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boerdi

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Everything posted by boerdi

  1. Indeed, but doesn't WP 58 technically have that value already when the plane starts up? And then fails to compute home fuel. But when I enter the zero coordinates the computation picks up? (all within a reasonable range of numbers of waypoints set up for a mission and WP 59 being the Bullseye populated WP) i.e. like NULL values and "0" as value in a database? I don't mind it being how it is. Just curious that I can't change HOME anymore after those five seconds.
  2. Hm, even with weight on wheels the button will be crossed out after selecting the empty "bypass" waypoint 58 Back in the air, re-entering N 00.00.00 works to "unlock" the ability to select again But now the HOME FUEL advisory/warning pops up, even with "empty" waypoint
  3. I set my FPAS home waypoint to 58 while starting up on the carrier (to disable the warning sound) Customised waypoints 0 to 2 while in transit But now the FPAS page doesn't let me change HOME to something else Speed definitely under Mach 0.9 What did I miss?
  4. No issues with Track IR here and I'm also getting 30 FPS in the desktop window Using the app FPS Monitor
  5. In two years of using TrackIR I never had any issues with "mismatching" FPS And I am sensible to micro stutters of any kind, so I would know when something "feels off" Currently it is DCS itself that's occasionally producing stutters and longer freezes sometimes My FPS range from 60 to 100+ depending on the map and how busy the multiplayer server is but never have i witnessed any TrackIR micro stutters Playing in 1440p on a 144 Hz G-Sync Monitor with G-Sync enabled and V-Sync disabled I apologize if this is no help for OPs problem [edit] But now as I am writing this down, this issue I had comes to mind: How is your Track IR connected to your PC? Directly via the USB ports on the front or back of the PC? I had problems with my whole HOTAS, Streamdeck and Track IR setup (total of 5-6 USB devices) due to the simple lack of USB power provided by the motherboard If you don't have tried it yet, maybe attach all your USB devices to a powered USB hub? For example something like this one: https://sabrent.com/collections/usb-3-0-hubs/products/hb-bup7 Worked flawlessly for over a year now
  6. Single monitor 2560 × 1440 (native resolution)
  7. I have exactly the same problem as bwRavencl! Did a test just now with the OB update that just got released (2.8.8.43704) and the issue is still there! I even backed up my SnapViews.lua (that has worked for over two years now) and deleted it to make DCS create a fresh one. DCS saves the FOV value of the DefaultView but DCS does NOT load that value even when quitting the mission and DCS. This even happens when switching slots of the same module in a single- or multiplayer mission. (e.g. in the same "game session") What I did in the past to set my default view: - Pause TrackIR - Zoom Normal (NumEnter) - Set up preferred Zoom/FOV and "Cockpit Camera Move" Positions - Save Cockpit Angles (RAlt + Num0) And that's all I needed to do for the past two years This method stopped working correctly with Open Beta 2.8.8.43489 How it looked for the past two years: What I get now when joining a mission: And the workaround is pressing the mentioned "Cockpit Panel View" (RCtrl + Num0) twice followed by "Zoom Normal" to make DCS load the default view in the SnapView file.
  8. Please have a look at this thread in the General Bugs subforum:
  9. Can also confirm that this workaround works. Thank you! And for those who overwrote the original bindings (like me): The function is called "Cockpit panel view toggle" And NumEnter is "Zoom Normal"
  10. Even switching slots in a multiplayer session loses the saved FOV setting
  11. Can confirm that saved FOV values have been lost and will also not save properly in current 2.8.8.43489 OB Tested with F-16 and F/A-18 Steps to reproduce: - Start a mission (e.g. Instant Mission Ready on Ramp) - Set camera/FOV up - Save cockpit angle - Leave mission and fly again - Saved cockpit angle/FOV has been reset
  12. No objections from me! Seems we all got used to a pre-MT LRLS that was too bright And the "old" LRLS in-game sounds like what the Navy wants IRL in the future https://www.sbir.gov/node/1208423 "OBJECTIVE: Develop an Enhanced Long Range Line-up System (E-LRLS) which can meet/exceed the current LRLS range performance requirements with significant reductions in form factor and weight. DESCRIPTION: The current LRLS gives the pilot an indication of the deviation away from the landing centerline, as well as an "on-course" indication. It uses Helium-Neon (He-Ne) laser technology to precisely shape and aim visible beams into corridors that are encoded in color and in blinking rate." [...] "Issues with the current system include obsolescence, high cost to maintain, excessive size/weight, and a difficulty in projecting the light beam at the required range through poor weather and cloud cover. The Navy desires a new system capable of providing precision long range visual guidance for a pilot on final approach. The system must be easily interpreted by pilots, usable at a distance of at least 10 nmi in clear weather with a desired objective to be used in all weather conditions, and with significant reductions in form factor and weight." [edit] A former Growler pilot gave me this answer:
  13. Track and log of a quick and dirty straight-in trap in daylight (OB 2.8.6.41363 Multithread) LRLS is barely visible. If I didn't know that it was there I would definitely not see it OB 2_8_6_41363 Multithread - Supercarrier LRLS Test - Caucasus - Daylight.trk dcs.log
  14. I will record a track as soon as I can. Until then, here are my observations that I posted already in the Supercarrier Bugs forum: Short version: When MT released, LRLS didn't work at all LRLS got patched (OB 2.8.6.41066 ?) but the lights are quite dim and difficult to see (even with current OB 2.8.6.41363) Example of LRLS in OB 2.8.6.41066 Dim lights, difficult to see Example of a pre-Multithread version (Turning final at 03:00) LRLS looks bigger/puffier than in current MT build Easy to spot at distance Both examples with same graphics settings in 1440p
  15. National day here in Luxembourg. Everything is smaller: country, military and national day parade And the local military aviation highlight of the year (Behold our mighty Air Wing!) Part of the parade were a Belgian Airbus A400M (flown by Lux. crew) and a Dutch A330 MRTT. Aircraft were in a low holding pattern directly over my home town. Managed to get a couple of snapshots before the aircraft headed south to fly over the parade lane in Luxembourg-City shortly after.
  16. Quite frustrating when the radar gives you no STT lock in ACM mode Or did I miss something? Current Open Beta 2.8.6.41066 (MT)
  17. Tested it just now in multiplayer on a SC module carrier (Roosevelt) The catspawned Hornet wheel chock bug is definitely still present OB 2.8.6.41066 (MT) Launch bar will not detach and ground crew can't remove the chocks ("unable to comply") Here is the track file (if it is of any help for the bug hunt) First spawn is a cold start followed by an ejection after launch to be able to respawn directly on catapult Georgia_At_War_P2_v1.0.2_afternoon-20230612-171759.trk
  18. I think OP meant to say "has not been corrected yet". Have seen the bug in action on MP server just last week with current OB This does work on the Stennis/Forrestal but not on SC module carriers (Roosevelt, Washington...) Once hotspawned on cat with Hornet you can't raise launch bar and ground crew does not remove the wheel chocks. Only workaround with SC module is to switch back to spectators and reslot. [edit] Tacview from 6 days ago Gave those two pilots politely the advice to reslot, explained the wheel chock bug and got called "stupid" (twice)
  19. Couple of pre-Multithread LRLS examples in 1440p: Case I - Turning final at 03:00 LRLS looks bigger/puffier than in current MT build? Case III Video starts at 6 nm to carrier but I think I had no trouble seeing the LRLS even earlier
  20. My resolution is 1440p LRLS test in a bit "darker/cloudier" environment (multiplayer) It's visible but if the sun is high in the sky and without clouds it can be harder to discern the light
  21. Jumped into the Apache for a quick CAS mission on the Flashpoint Levant (EU) server. Everything was fine until I gave George the order to open fire. All conditions to fire are met and he acknowledges the order but no missile leaves the rail. Tried switching ARM on and off and switching missile types. George still didn't want to fire. Switched to the CPG seat, fumbled my attack run and got show down Here is the track file. Yes, it's MP but it was a short sortie and very quiet on the server (just one other player) Flashpoint_Levant_v1.11.0_morning-20230610-083126.trk
  22. Tested latest version of Bankler's mission (7.2.0) just now with current OB 2.8.6.41066 (MT) The LRLS does work but it's barely visible And nevermind the super janky pattern/trap score, it's been a while since I tried Bankler's gauntlet
  23. Has anyone else the issue where a tank (e.g. a M1A2 who is already present in the session when you join a server) has working engine sound and where a M1A2 that gets spawned in via script (e.g. CTLD) lacks engine sound? Referring to my recent experience that I posted in this thread (incl. video, log & track file of spawn-in test with unmodded game) At one moment I had the Blackhawk mod installed and did the manual config edit thing and engines of present tanks work fine in MP but are absent for those who spawn in via script. This problem also happens without any mods installed (c.f. the linked thread)
  24. Indeed. I read about the Blackhawk mod causing problems and I applied the manual config fix I found somewhere here in the forum (edit: found the thread) That fix worked when I hopped onto a MP server with a M1A2 tank that I placed earlier which got saved and carried over by the server mission save system. Then I encountered the bug again which prompted me to post above query. Following your recommendation I have removed every single mod that was installed (Blackhawk, Hercules, Tacview, SRS) And ran a file verification for good measure (which returned without any errors) Now for the interesting part: I created a MP server on my local network with a super basic mission with only a ready-to-drive M1A2 -> no problems with engine sound Then I hopped onto a public MP server to confirm the test and I gladly found one of my spawned and saved M1A2 still in place -> no problems with engine sound But since that tank got carried over and was already present during server restart I did a final test and spawned in a tank via CTLD -> bam, no engine sound (with vanilla DCS) Log and track files: dcs.log Persian Gulf At War 1.0.0_evening-20230528-170052.trk TL;DR: The M1A2 that got saved/carried over and present at server restart has engine sound. The M1A2 that I spawned in afterwards via CTLD does not. You can hear the engine of the saved and carried over M1A2 but no engine mojo from the freshly spawned one
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