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amadeus

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Everything posted by amadeus

  1. Just throwing my hat in the ring on this one, I too got a CTD from attempting to slave George. While I didn't grab any logs, I can mostly just assume that it's the same that others have been having as well. Really hope this gets patched in a hotfix shortly!
  2. I wonder if a temporary workaround would be to copy an existing .ogg and name it slavin.ogg and another that’s deslavin.ogg
  3. Thank you for the responses! This is definitely an issue that pops up randomly, usually I am able to fire coop missiles no problem. Occasionally I get a mission where I can't. I can look to see if I can make a mission where it reliably repros but my guess it's probably something deeper. Bummer that the track differs from what actually happened in the mission, but ultimately shows that I had the helicopter set up right.
  4. Any thoughts from ED on this? I submitted a track as well, I guess it's hard to prove the actions in the track differed from what i experienced, but maybe it offers some clues?
  5. EDIT: For some reason when i posted this, all the text was gone and it only included the images. Ok, let me retry this, one second: I'm a bit late to this thread but I was messing around with head tracking settings last night and started having this issue. I figured out what appears to be the source of the bug and how to work around it for now. For context, for head tracking I use OpenTrack where i generally use a Tobii Eye Tracker device or iPhone with it. For starters if you go into control settings for ah-64d pilot and goto the Axis Commands section, you should notice two columns of binds for head tracking, TrackIR and HeadTracker as seen here: it appears the bug is somehow related to the HeadTracker binds -- so what I did was click the little black down arrow in the HeadTracker column, and selected "Clear Category". It should now look like this: This appears to fix the bug. If this ends up breaking your headtracking completely for whatever reason, you can easily restore the default settings again by clicking the down arrow under HeadTracker and select "Reset category to default": If for whatever reason you don't have any binds for TrackIR -- do the "Reset category to default" for the TrackIR column. Hopefully this helps some of you out, and hopefully it gives ED some insight into this bug for them to fix!
  6. That all makes sense. Would it be possible to not lock the re-arm re-fuel menu? Then we could tweak things? Or is it one of those things where you want to lock the weapons but can't unlock one or the other? Regardless though, much appreciated on creating apache content!
  7. My bad, i just meant 100% based on the slider in re-arm refuel. Sounds like it's all working as intended though, so I just gotta get good, cheers!
  8. I'm noticing a bunch of missions are starting out with 100% fuel and the additional center tank thing, which is making some missions incredibly difficult to get off the ground (given the torque/power required). Encirclement is one where it's pretty bad because you're also expected to just take off in place, not from a runway. It also appears that rearm/refuel menu is pretty locked down, so removing fuel doesn't appear to be an option. Is this normal for these helicopters in these missions to be taking off with completely full fuel, do I just need to get good?
  9. I had only 1 rocket type, so there was none to select. I did go to the weapons page to confirm nothing was amiss. I think what makes this extra annoying is that this track shows the rockets firing just fine, so clearly the helicopter was setup properly. I have the feeling the game gets into some weird state with the AI CPG. A bit like how sometimes George won't fire his guns unless I (the pilot seat) WAS the guns. Next time I get into this state, I can record video, but honestly I don't think it's something relative to that setup, given the track files shows me running out of rockets within seconds because i was attempting to fire constantly with nothing happening.
  10. Ok, this is even worse. I'm being gaslit. The track shows the rockets firing, when in fact not a single rocket would come off the rail, lol. Clearly there's some deeper bug at play, because this very clearly breaks under certain circumstances that are not understandable to me. Also interestingly enough, when watching back the replay, where the truck moves too after being shot at is different than in the mission when I was actually playing. Lol man, I just want to be able to enjoy this module as is, and it seems not even a single player session is safe from something going wrong outside of my control and completely ruining the mission.
  11. I've attached a track file when i was playing a mission from the new apache campaign. This has happened before and I can't seem to explain why, but sometimes no matter how much i pull the trigger, WAS/unwas rockets, switch CPG off and back onto rocket, rockets do not fire in COOP mode. Is there something I am missing? Also this track has me expending nearly all my gun ammo, unable to hit two trucks, and I feel like this too may be a recent issue, but feel free to roast me if I just suck. LastMissionTrack.trk
  12. I have a Finalmouse UltralightX, and basically any polling rate over 1000 appears to have issues (2000, 4000, 8000). 1000 and under seem ok though
  13. Also wanted to chime in and mention I am having the same problem listed here. Mouse movements appear to drastically hurt FPS
  14. The problem is that friction force in the rhino is very susceptible to buzzing and causing the motors to shut down, so it often has to be extremely limited. Damping is a possibility though, but I think ultimately it speaks to the question of — full accuracy may not be possible given the nature of current hardware, so how do we create an experience that “feels” as close as possible to the real thing (something I imagine only a pilot of an F4 could tell us)
  15. One question I have about the real aircraft, is it true then that even after take off, the stick would be basically completely dead in the Y axis? Meaning it could fall forward under its own weight alone? The sense I got from some1’s posts are that the current forces being applied might accurate in terms of force percentages, but no force feedback stick today is capable of the force profiles of the real thing, which would have provided enough force to straighten out while hitting takeoff speeds.
  16. Hello everyone, not sure if this is the best place to share but here we are. I recently just launched a side project https://kneeboard.live - it's a web based tool for creating and sharing interactive checklists for various flight sims (DCS is the main focus at the moment). The main use case of this right now is as a second screen, the checklists will work great in any browser, on desktop, mobile phones or tablets. The current directory of checklists you can browse is at: https://kneeboard.live And if you'd just like to checkout an existing checklist, you can see one here: https://kneeboard.live/amadeus/f8e32003-62f6-491b-b108-16fe8909a552 I made a very rough video on how stuff works if interested: Currently the project is under active development with a lot more stuff I'd like to build. Currently the UI for creating checklists is in private beta, but if you'd like to create your own or just keep up with general development, you can join my discord at https://discord.gg/kneeboard (Also I plan to release a mod when the F4 comes out that you can access these in game with the F4)
  17. Looks like the issue has been fixed in the latest open beta!
  18. I am having this same problem, it seems the axis are fine if you use the mouse to manipulate them. This basically makes the plane unflyable with a hotas
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