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BlackRook

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About BlackRook

  • Birthday 05/19/1972

Personal Information

  • Flight Simulators
    DCS, Falcon 4.0, BMS, FreeFalcon, Elite Dangerous
  • Location
    Midwest USA
  • Interests
    Flight sims
  • Occupation
    Cloud Engineer

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  1. Not sure why anyone would pay money for any 3D program for non-professional (read: your bread-and-butter income earnings) usage when Blender is free.
  2. That was it, Razo+r, thank you.
  3. It must be me, unless it is a brand new bug. New Trigger (first one, list is otherwise blank): 1. 4 MISSION START (Radio Chatter) 2. No conditions, but I've tried with and without a TIME MORE < 10 3. RADIO TRANSMISSION* with file set, playable, and with the options filled out, including Name. When I save the mission, this trigger disappears entirely. There is no 'Save' button in the Trigger subscreen that I'm missing, and no video tutorials show there being one that is suddenly missing. So what am I doing wrong?
  4. I've noticed that damage is almost a sure thing if the Hornet is not off of the runway before it starts that downhill turn (the runway dips). The FCS will try to fly the plane up, and in getting the nose high enough to clear the level horizon, it scrapes the exhaust on the runway, as the angle is too steep. Thus, you take damage.
  5. I've seen the same thing, and it is super-annoying in that it is not reproducible. Restarting a mission sometimes it works, but not always. Definitely sporadic. I tried many things to try and isolate "what I was doing wrong", from making sure I started D/L before IFF, varying my power-on of the D/L in the startup sequence, and so on. Never did find a trick, so I feel like it is an elusive bug.
  6. All in all, this is a very well-written, entertaining and challenging campaign. Kudos to @ChillNGand the team. Extremely enjoyable.
  7. No wonder I loitered and searched for 10 minutes and couldn't find it!
  8. @ChillNG - In Mission 4, I am apparently talking to Bravo6, but I am not getting any audio back. I am only hearing the pilot's side of the conversation. Everything else is "working" as the beep-text prompts are asking for spacebar confirmation. (Being vague here as to not give out spoilers.) Am I one the wrong frequency? Or do I have a bug?
  9. Consistent occurrence for me as well, and I am always setting a new altimeter pressure setting, as I fly Liberation campaigns most of the time.
  10. Mission two, returning to base, cannot contact RAPCON. Tried multiple channels on COMM2, from 2 to 7, and in none of those channels does the F10 menu entry show up to enable me to contact. So if I am reading this thread right, after setting a preset COMM, we have to hit ENT on the UFC? Secondly, it took me a second read-through of SPINS to confirm "RAPCON" is INK Approach on the kneeboard/briefing docs. My two cents: If it is referred to as RAPCON via the audio and text instructions, it might help to have the kneeboard say 'RAPCON' specifically.
  11. Sounds like you are talking about waypoints, and the 'Landing' waypoint action? Just set up multiple waypoints, with the final waypoint having the 'Landing' action. The rest should be fly-over navigation points. You can name them, too.
  12. Totally get that, but... this is in a Liberation campaign mission, which operates off of scripting and a template. I am not sure how badly adding deck pretties to the template .miz carrier will impact things.
  13. I may be wrong, but I believe the SA-5, as modeled, is a semi-active radar homing missile. Discussion in other threads (See: High Digit SAMs Asset Pack) talks about how DCS only models two 'warning types', and does not fit well to the SARH model? Read page two of that thread.
  14. Yesterday was cold-starting in the Sixpack (default spawn point), and an AI spawn pretty much ruined everything by pulling up so close that I could not move my jet without hitting his. No way out, could only quit (without a wreck). The only way to avoid this as a player right now is to fix spawn times via TOT times. Are there any plans to allow for selection/preference of carrier deck spawn places, so that non-Sixpack spawns can be selected? The default spawn points are right in the way of aircraft moving to CATs 1 and 2, so without some AI tweaking to stop them from creeping right up against you, almost touching, it ruins the entire flight. The AI freezes, stuck, and you cannot maneuver to unfork everything. If we could spawn first on the Elevators 1 and 2, and the Corral, or the El3/Patio area, this would help.
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