylor's topic in Utility/Program Mods for DCS World
Thanks for this awesome Mod!!!!:thumbup: I am already using if for our Virtual Squadron multiplayer campaing. Just to add a curious note, I needed for my scenario the capability to operate Harriers from the Tarawa since I needed the Tarawa Tacan function but at the same time I needed to operate helicopters from another deck.(no additional TACAN needed for this one) I have discovered that if I use the default Tarawa plus for instance just the USS Nassau from your MOD pack, both work very good and the landing gear bug or floating issues does not happen. As you know if I install all the MOD ships and I suspect specially the Essex, then the bug happens. But so far with loading just the MOD of the USS Nassau, I can operate in the same scenario with the default Tarawa without any conflict. Tested in MP enviroment with no flaw. Thanks for this awesome MOD :thumbup::thumbup: -
LHA Amphibious Assault Package
Furia replied to uscstaylor's topic in Utility/Program Mods for DCS World
Great!! Looking forward!! Thanks -
Is anything further going to be done with this module?
Furia replied to the_soupdragon's topic in DCS: NS 430
This by itself are already good news!! :thumbup: Thx -
Is anything further going to be done with this module?
Furia replied to the_soupdragon's topic in DCS: NS 430
If this could be used on the Huey it would surely hit a sales peak. As mentioned on the avobe post it is a real wasted potential for this addon that could be nicely and realistically be used in other modules. I hope one day this could be done. -
Yes indeed is like having sunglases while flying at night. I am not sure if this is realistic or not, however if this would be realistic, sorry but it should stay. If it is not realistic it should go
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Awesome landing. This is really a pitch dark night landing :thumbup:
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Yes. if you select the TCN as the main navigation sensor, the usual index on the HUD that guides you to the waypoint, with the Tacan as main navigation sensor, that mark will guide you directly to the tacan
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Thanks. Looking forward!!
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I am an absolute fan of the C-130 and I am really looking forward toi have this in DCS World. I believe we already have a good number of fighter, atack planes ect but we are missing also some other kind of planes also crucial on the battlefield. The C-130 is a jack of all trades, from pure transport, airbrone cargo or personel delivery, refueling....to the atack role of the AC-130. I am really looking forward to have this mod. Thanks Eric and Patrick!!
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[REPORTED] Unable to start APU and engines after running out of fuel
Furia replied to Oznerol256's topic in Bugs and Problems
I am not familiar with the maintenance procedures of the F/A-18C but I know foir certain in another type of aircraft than in case of flameout due to an absolute fuel starvation and if some fuel lines are completely empty of fuel, that is filled with air, some maintenace actions are required before next flight. Just filling up the tanks it is not enough in some cases. As I said I am not familiar with the specific procedures of the F/A-18C on that sense, but before calling it a bug I would ensure that the behaviour the DCS module produces is really against what it says on the maintenance manual (for instance a „no Action required in case of complete fuel starvation“ reference) On the meantime until this is clarified you can start your Hornet without the use of APU by using external pneumatic power that has been recently implemented. -
I am really excited with this project, I have the Metal2Mesh enhanced avioncs package for the Iris F-15E and this is an aircraft I am really interested in. However and most important this is a multicrew aircraft, many of the relevant attack functions should be done from the rear cockpit and the systems are quite complex, So if Razmbam can make this one properly, this would be surely something more than just another module. I will surely buy this one. Can Razbam share some of their plans about how the concept of multicrew would be implemented? Would the aircraft be necesarily flown by two people or an IA „copilot“ could be enebled?
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Interesting. Does it work for you when you are airborne? Is the failure happening ony in the ground?
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All this and more with a single module:
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Could this be related to this surprise? https://forums.eagle.ru/showpost.php?p=3528410&postcount=1 Could it be a fully manned Hercules or or one of some of the other projects Cubanace was involved?? I am quite curious about this surprise.
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I totally agree on that. :thumbup:
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We had experienced the exact same thing however we did not use Moose script on that mission. So yesterday some of my squadrom colleagues and I dedicated some time to explore this in a carrier with no statics and nothing that could interfere. What we have learned is this test is: When you select spawn in Ramp on the Stenis as spawn method in the editor, the parking possition at this moment is AUTO and you cannot select specific spots. The Carrier assigns those spots in some order but takes some time to „recognize“ the spot is already occupied. Same logic always used in the FARP. So happens constantly that the first aircraft spawns on the stardboard front elevator and when the second player spawns, it does on the same spot and both explode or get damaged. Sometimes if the time difference between the first aircraft spawn and the second is over one minute it works ok and second aircraft spawns on another spot. Sometimes. We have seen that if players connect in proper order and proper spacing in time, chances that things go Ok are higher. The solution we have found to allow our full squadron to operate at the same time in the carrier is that one guy spawns on the ramp and moves his aicraft away from the spot to some clear parking area, then the next guy spawns, moves away and so on until everybody is spawn. Not ideal but it works. In the other hand we have also discovered that usually there is no such problem when the aircraft is spawning on the Catapult (runway) You can nicely get 4 Jets on the catapults. The only thing to take into account is to make it disciplined. Pilot 1 selects slot 1 and so, if one guy on the lobby first clicks on slot 1 but inmediatel clicks on slot 2 before clicking in to FLY, Slot 1 is kind of „blocked“ until this person leaves the carrier. So bottom line, in our testing we saw that if using some logging discipline we can nicely spawn 4 guy in catapults plus 1 and sometimes 2 guy on ramp with no problems. And if you need more people, just move the jets from the spawn spot and wait 30 secs to allow a new guy spawn on that spot. We tested this only with Hornets and also mixing Hornets and Harriers It is not ideal and I hope this is properly fixed in the future, but at least is a workaround on the meantime. Note, I can confirm that if for some reason a guy is receiving the meesage „your flight ois delayed.......“ and tries to select a different spot, his game crashes.
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DCS World - Modified Vehicle Dust
Furia replied to Kuky's topic in Utility/Program Mods for DCS World
Would this mod reduce the excesive ammount of dust helicopters like the Huey make even when flying at 50 knots and 50 feet over grass areas? -
I cannot see the. Aircraft weight numbers on the Checklist page properly. What was the weight? By the way, one question, DO you have configured pedal brakes axis? Have you inverted the axis? In some cases the axis needs to be inverted otherwise is like trying to take off with brakes on. It is just an idea to check. If you make another video of this, please make the axis control display visible and also verify the aircraft „real weigh“ calling the Ground crew Rearm menu. Besides the fact you use full flaps when you should use half,I see no real reason you end up on the drink. It appear to me than more than an induced pitching down what actually happens is like if your aircraft is stalling due to heavy weight or low speed conditions.
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Is there any way to cycle through all this different views using or since they are using the same lua file only one is available ingame?
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I can only say THANKS A LOT!!!!! to the VFA-113 Stingers. Thanks for sharing!
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What type of laser guided ammunition do you use on this mision?
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Check the aircraft take off weight on the mission editor. I am still investigating this issue before reporting it like a bug this but the other day on while I was doing some stuff on the mission editor the Hornets total weights were quite wrong after I was for some time playing with some different cargo configurations, the total weight of the aircraft was like almost 60000 lb even with half load and even if I removed bombs the weight was still very high. I cannot read clearly the caution messages in your Left DDI, there is something unusual there but apparently you are properly configured for take off, Trim was 12º althouth this is standard for runway operations, for a carrier NATOPS sates depending on Weight between 16º to 19º but I do not think this forced the ditching. Please check the aircraft weight before take off and let us know
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I have the same problem. I cannot make the ADF work properly in Hormuz. I have followed the steps in Wags video and I have read the manual but for instance I cannot not receive for instance stations in 233.0 or 250.0. I tried it with the UH-1 and the NDB works good with these stations so it is either the hornet or me. Anyone has managed to get yje ADF to work in Hormuz with the Hornet? Please explain how do you do so? Thanks!!
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The trick of making the deadzone 1 fixed the problem for me. Thanks!!!