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Everything posted by MadKreator
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Mfd’s on separate screens, turn off in cockpit mfd’s?
MadKreator replied to MadKreator's topic in Multi-Display Bugs
It works for me on a-10, f18 and f16.. those are the only modules I have. However it seemingly does break Multiplayer IC, which to me doesn’t make any sense. I don’t think the viewport lua file should really be part of IC since you can add as many monitors and export viewports and all that, but you cant turn off what’s in the cockpit? Of course there’s lots of servers without IC too. -
If you’ve never checked out “ the warthog project” take a look, he was pretty detailed in his his sim pit build. Says he uses 25 potentiometers for lighting controls and whatnot, all either hooked up with Leo bodnar boards or arduino’s but still looks like only 8 analog inputs per board regardless. I’m a novice to this stuff by any stretch of the word. I’m researching and gathering info for building my own controls. But this seems to be the case with analog controls, as far as info that I have found. Seems kind of archaic for windows to only support the amount it does. But I’m not software engineer so maybe there’s a good reason why.
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Absolutely! Compared to other devs, they do a LOT! Some don’t seem to think so, but for some perspective, EA/DICE launched Battlefield2042 last October.. Most will agree it was a huge let down for us long time fans…, since release, to date they have added / modified the scoreboard to show kills/death and a few lame skins and trinkets.. thats it! Coming from one of the largest dev/publishers on the planet…. ED flat out does an AMAZING job for us all! Thank you team for all of your hard work!
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Okay, so all is correct.. I'm not great with the mission editor, so when in mission planner there's no separate icon for the wingman.. I have to cycle through the package when I click on my own icon.. indeed the wingman has no loadout and he needs to equipped through mission planner before each mission. I'm going to chalk mission 3 bug up to the AI's supreme intelligence and just let it slide lol
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Same here.. its under my missions, not the c2 section, my bad Its odd that the file shows up as the correct name when going through the mission section from the main menu though but not in the campaign section.. irrelevant i guess. My wingman hasn’t had a load out on any mission at all, not just the first. He has guns and thats it. I can’t for the life of me figure out why. In the mission planner he doesn’t even show up on the runway for me to click on to see any info at all I must be doing something wrong. I will double check the path and make sure I’m running the actual c2 mission set and not the 10-c original, using the 10c2 aircraft. Maybe thats why things are buggy
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Downloaded the c2 version of Georgian hammer. Shows up in campaigns menu with a-10c2 selected, however just shows upas a-10c Georgian Hammer.. if I go to mission menu, it shows the file as a-10c2.. not sure if I did d something wrong, or put it in the wrong place.. is that how everyone’s shows up? Or am I playing the non c2-version with the c2? In any mission I do, my wingman has no load outs. Jet is 100% empty , not even a TGP.. anyone have an Idea how to load up your wingman? On mission 3 when you have to advance tank columns to Point Alaska, no matter when I command them to , they don’t do it. Laser night I played it for probably the 10th time, destroyed every enemy around the area, plus as many others as I could. (Told tank columns to move to Alaska as soon as It would let me give the command, before ever getting to the AO). RTB and shut plane down, walked away from the computer for a half hour-45 min to eat dinner , left the mission running and when I came back both tank columns had barely moved. Like literally a few feet. Anyone else experience this? Only mission I’m having a bug with so far.
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Yup, using markpoints on tads and inputting steerpoint on cdu will get you in the general area, for pinpoint locations you have to search the area with tgp. There is no way to get the real time targets from f10 on to the TADS.
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Bought a used one off eBay a couple years ago. I use it with a powered head unit ( similar top the track clip pro, just battery powered) and its been great. The track ir camera is sensitive to background reflections. On my headphones the pieces that hold the ear pieces on to the head strap are shiny and that was enough to cause some glitchiness/ stuttering when turning my head to the right, I just painted the shiny silver parts black and never had an issue since. On certain occasions I will get a twitch because of a reflection off of my RC Airplanes that hang on the wall behind me with their glossy covering, but increasing the light threshold in track ir software seemed to fix all of that 99.999% of the time. There are free and cheaper options ( have tried several over the years) which will work, but none are as good as track ir. Tip with track IR: since tha camera is 120hz refresh rate, if you cant hold a steady 120 fps ( or very close to or higher ) in dcs, then limit the fps to 60 in the gpu software ( invidia control panel, not sure what and uses) and it will smooth track ir out a lot. If your fps in dcs is in between 60 and 120, say 75-85 on average then trackIR will still work fine but won’t be quite as smooth as if your fps is 120+ or capped at 60
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Tads doesn’t display sat data. On tads using exp1 and exp2 ( china hat fwd short with tads as soi) functions will allow you to freely move the map around essentially and place mark points( tms right short) at locations. The map will be zoomed in , so you kind of have to go to the f10 map( in standard map mode), find your target areas, zoom it in until it shows the same data as the tads display in exp mode ( can zoom tads in and out with dms fwd/aft too in exp modes) then try to find those locations on the tads and start placing markpoints. Then you can turn your cdu knob ( mission/ steerpoint/ markpoint knob , I don’t know the actual name of it) to markpoint to display those on the tads/ hmcs. Then when you get in a decent range you could use “active pause” to freeze your aircraft ( everything else in the mission will continue as normal) but still be able to scan for targets in the areas you marked. It takes practice to get quick at it in real time, but it gets easier. I usually find target areas with exp modes and place markpoints before ever taking off. Even in multiplayer I’ll mark several areas. That’s about the best way I’ve found to use the f-10 map and tads in conjunction. I still use dots only for enemies up close, since DCS doesn’t really have all of the intel available at any given moment ( aside from Jtac if availalable). Props to the players who don’t use labels/ dots of any sort. I’ve tried and I can’t find anything until I fly in and look around for something shooting at me. One side note, as you zoom the tads and f10 map there will be areas that just don’t show up, this just means that in that specific area, at that specific zoom level there is no available map data.
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When will we see a major update to the games Core mechanics?
MadKreator replied to ak22's topic in DCS Core Wish List
I’d be happy if my wingman didn’t eject the moment they hit bingo fuel, especially when they are only a few miles from an airfield LOL I try to see both sides. As an aircraft sim, great, modules are super detailed, very complex and fun to learn and rewarding when you can actually implement them! At the same time, once you get to that point things start to fall short as the attention starts to turn to the world you’re flying in. Then you really notice things lacking, such as AI logic(or lack thereof), jittery clouds in the distance especially in vr, terrain graphics ( especially trees) that look like cardboard cutouts. You start to see how dated some things really are. Don’t get me wrong, it doesn’t stop me from playing several times a week. It doesn’t stop me from purchasing modules and content. But I do find myself digging through lua files and looking for mods to address things. For example, I installed a user mod for caucuses map, that makes trees look way, way better with literally no performance impact. Being a 95% ground pounder / low level flier, things like that are a world of difference for me. Not so much for someone dogfighting at 25k ft. Tree mod is awesome.. until you go to multiplayer and it breaks IC, even though its only rendering on my machine not affecting the server in any way. To me, taking the time to adjust some of those textures, or even using/ paying the creator for their work and implementing that change is far more important than adjusting the drag coefficient of an mk82 that is almost un-noticeable to the user, pulled that straight from my ars but you get the point. I have a cloud mod, one single file I replaced the original with, that does a great job smoothing out and blending the clouds. Its not a major overhaul, but for someone who really wants visual fidelity all around, its a nice improvement. To me the core mechanics are things like that, not just the flyable aircraft but everything around, textures, Ai, explosions, things to do, things to make it more enjoyable as a game. To others, core mechanics are every little detail about the modules themselves. I don’t use 50% of things the planes can do. I’m perfectly content if I can fly the plane use its main functions, deploy each weapon etc.I don’t care necessary that the aircraft radio isn’t modeled 100% exactly like the real thing. Or if the visual wing flex isn’t true pulling 8 g’s. It is, after all, called Digital Combat Simulator.. not Digital Aircraft Simulator. With that in mind, the dynamic RTS type campaign will be the best thing for the game as far as usefully implementing the modules we’ve all spent countless hours learning, and making it feel more like a real Combat Simulator IMO. Obviously that’s been beaten to death in other posts… Multicore to distribute the load and AI logic improvements probably need to go hand in hand with that as well to make everything functional as a whole. I’m not a dev/ programmer/ coder, I know literally 0% about making these things happen, and can’t fathom how much work it takes. So as much as I want a list of changes, so do the other thousands of people that play DCS, and its quite impossible ( maybe improbable is the better term) for ED to just jump on it and do everything everyone wants in every in every post. I for one am very thankful we have what we have from them! It’s not like they don’t put out patches and changes every month for us all. They do much much more than most other game developers! They are working on everything they can I’m sure, and as a business they need to make money( selling modules, maps campaigns etc ) to bring us these updates whether it’s exactly what each of us want or not. So to say I’m never buying anything again until this gets done is kind of silly since buying those things is exactly what it takes for updates and changes to actually happen. If every player quits buying modules until the DC comes out , ED would prob go out of business or shut down the DCS world side all together because they wouldn’t be able to pay the 150+ employees(Wikipedia). No one is going to work for free and just get it done. I seriously doubt they have weekly meetings talking about how they can screw us over and milk us for all we’re worth while bathing in their piles of cash. It takes money and time. It would be nice if one or the other was infinite and just magically happened, but its not, and it wont. Support and patience is the best we can give in order to get the returns we want. If they don’t succeed then DCS World won’t either. Then we're left with nothing at all. End Rant -
I tried messing with the graphics.lua and didn’t really see any change, even making some settings 4-5x more lol.. some sections are labeled old and not functioning..there’s also sections down near the bottom that say hidden..maybe those are secret ones that can’t be adjusted that actually make changes.. nothing I tried adjusted the bubble though, which was the ultimate goal. Maybe the graphics.lua isn’t even the correct file to even be adjusting.. idk lol
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Would be nice to be able to adjust the distance/ bubble of full detail textures so pop-in isn’t as noticeable. Trees especially. The “flicker” of them changing rendering can get annoying. I like ground textures and details as high as they can go since I do more ground attack/ low flying, it sure would nice to have bulidings/ trees/ shadows render at full resolution a little farther away. Close up rendering works okay on shooter game on foot , but for any flying sim, it seems silly to me, that full rendering is in such a small bubble around the jet going 300+ Kts. I do understand that it can severely impact performance but the ability to be able to do so if you wish shouldn’t be limited. Extreme setting on LOD was a nice addition, but that seems to just make more objects show up farther away, but doesn’t make them render fully any farther away… Like the scenery/ terrain details factor slider needs the max increased about 5x.. but even then, when adjusting that slider, the noticeable bubble of texture pop-in doesn’t seem to change, just lessens or increases the max quality at which things render.
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Kind of just a rant. I don’t quite understand the integrity check, or why certain things don’t pass. I assume integrity check is a way to prevent people from modding to a point of “ cheating” in MP? Maybe that’s wrong but the logic in it seems flawed. For example, I use a separate screen for mfd’s with cougars so I like to have a line in the “viewporthandling.lua” commented out so the mfd’s don’t appear in the cockpit on screen. But that fails integrity check every time in MP on say Hoggit servers. Yet I can edit the monitors / viewport files and have any setup or arrangement I can think of, and that is okay. Or weird things like certain texture mods , such as trees on Caucasus. I had one on there that made the trees look 100 times better than the default and it fails immediately, but a mod that smooths out the clouds passes just fine. I modify the lua files for HUD line thickness in some modules too ( running 32:9 ultra wide and the hud lines look fat and blurry even with brightness dimmed) and IC could care less about that as well. I’ve tried using the viewporthandling.lua, and some of the other mods. in OVGME but cant get it to work, not sure if ovgme works for individual files, or quite possibly I just have no clue how to do it properly. I’m not much into real heavy modding, but do like simple QOL improvements, although 100% not necessary Is the integrity check logic something that is set by DCS or the server owners? Just trying to make a little sense of what its actually trying to accomplish. before the last OB update I had several QOL mods setup and all passed IC as long as I went straight to MP and didn’t load a regular mission or anything first. None of the texture mods affected anything except what I see on my local machine.
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Also if all else fails pressing the CZ (cursor zero) button on the tgp mfd on the right, will reset it to current spi and zero out any unwanted offsets from slaving the tgp off initial target point. edit: didn’t read post well enough , CZ already mentioned, but it is still an important function to be aware of. Especially if you are slaving the pod around to various targets in an area, then you move on to the next steerpoint/ target location, its always good to use the CZ function after selecting a new steerpoint/ markpoint.
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Is the Ai dumber than a sack of ham candles or is it just me? I play liberation a lot and I see a lot of random crap happening in my missions. Like I have a couple ai a-10’s go on a CAS run at the front line.. they have a certain engagement area to stay in ( noted by a circle in the ME) but if they destroy all the front line targets, instead of returning to base, they will fly off in some random direction toward another airbase or FOB that’s well outside of the AOC they’re assigned to. Or when I setup an ai run to do a sead/dead strike on a SAM site and give the flight two escort fighters, it seems the sead/ dead flight will release ordinance, the turn around and RTB but the escorts will keep flying all the way to the Sam site waypoint instead of sticking with the sead/dead package. Or when a mission is nearing its end and groups of enemy fighters start charging my airbase to attack, and they’re all but ignored by the CAP fighters if they’re returning to base, even though they may have a full load of missiles still. Is this because of the way the Ai is scripted in DCS or is it something with liberation that I’m completely missing? I used to just play liberation quickly and end the turn when I was done with my mission or when the main packages completed their missions, but lately I’ve enjoyed watching the missions most of the way through, and started noticing these things more and more. It’s kind of annoying lol
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interesting quirk on how DCS sets origin for monitor config
MadKreator replied to skypickle's topic in Multi-Display Bugs
Your total screen size as laid out, as far as dcs is concerned is 9496x2160. Your lua setup in the first pictures seems correct except instead of the coordinates reading x=3840+4096+20, y=1080+240. Its possible i needs to be full numbers x=7956, y=1320 since Dcs sees it all as one giant monitor. Make sure the correct screen style is selected( lmfd+center+rmfd) or whichever file you modified. Screen size set to 9496x2160( let it pick the aspect ratio). And most important make sure full screen is unchecked, it needs to run in “ windowed mode”. I lined my monitors up in windows on the left side, from largest to smallest. Just to take some of the math out.( I only use the other monitors for dcs so I don’t care how they’re laid out). Obviously that doesn’t work well for general computing but dcs doesn’t care since its coordinate based anyway. Also make sure the monitors in windows setup are set to 100% scale and full native resolution. It can be tricky to get just right. It is possible that dcs somehow wants the largest monitor at the top and left so the coordinates 0,0 do start on an actul screen, not in negative space, but I’m not 100% sure. -
Mfd’s on separate screens, turn off in cockpit mfd’s?
MadKreator replied to MadKreator's topic in Multi-Display Bugs
Hell yes! 100% that worked! Thank you! -
I was just thinking this would be a great feature! Some sort of offset adjustment to let the hmd move across the screen when turning your head with track IR. Sometimes I’m trying to spot an enemy ground unit at about 5:00 position and slave my tgp to the hmcs to get in the area , for the next pass. It gets really awkward trying to keep your head turned and look back at the center of the screen lol I’m not even on triples, just a single 5120x1440.
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I noticed the same in the a-10c2 . Bhot and whot look reversed now. Nothing like the images that were shown of what the new flir system looked like.. unless that was only for the Apache and not a representation of what the updated flir for other aircraft would look like.. slightly disappointing.
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I have the steam version right now, on a secondary NVME( not my system drive). My saved games folder, naturally, is on my main c:\ drive. Was considering installing the standalone version as well for the quicker updates, miles trials etc. Transferring licenses is not an issue, but I’m curious if the saved games folder on my c:\ drive is shared between the two versions, or will installing standalone overwrite everything in there? Will the install on the same drive as the steam version cause any conflicts? I assume not, aside from having to re-edit some of the modded lua files. Mainly concerned with the saved games folder where all my liveries/ campaigns etc are
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Cat 6 is larger ga wire then cat V,( 23ga vs 24ga), if you’re terminating it on your own, you need CAT6 rj45’ s , a cat 5 rj45 wont work since its made for smaller ga wire. As far as the wall jack vs the rj45 outer dimension, they are the same as far as I know. But If you’re putting your own ends on a cable then you need the right rj45’s
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Comms menu, move location on screen… semi solved
MadKreator replied to MadKreator's topic in View and Spotting Bugs
yup! that one worked! Thank you very much ! -
Maybe just waiting until Apache release. Sounded like they wanted the new FLIR system to come along with it, possibly the new beta version as well? Maybe they figured it’d be better to just drop a massive update along with Apache? Maybe they’re very close on some other things they’re working on and want to drop them all at once?.. I look forward to updates and improvements as well. Hoping for a great one this next round!
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Comms menu, move location on screen… semi solved
MadKreator replied to MadKreator's topic in View and Spotting Bugs
Well I tried that exactly how typed and that didn’t work, played around with different values and variations and couldn’t get anything to work as far as lateral movement. If I do anything other than change that one original value the menu disappears completely lol