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Wychmaster

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Everything posted by Wychmaster

  1. I noticed the same problem today with some friends. Since one couldn't get George to fire, I jumped as CPG into his chopper. Wondered why I didn't get a track. Fired just hoping its a display sync bug, but the missile went to nowhere. So we switched the chopper. Same thing. I started modifying stuff randomly and when I changed the ACQ or MODE (something on the right side of the weapons page) the second and third active missile started tracking, not the currently selected one. When I started firing, the first one just went somewhere, but the other ones that showed a track before continued to do so and actually hit the target when I fired them. Maybe there is a desync in the missile stepping. Can't test it tomorrow myself (no partner for MP ), but if somebody can, try the missile step button and manual stepping to see if you can find a tracking missile by simply stepping through them. EDIT: After revisiting the manual, I am pretty sure I selected SEK (the missile seeker) as aquisition source. So please test and verify it, if you can.
  2. The Apache has a lot of covers over emergency buttons, the APU or the Trigger. While it is really nice to have it simulated, I would suggest to have a special option where the cover is automatically lifted if the corresponding button is pressed using a keybind. This will spare us 1 bind per button. This is a generalization of this request:
  3. In one of Wags TSD videos (second or third) he mentions that the pilot can store the current aircraft location by hitting a mpd button. He said that this is used as orientation if the aircraft gets under fire and has to evade. Apart from that, I haven't seen anything else.
  4. Auch von mir noch einmal danke fürs organisieren
  5. Ich habe heute morgen überwiesen und 15 mins später kam die Lizenz. Habt ihr auch eure E-Mail Adresse in das Message Feld von PayPal geschrieben, wie in der ersten Mail gefordert?
  6. You need to select TADS as sight first. There is a 4-way switch on one of the handgrips that you can either bind or click with the mouse. If you take a fresh chopper, the best indication that you are able to slew the TADS is that the image is now also displayed on the IHADSS. Press I to turn off the IHADSS if it disturbs you or watch WAGS latest videos.
  7. Sorry that it took so long. I use "per application settings" for DCS. Below are all the settings for steamvr.
  8. I havn't experienced this. Have you tried a DCS repair? Graphics drivers up to date? In the SteamVR settings there is an option to calculate intermediate frames (can't remeber the exact name). Try disabling this if you havnt already done this. If you have some patience, I can make a screen of my SteamVR settings later.
  9. Yeah, I am using an Index. Whats your exact problem?
  10. Yes, the Ka-50 special option with the adjustable height offset would do the trick. Hope they consider it.
  11. Steam ruined the show for me today... started SteamVR on the last gigs of the download and steam decided to restart the download... time to transfer to standalone...
  12. The link seems to be broken... at least for me
  13. I bet she is happy that you are busy so that she can fly the Apache herself with one of her friends Just kidding. Lucky you
  14. Well, DCS already has such mechanics. If you look at a vehicle with a TOW missile launcher (or any other missile launcher), like the M2A2 Bradley, this is more or less how it should be in an MBT too. In the DCS Bradley implementation it currently works for the TOW as follows: If your ready-to-fire ammo is depleted (first of two numbers in the interface), you have to start reloading from your ammo storage (second number) with ctrl + R. You can also start this early when it is not fully depleted. Each missile takes 30 seconds to reload. You get a countdown timer that displays the time left for a total refill. You can also abort the reloading process with ctrl + shift + R. The nice thing here is that if you abort after 30 seconds, there is already one missile reloaded. So it is basically as I suggested in my earlier post. The only difference between the TOW and a main gun shell would be that the TOW can not "fire ammo from the secondary storage" (second number), while a tank gun can with the penalty of a reduced firing rate. Of course, the refilling time per shell would also be a bit shorter than 30 secs. I think as initial value you can simply use the reloading time of the gun when the ready rack is empty. Shouldn't matter that much where the loader puts the shell after he retrieved it from the secondary storage. So in conclusion, DCS already has all the mechanics that are necessary, you "just" need to combine them if it is possible code-wise. Let me know if I can provide anything that would help you. For example, I can create a short video that demonstrates the two mechanics that are already implemented and just need to be merged.
  15. One thing I definately want to try out today is how those few cells in my head that I call a brain can handle the PNVS. So some night flying is planned for the evening.
  16. Basically yes, but for reloading it shouldn't matter if it is depleted or not. You can't choose to use or not use the ready rack in DCS. It is simply used before the other storage, which makes absolute sense because noone will take extra time to get a new shell during a firefight . So reloading would be only a number transfer from the mechanics side. If it is restored all at once or 1 every X seconds as suggested (and more realisic I guess) isn't that important for me as long as it can be refilled after each fight.
  17. Not sure what you have in mind when you say you think you don't "model" it, but actually you have a system for that. Each MBT has two ammo counters for each shell type. The first number is the one we mean with the ready rack. It is emptied first and the reload times are significantly faster. If it is depleted, the second counter starts to decrease and you have to wait 10+ seconds until you can fire again. Since the mechanics is present in all MBTs, I think changes of the mechanic itself would automatically apply to all tanks. If not, I leave it to the others to name their favourite vehicles. Anyways, here is how I think it should work for tanks: - hit the already existing reload key - sequence starts and one shell is transferred every X seconds from the storage to the ready rack until it reaches its initial/max value or the user interrupts it manually (there also already exists a keybind for that). So its basically just decreasing one counter and increase the other one For machine gun belts, things are probably a bit more complicated, since it would need some kind of mechanics to remeber how much ammo is left in each belt instead of just exchanging ammo between two counters. But for starters, I wouldn't complain if it is just a refill. Let's see what the others have to say.
  18. In our group, we have a small, silly challenge. Everybody start in a cold helicopter, facing the others. Challenge is to get the gun ready and shoot everybody else. Afterwards... some basic training and see how it goes
  19. I hope that we will get a VAICOM plugin for petrovich and george in the future. Commanding Jester by voice is already awesome (if you remember the commands). I also hope that noone ever catches me on video while I play DCS in my pyjamas, using VR, staring at the ceiling and talking to a non-existing person
  20. I think losing the tail rotor might be a "good" event to use this button.
  21. Seeing that we will get multiple variants of the F-4, I think it is reasonable to believe that we might see different Cobra variants too. Maybe a Vietnam era version and a modern one. I mean, my impression is that the community is roughly split into half with one part favoring an older model while the other part wants a modern version. So instead of disappointing one side, just please both. As for building helicopters, building upon an existing codebase to create a second version should be less work than creating a whole new module
  22. ED mentioned that they have "great plans" for combined arms. I think that with the recent addition of all the attack and scout helicopters, ground unit modules are the logical next step, since they are comparatively "easy" to implement compared to a Hornet or Apache. So an Abrams module (which they wanted to develop IIRC) would probably be in the price range of a FC plane (10-20 bucks) and open the marked for a lot of new players that are simply not interested in planes or helos. So I am pretty confident to see such a module in the future, but most likely not in the next 2 years. The Syria map already has some nice dense spots. However, the problem is, that the AI is currently pretty good at spotting you. Not sure if it can actually see through some vegetation (I was under the impression) or if it found some tiny gaps. I have to test it, but it is currently extremely hard to survive there, since you get sniped from a more or less invisible enemy. So I currently build my missions in more open terrains. Otherwise it is not that much fun. In conclusion I think we need an improved AI spotting mechanism first before denser terrain makes sense.
  23. Pro tip: Follow the thread. Then you will get a notification as soon as there is an update
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