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Posts posted by fagulha
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12 hours ago, Esac_mirmidon said:
What a gift for my birthday.
Thanks bandit !!!
Happy birthday! enjoy!
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34 minutes ago, Dangerzone said:
How are you getting away with having statics on cat 1 and not having a player spawn in and get nativated to cat 1? Have you found a way to disable spawning in certain slots? Or is this done by the way you delay spawning of certain flights?
If the latter, it sounds like with each update, there's a risk that ED may change something on how this works that will ruin your mission. (ie, they could change the spawn order to be random, which may then use Cat 1 again, etc)? Obviously if it's working for you that's fantastic, but just something to keep in mind.
Unfortunately for me, I gave up on having statics on the deck. There's enough bugs and issues to deal with in DCS to add additional risks into the mix. I don't have the energy I once had to keep testing and tracking things down as much as I once had, but I would still very much one day like to get back to having a carrier that is setup nicely.
I have no statics blocking cat 1. Only cat 2, so the AI and spawning aircraft only use cat 1, 3, and 4. Yes i fiddle with delaying spawn time and statics placement (with the help of the spawning and routes chart of the Supercarrier manual). I do this since day one of Supercarrier, it´s a constant fiddling for things work out. I´ve been using this deck config for awhile and it´s working for me, going to start a new deck config to change things a little when i have the time to do it.
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3 hours ago, draconus said:
You have aircraft spawned in parking slots designated for Cat 2 (6, 10, 12, 13) so how does it work for you? Are these statics?
Yes those are statics so i don´t have aircraft taxing to cat 2.
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53 minutes ago, draconus said:
You mean the deck crew? They released the feature they deemed working good enough after years, no rush involved, and then they improved it and corrected some bugs. It still have some bugs and may not be what most players dreamed of but it works, at least for SP, those who understand how it works and those who committed some time testing it. Otherwise you could wait playing with empty deck waiting for the bug-free version god knows how long. You still can - just disable the crew.
It works good for me but it needs, like you said, understanding how it works and a lot of continuous testing.
Initially i said i probably won´t use the flight directors because it messes my taxi/take off flow but i adapted and now i can´t fly without them (just wish the deck crew run like in the first updates than casually walk while getting the aircraft ready for the cat shot), for me is a non-issue because i use my workarounds and i like to mess with ME a lot but for those who don´t mess with the ME is not a easy task or friendly to use if you want a crowded deck or use multiple aircraft in MP.
Pic:
- This is my config for the flight directors. I had to move the helis and some equipment from below the island because it blocks the taxi routes. I have 9 planes including my flight of 2, 4 of the aircraft will spawn after 6 and 9 minutes (when some parking spawns are available). I play with mission start time so i can be positioned in the Patio (near the Fantail), for example, i add 2 secs to the start time of my flight so the mission start and the AI aicraft populate the spawn ramps and 2 secs later my flight spawns in the Patio or in one of the elevators depending on how i have my deck config. I add secs for some of the AI aircraft too, it needs a lot of testing but rewarding when it works out in some way.
I just leave this pic here if someone wants to take some ideas from it.
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I use these lines in my autoexec.cfg file, useful for my walkarounds in VR, or, in 2D:
CameraTerrainRestriction = false (F2 view no restrictions/no floor for the camera, you can move the view freely)
CameraToUnitModelCollision = false (using the Object Free Camera it no longers block the view for zooming and you can move freely to inside the object, like a car as example) -
19 hours ago, scommander2 said:
overwrite the callsign on the livery?
The same non-issue with dynamic bort numbers and liveries with bort numbers already painted. Just leave it blank so the the liverie won´t be replaced with dynamic callsign.
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Dynamic callsigns. Would be a great feature indeed.
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17 minutes ago, Precog said:
Is there any situations where you might want to do this?
I do it when i´m flying my pseudo CQ (starting at the ramp with one ext tank and +/- 30% of internal fuel so i can do the cat shot with the empty tank).
I load up the Hornet with less fuel so i can practice my landings as soon as possible after takeoff.
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I use a ton of mods and scripts to enrich my DCS experience.
Thanks to scripts i can randomize my missions and have killboxes, for CAS as example, with voice overs.
Mods, textures, scripts, including cockpit liveries and no issues or crashes. And for sure i would enjoy DCS less without the extra content from the awesome community.
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It´s due in my point of view.
I use the default kneeboard, with my edited personal pages, in all of my missions but should be a way to fill a default kneeboard page with comm card frequencies (and respective callsigns) defined by the user in the DTC comms tab. It will save a lot of time when writing the frequencies to my edited comms card outside DCS and then save as .png file to my mission file.
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On 4/28/2025 at 10:27 AM, kuschmu said:
This one works for me ...
It worked as intended. Once again thank you very much for taking your time to helping me!
Best regards,
F.
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On 4/28/2025 at 10:27 AM, kuschmu said:
This one works for me ...
Thank you very much for your time helping.
Later when i arrive home i will try your .lua.
Best regards,
F.
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To be honest not confusing names at all for me. The way it works is another story.
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Hi,
I wish that we´ll be able to export from Mission Editor the freqs to a mission kneeboard with respective callsigns so it shows up in the kneeboard of the 2D/3D player pilot. It will be very useful and saves time (i use an external comm card kneeboard and i write the freqs. one by one from DCS and then save as .png and copy the .png file with freqs to my mission.miz file, and it is not the most practical/functional thing).
Best regards and thanks,
F.
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48 minutes ago, Reccelow said:
Previously I commented out the four six pack spawn points to keep thing clear for my AI taxing and launches. Now if I do DCS crashes every time. Is this no longer editable? I've tried it with the new crew on and off, same result.
Something similar here, i used to edit the taxi routes .lua so i can start from the Row 2 (Cat 2) or from the fantail but i guess it messes with the new directors taxi logic. And my coding knowledge is very basic so i stop using my file.
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1 hour ago, speed-of-heat said:
Hi Guys, pretty jazzed by this, but, its not particularly clear what i need to download and put where from the github, is there an installation guide?
Start here: https://github.com/Avalanche110/AI_ATC_Nellis_AFB/blob/Nellis-AFB/Documentation/AI_ATC operating manual.pdf
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That would be great to change the VR hangar at will. I had the VNAO Ready Room once upon a time but the version i have is no longer working, it was awesome.
Could anyone share a no hangar sceneVR.lua please?
The one i have doesn´t work anymore, i tried fix myself but my coding knowledge is very limited.
Thank you in advance.
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17 minutes ago, Miro said:
The ability to walkaround the plane, generally the ability to get in/out, like in another simulator about civilian aircraft, something like Heatblur is planning in F-4
Meantime to overcome the lack of proper implemented walkaround you can use Object Free Camera view and WASD keys to mimic walk outside the airframe. I use PgUp and PgDown to slower/fast the view so it can looks more like walking. The default keys for slow/fast i can´t recall right now but you can search on DCS control options in the key biddings tab for "Zoom out slow" and "Zoom in slow". I always do my walkaround before flight using the Object Free Camera, it´s awesome in VR and in 2D too.
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6 minutes ago, SOLIDKREATE said:
Still invalid brother. I'll wait until they fix their upload page. Right now it is not working. Thank you for trying. If you haven't you must set the link to: Never Expire. What is the name of the actual Server? I can just search for it.
Server name: Chiller Juice Studios
If you´ll find the server/channel please say so, if not i try to talk with the channel manager.
Weather mod v17 for DCS
in Utility/Program Mods for DCS World
Posted
Indeed! me too!
Thank you once again @bandit648 for your outstanding work with this mod!