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Everything posted by BlackRook
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BFT05 - Basic Maneuvers
BlackRook replied to tale's topic in A-10C Basic Flight Training Qualification DLC
I am getting an angry TERMINATE call at 162 knots, too. So maybe the FM was tweaked again and this needs another look? Took a moment to get the screenshot, and the HUD shows 166. Other speeds have been fine up to this point in the campaign. null -
@Shadow_039 Sorry to resurrect this thread from earlier this year, but I have a few questions since you say that you spent some time there. 1. Is it realistic that aircraft parked on MIKE Ramp used the 21L (eastern) runway as a taxiway to get to the northern/active end of 21R? I agree that the revetments and block walls are blocking two very important taxiways: ECHO East and LIMA East. 2. It seems to me that the proper taxi pattern when cleared by the tower to cross either runway, would be PAPA Taxiway to JULIET and north to the active end of 21R. 3. Is the military pattern for Bagram generally north of the airfield? The ILS glideslope critical path is shown in diagrams to be at the south/west end of 03R and the resources that I have found indicate that the 03 approach is the standard. DCS has aircraft landing from a northern pattern. I will work with the wind direction to see if this changes AI decisions.
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SOLVED: So it turns out that my HOTAS binding for COMM2 was invalid. All other comms for the mission worked fine (Sentinel, etc) off of COMM1, except for Bravo. Bravo required COMM2. Once I fixed my bindings so that COMM2 could be activated, F10 entry showed up as it should've.
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SOLVED. See next post. Leaving this here in case anyone else has this issue. I am replaying OCN after a year, and am having an issue with M4. No matter what I try, while orbiting the coords above the village, and trying every radio freq in the range for B6, am not getting an F10 menu entry to attempt contact. Now, admittedly, I took notes the first time I flew this and know the freq (unless it has changed, of course) but no F10 menu at all? The voiceover instructions state that COMM2 should be used, with COMM1 still on the Flight ('2') freq. So I am trying that. No F10. I've tried using the 'M' channel and the funny 'aO' character-named channel (what is that, by the way?). No F10. I even watched a walkthrough (screenie above from that) and did step by step what I thought I saw being done. Help?
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+1 Though, for me in the Superhornet mod (E model) he runs into me and we're both screwed. Essentially only workaround is single-plane flight.
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Same on the FA-18C and E/F mod, wingman #2 given permission to taxi before me, trapping me against his plane when he runs into me.
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Okay, so the first post has a YouTube tutorial that is obviously several versions behind. The UI and terms have entirely changed in many ways. Has anyone a grasp of the DCS setup of OMM to the point that they could write a tutorial or how-to? The tutorial has downloadable, pre-build mods, and that is clearly not how DCS community works (almost all mods are manual installs). So a quick-and-dirty how-to would be amaze.
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[MOD START UPS) 3DS MAX Indie License, $305 USD/yr
BlackRook replied to SOLIDKREATE's topic in 3D Modeling for DCS World
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.- 1 reply
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That was it, Razo+r, thank you.
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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?
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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.
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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.
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@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?
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reported TK PRES LO above 20k feet with empty centerline tank
BlackRook replied to Nealius's topic in Bugs and Problems
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. -
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.
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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.
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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.
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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.
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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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Are there recommendations for the latest process for making custom Liveries, maybe in a guide somewhere? Do the guides around from 2014/2015 still apply? As a newcomer to DCS skinning, I know that there are Templates for several aircraft in the game, but there are a lot still missing. Do you just find the skin in the install dirs and modify to make a new one? I am curious, since I want to create skins for aircraft like the Su-34, IL-78M, Tu-160, and etc, for a semi-realistic 'What If' campaign for Persian Gulf.
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Any updates on the Hornet, ACLS and MIDS functions?
BlackRook replied to Cytarabine's topic in DCS: F/A-18C
We need a 'Whine' tag for threads.