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Snoopy

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Everything posted by Snoopy

  1. With the boom yes, no basket is modeled. Plus it’s a DCS World limitation, you can’t do boom and basket from the same aircraft. That’s why we have two KC-135s in the game. Only way is to have another KC-10 with basket modeled/added.
  2. It’s not being negative it’s providing feedback. If you don’t care don’t waste time responding to people’s feedback. Anyways, the constructive feedback I’m trying to provide to an outstanding mod is that currently the KC-10 isn’t even fast enough to be at the proper speed to refuel a viper (310 KIAS). I’ll play around with the lua file and fix it myself but wanted to share the info.
  3. The KC-10 max speed is also to low. Realistically the KC-10 is faster than the Kc-135 but in game the 135 is faster.
  4. In preparation of the upcoming DCS A-10C 2 module I decided I wanted to fly a FCF profile on the A-10C in DCS World. An FCF is accomplished real world when an aircraft goes through major maintenance (depot level, phase) to validate systems perform correctly and the aircraft is safe. Only a handful of pilots in every unit are FCF qualified. To do this I took the real world A-10C FCF TO and Checklist and made one, removing all the items that don't apply to the A-10C we currently have in DCS World. / - something doesn't work correctly but it isn't grounding X - something is broken and real world the jet wouldn't be allowed to fly until it is fixed. I attempted sortie 1 today (5 Feb 20) but had to ground abort due to the following (twitch video for those interested located here): DCS A-10C FFC Sortie 1 (5 Feb 2020) DCS World 2.5.5.41962 X Caution lights not bright enough (new cockpit known issue) / Flood Light control knob – Thunderstorm lights turn on as soon as you adjust knob, they should only come on when you move the knob to “TSTORM” (BEFORE STARTING ENGINES STEP 11b) X Engine Chop Check – when throttle moved from idle to max (within 2 seconds) Core RPM should not exceed 70% (in sim core RPM goes to 75%) (BEFORE TAXI STEP 8 ) X Left engine fails to suction feed (L MAIN & L WING pumps off) when at max power, engine shut down while verifying max limits (LINEUP CHECK STEP 2) X Right engine fails to suction feed (R MAIN & R WING pumps off) when at max power, engine shut down while verifying max limits (LINEUP CHECK STEP 2) I had planned to continue but the left engine would not restart with APU or with #2 at max power even after turning the fuel pumps back on and resetting the DC Fuel pump. Attempt #2 is planned for Saturday 2 May. Once I've completed all of the FCF profile I'll make tracks of each individual bug and share with ED. ED can choose to use or disregard this information.
  5. VR needs some love too, already posted that info though so no need to repeat. I’ll just continue to unrealistically adjust the seat hight up and down while in flight.
  6. Thanks for the extremely insightful addition to the conversation.
  7. Noted, not a module. I’d suggest not including the word “module” when talking about the Super Carrier to avoid confusion. If it was outlined as the “Super Carrier asset pack” I personally wouldn’t have ever commented knowing how the WWII pack functions (don’t agree with it but it’s already an established practice).
  8. Okay so we can assume going forward the Hind and other future modules will have to be purchased it to place it in the ME?
  9. Wait you said earlier... But then your respond to me only wanting it to be like other modules in the ME (aka placable in the ME) to this? So which is it? Mission builders should pay for something they don’t plan to actively use in the game or we should because we want the module to be like every other one and placeable in the ME? Sorry Sith you’ve lost the point of the original post and just clouding the waters. As someone who makes missions for the 476th not being able to include this in missions I create will likely cause members of the 476th to not purchase either. This, I don’t want anything for free but I want the super carrier to be like every other module when it comes to working in the ME. I have no need to test the super carrier in the ME. But let Sith I’m a minority and by his last comment referencing me I guess out of touch.
  10. That’s a huge no for me to even pay 1 dollar for icons to be visible for me to place in the mission editor.
  11. Today was the first time I've had a chance to try this. I've tried multiple ways (button on my wacom and button on my warthog hotas) and nothing seems to work. Whats the "trick" to toggle VR on/off?
  12. I've got curios behavior. In MP the C-2A Greyhound replaces any C-130 statics I have in missions. Anyone else see this behavior?
  13. Don’t feel bad, I played around with trying to adjust settings for my rift s yesterday and. O matter what I adjusted it remained the same after installing each time.
  14. I agree but knew that wouldn’t happen so I didn’t even mention it.
  15. LOL, obviously Which is why Swift created this thread.
  16. Sorry but this is the stupidest thing I’ve read today. NO ONE in this thread wants the super carrier for free to use it IN a mission (I.e. spawn, launch, recover) we simply want the option to be able to place it (and the other items that come with it) in the mission editor just like other modules. I have absolutely no desire to actually operate off the super carrier. But I know a lot of people who do that are in virtual organizations. To pay 25 dollars (or more) just to be able to place objects into the ME is not north the investment lol. Mic drop!
  17. If that’s how it goes that’ll be unfortunate.
  18. Thanks, I’ll take a look this evening.
  19. I counted at least 4 times it was stated that we couldn’t place the SC in the mission editor if we didn’t own the module.
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