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STKDirty

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  1. Thank you all for the input. the GBU24s worked perfectly, ended up using the laser. Since we were so low the wind didnt affect it much. However, now I plan to do some more research on the different fuzes and uses. Not sure why ED decided not to document this, but I know the info is out there somewhere. Thanks!
  2. Thank you! I'll give it a shot!
  3. I selected tail in the stores page. Theres no DCS documentation regarding the fuzes so i have no idea what they do. usually when I change the default, the bombs are duds so i never bothered. im assuming I have to do something with the fuzes, lol. any guidance would be appreciated. Thanks!
  4. Hello, Sorry if asked before. We're running a mission where GPS is jammed (wargamed), so we cannot use GPS weapons. Our target is the C3 bunker where the jammer is. It is a hardened target. Cannot user GBU31s since they are GPS and apparently do not support CCIP/CCRP (please correct me if i'm wrong here). Also, weather is terrible, so Walleyes are out too. Looking at other bombs in F18 inventory, I see Mk84s and GPU10s. Neither are penetrators. Tried using them anyway, but 2 Mk84s with tail fuse did not scratch the bunker. Does anyone have any data on how to kill a hardened bunker with unguided weapons in the F18? Thanks! Dirty
  5. They would never take out tanks or anything that I'm aware of. However, I use them a lot to DEAD SA-11s. Need alphas because the launchers are tracked and as soon as one hits, they move a little, so cant use charlies. After a patch a few patches ago when they adjusted CBUs, the JSOW As stopped working as you say. I found that changing the burst height from 1500 to 300 does the job. Enough spread to get any moving launchers and enough concentration to inflict enough damage. This was trial and error, so I cannot correlate this as to how it's "supposed" to work, but it works for me at least.
  6. Hello, I know this thread is old, but does this still work? It doesn't seem to work for me. custom arg [509] doesn't do anything whether it's set yo 1.0 or -1.0. Thanks! Chirp
  7. I have similar/same issue in VR MT. When my wingmates land and I am watching in external view, I cannot see the wire. I need to look up at the 4 wires and see which one is missing across the deck to determine which wire they snagged. Reverb G2/WMR/OpenXR, i7 14gen, 3080ti, 64GB ram. I'll try to gather track/logs and post. Chirp.
  8. Thanks! That got me on the right track. For those who want to know, the hornet BORT number arguments are as follows: scene.m:setArgument(442, .4); -- First BORT number scene.m:setArgument(31, 0); -- Second BORT number scene.m:setArgument(32, .8); -- Third BORT number The number after the decimal seems to represent which number you want. The example above is for 408. Chirp
  9. Hi, great thread! I read through the whole thing but did not see a way to change the BORT/Board numbers on the hornet livery. The setting in Model Viewer is under the arguments section but it isn't clear what command that translates into for the scenevr.lua. Any help is appreciated. Thanks! Chirp
  10. If I may ask, how much better? What was your FPS before and after? I have a similar system, so just curious. Thanks! STKDirty
  11. Hi, just wanted to get opinions if this looks ok or not. I don't really have any issues, but wondering if the constant oscillating of the frame and simulation lines looks right or if it should be a straight line. The frame time seems to jump between 11 and 20 really fast. Thanks! System: i7 14th OCed to 5.6 64GB RAM OCed to 6400 (2x32 sticks) 3080ti proc affinity FFFF STKDirty
  12. For those who are in VR and the full screen setting is not working, I got it to work by modifying the below blue words in \Bazar\shaders\PostEffects\NVD_HDR.fx. OLD: technique10 Compose { pass P0 { SetPixelShader(CompileShader(ps_5_0, PS(false, false))); COMMON_PART } pass P1 { SetPixelShader(CompileShader(ps_5_0, PS(true, false))); COMMON_PART } pass P2 { SetPixelShader(CompileShader(ps_5_0, PS(true, true))); COMMON_PART } } NEW: technique10 Compose { pass P0 { SetPixelShader(CompileShader(ps_5_0, PS(false, false))); COMMON_PART } pass P1 { SetPixelShader(CompileShader(ps_5_0, PS(false, false))); COMMON_PART } pass P2 { SetPixelShader(CompileShader(ps_5_0, PS(false, true))); COMMON_PART } } The 2 booleans that are changed from true to false represent whether or not to use the mask or not. Not sure why VR uses a different one than 2D, but I just changed them all to false and it worked for me in VR.
  13. I didn't see LRLLS fix for MT, is that being looked at? Thanks!
  14. See attached @Flappie Thanks! STKDirty dcs.zip
  15. Thanks. Mystery solved. The latest version of XRNeckSafer is the culprit. Dirty
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