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NeuralBlankes

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Everything posted by NeuralBlankes

  1. At the bare minimum it would be nice if the track-data file named "times" could be modified to force the track to start at a specific point (don't do this, it crashes the game). Or have the ability to reverse the track replay. So perhaps instead of using Alt-Z to slow time down, you use something like RAlt-Z to reverse time with the same functionality that Ctrl-Z has.
  2. Thanks for the replies. I will have to see what I can do with the settings and figure out what the performance vs. appearance will end up being.
  3. I have a Quest 2 that I have used, in the past with DCS (thus confirming it *can* work). Currently I run a GTX 1070ti (not modified) with a 4k monitor at 3440 x 1440. Judging by the reaction of the cooling for the computer, playing games at full graphics is fine, but does seem to be pushing the limits on the card. Is it feasible to use the Quest 2 for DCS with this current setup without pushing the card to the breaking point? Do VR headsets result in the video cards having more workload? If so, are there ways to limit this, or do I just need to turn the graphics down a bit?
  4. A cousin recently found out that I was playing DCS and looking for a HOTAS, and was kind enough to let me have a Saitek X52 that he was no longer using, along with a rudder pedal system of a brand I'm not familiar with. Due to space limitations, I was *hoping* to get away with using the twist on the stick for rudder/nose-wheel, but it seems about half the time when I twist the stick and then let it go back to it's rest position, it's picking up random input to the left. And not just small inputs, but anywhere from 5% to 90%, which would be somewhat problematic while trying to move about the tarmac, or in flight. The high end on it makes it somewhat impossible to use dead zones. While I can make things work for the rudder pedal system, I am curious if there is anything within the stick itself that could be adjusted, replaced, or modified to restore that functionality to get rid of this issue. Was this a common problem with the X52? Is it repairable for something less than the price of just buying a new one?
  5. Sooo... I was excited to see the Nevada terrain map on sale, and was able to purchase it, but... I have also noticed that my SSD is a bit short on space. It may seem to be a question with an obvious answer, but I am going to ask anyway to make double sure on this one: Is the content I purchased perpetually available for download from the DCS site (assuming my account is active)? Or is there a way to download the terrain to another drive for storage until I can get more SSD space?
  6. Just.. wow. This game is stunning. I'm scared to put on my Quest 2 because I don't have the keybinds burned into memory yet, nor have a HOTAS (I know, it's not needed but I am holding off for the full experience). I've been into 3D modeling for decades as a hobby, so I know a bit on what to look for in order to determine if something is real or not (moderately, I'm not a pro), but I'm constantly amazed at how quickly glancing behind my aircraft or looking around quickly while flying simply results in the impression of full realism. It's difficult to not just load up different missions with no enemies and vary the weather just to fly around and enjoy it. I'll stop "fangirling" for now, but much appreciation for the work that has gone into 2.7. Can't wait until it's released as stable.
  7. Necro-ing thread to voice support for this feature. It's not an issue of trust in 3rd party developers, but for the sake of fewer problems and ease of integration with updates etc. I'd love to see E.D. offer a standalone mission editor or have the mission editor as a separate program window which is bridged to the game (ideally separate enough as processes go that if one crashes, the other doesn't). That said, it's definitely a wish list item. The game itself, in my opinion, is more important at this stage. Once 2.7 is stable and out, perhaps then they will have the time to look into amenities like a separate editor.
  8. When navigating, the waypoints automatically advance to the next waypoint when you cross the current one, but.. how big is it? Is this something that is able to be modified like you can change the size of a zone in the mission editor?
  9. Definitely a wish list item for this already incredible mod. The C-5's have a pretty distinctive growl when viewed from the front while taking off. Is it even possible to mod the mods? Even if it took years, I'd love to try and make a TF-39 mod for the C-5A
  10. I'm not the best with programming. I know enough to get what I want done... in an entirely different game in a different scripting language. And I do well enough with Javascript/PHP to, again, make pages that are useful to me. That said, before I run off to try and learn LUA, I'd like to know if something that I am attempting to do in the editor is possible without a custom script. I have a series of missions I want to make that I can load up to practice landing and navigation, and when reading a tutorial on the mission editor, I got the idea to use zones at the end of the runway, and one to the side at Kutaisi where, if you land right, etc. you can turn early. Is it possible within the confines of the trigger system to set things up such that when my plane enters either of the zones, that it checks for whether or not the plane took damage during landing, and flags the mission fail or success based on the condition of my plane? Also, while I'm on the topic: In the conditions window, you have the option of FLAG IS TRUE/FALSE, but in the actions window you have FLAG ON/OFF. If you set a flag to TRUE, does it carry a value of 1, which can then be incremented up or down in the action window? If you turn a flag OFF, does it make the flags current value immutable, or does it reset it completely?
  11. Can I blame the X-box stick? I think I should blame the X-box stick. I'm getting better, actually had a decent landing last night, but I have to say I'm a bit annoyed that my suspicions about the analog stick were correct. I'll get a flight stick eventually (assuming they don't keep up with an exponential rise in price due to availability).
  12. Ran into what appears to be the same issue in 2.5 stable. Still searching to see if it's something with the function of the navigation system. Was running a mission with several waypoints and missed one, so I attempted to change the waypoints using the "next waypoint/target/airfield" default key, and got nothing. Changed navigation mode (1) and then it was as good as locked up after changing the mode again. This issue has been resolved, was a keybind error on my part which resulted in the EAC being turned off. If the EAC is off, the autopilot will not function.
  13. There are times that I've run into problems where the auto-pilot simply ceases to function. I select any of the given modes, and then ensure the aircraft meets the requirements regarding pitch and roll, and then nothing happens (undamaged aircraft btw). Quit mission, restart, and everything works as expected. Update on this issue: A mission starting cold vs a mission starting hot can affect the armed status of the EAC, which will result in the autopilot not functioning while in flight.
  14. Not sure if this really belongs here or in the mission editor section, as it's a new question that is a bit more out of curiosity. When people run multiplayer servers that are public (or even private ones), do the servers exist in a constant state of activity throughout the time that they are online? In other words, are the missions that the owners create somehow designed to constantly provide content? Or do they eventually need to be reset if there is no PvP involved (meaning that if it was a PvE server, there would eventually be nothing left to shoot/bomb)? Regarding navigation: I have watched a few really detailed videos regarding instrument navigation, but I've noticed a couple things regarding flight without waypoints (well, for me, even with). One, It feels un-naturally long even at a 30 degree wing angle to make a full 180 degree turn. Not that this is something that can be changed, as I'm sure it's that way in real life, I'm just really surprised at how long it takes! Given, I'm not pulling the stick back like it's an ejection pull, but I was not expecting it for sure. This leads to the next question: While I can use the heading/compass to determine how much I need to turn, the one area I'm really struggling with is knowing how far *forward in the original direction I'm going to go while making a turn to a new heading. Example, if I'm heading due North, and the landing strip is to the North west, how do I know when to start the turn to the West to line up with the runway (assuming no waypoints)? Is it possible to do this with no waypoints *and* by instrument only (if visibility is very low)? Last question I have regarding nav/flight: I'm still learning to use the trim (thank you to everyone who answered my questions about that), but when I'm actually using the stick to fly the plane (even if trimmed right) the A-10A seems "squirrely". Is there a way for me to determine whether or not it is my lack of skill (be it just with flying and/or with trim) vs. the settings for the analog stick on my X-box controller (or the fact that I'm using a controller at all)? I have it tuned with a small dead space and the Curve set to about 20. Currently I don't think I would be able to fly in any official formation for more than half a minute if said formation needed to make a turn of any sort. Natural to someone new? Equipment? Both? Also, if there are any videos/tutorials specifically on understanding how to go from a holding pattern and make turns such that you're mostly lined up with the runway both using visual approach and instrument only, I would appreciate it (real life tutorials are fine, as the same mechanics would apply to DCS). Oh, and one more.. Is it normal to be really good at glide slope when landing right up until you are about 10feet off the runway and then have everything go wrong?
  15. Ok, I *think* I understand it now in general. Just to verify, trim can be considered a compensation for drag and variances in drag while in flight. Drag changes depending on the speed of the aircraft as well as other properties such as the distribution of ordinance on the wings, damage, etc. At the same time, if you're in a dog fight trying to avoid a Sidewinder, at least for a new person, you're not going to be adjusting the trim very often while in the middle of maneuvers as you are moving the control stick anyway. Am I on the right course there? (note: appreciate the help with this. In the future I'd like to get a stick/thrust controller setup, but for now have keyboard and X-box controller. Trim is on the keyboard arrow keys for now, which seems to work as physical position goes)
  16. Thanks. So essentially trim is, overall, not life-threatening critical to trim in the middle of a dog-fight unless you have a little time to adjust it. And it makes sense to use it to adjust for drag.
  17. I understand the basics on trim, but ... perhaps I just haven't found the right video? If I'm flying and the plane is tending to want to climb (let's say a lot, like 20degrees), and I want to level out my flight, am I doing it wrong in thinking that you simply apply nose down trim until the plane is going roughly level, then adjust trim up and down to perfect it? Also, for the people who have flown combat a lot: Is trim adjustment something you ever adjust in combat? I'm mapping my x-box controller, and part of my philosophy on mapping is to try and keep non-critical functions on the keyboard or using minimal modifiers. Is Trim something that is safe to put behind a modifier or two attached to the keyboard arrow keys or the numeric keypad? Or am I going to get into average PVE missions and regret not having fast access to it? Thanks
  18. Simple observation from a new person (perhaps I've missed an option in the settings?) Being that playing DCS with a VR headset requires the selection of the option which tells the game you want to play in VR, my wish there would be that it would also allow for the following: With the option to turn this feature on/off in the VR settings, it would be nice to have a small guide in the upper left or right corner of the visual area (similar to how communications text works when in VR) which contained either a small green dot, or a small red dot, to indicate whether or not the aircraft the pilot is in has high fidelity features. So if you are in an SU-25T, the red dot would essentially tell you instantly to not bother trying to click any buttons or flip any toggles. Additionally, if a couple other small icons that would be nice to have in the same group (again, only if the user selects them in VR options), would be a battery level indicator, and a connection integrity indicator. I realize the latter may be a lot more difficult as the software would have to recognize the type of VR headset in order to access that data, and that connection status might be a bit to subjective to really display accurately. Mostly I'd like to see the low/high fidelity indicator. Might be especially useful during the promotions where people can fly any aircraft.
  19. Question 1: Are the UV maps used for aircraft consistent (meaning mostly identical) between variants of a given airframe? Example: Do the A-10A and A-10C share the same overall UV map structure for he wings and body, thus allowing a camouflage type livery to be used as the base for both models? Question 2: Are there any built in programs which allow for the direct painting onto an aircraft model? I realize Eagle Dynamics has intellectual property that they need to protect, so importing .edm files into various 3D programs is not necessarily possible, but I keep finding official programs that come with DCS that I didn't know existed (like the model viewer for example), so I figured I'd ask if maybe they included something like that as well. While I fully understand the Photoshop gods who walk among us don't have a problem with creating perfectly seamless textures, I've grown quite fond of being able to load an aircraft or vehicle model into Blender in order to not only paint onto it, but also to apply procedural textures, all of which results in a texture that, when applied, is almost perfectly seamless. Does something like that exist, or if not is it something that Eagle Dynamics has on a roadmap for future features? Do most players even care about seamless texture maps?
  20. Are Squadrons in D.C.S. similar to guilds in other games, where a player is offered membership via a built in game mechanic, or are they purely player driven? Regarding Liveries: Do the US Armed Forces have a set of rules for the logos, names, etc. that people come up with for the real life squadrons? I'm curious because a couple friends who are in the game have talked about custom squad liveries, and realism came up as a topic.
  21. For anyone that comes across this comment, the current software has a means of reloading textures, but note that it does not provide a work around for having to copy your DDS files into the game folder as described in the tutorials. Once you have updated your textures, copy them to the proper folder as normal, then inside the Model Viewer 2, simply use Tools>Reload Textures. I'm new to using the program, so I can't guarantee that it works, but I've not run into any problems with it yet.
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