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Floyd1212

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Everything posted by Floyd1212

  1. It would appear that you are hovering stationary in 11 knots of wind. If you flip the IHADSS Symbology to Transition or Cruise modes you will see both TAS and Ground Speed at the same time.
  2. It will list all aircraft that are in the mission, occupied or unoccupied.. I was flying with a buddy in a large pub server, and it was just the two of us, but the member directory was 12 pages long. There seems to be a limit at 12 pages (96 aircraft) as there were 112 Apache slots total in the mission.
  3. I'll add two issues that we have noticed since the 2.9 release. The RWR repeats over and over and over with the same warnings. Like, incessantly. There is a desync in MC when the CPG uses IAT. Sometime the PLT sees the video feed and the queued LOS reticle showing a completely different location than what the CPG is locked on to. This was fixed at one point, but appears to be a regression. If anyone else can confirm they are experiencing these same issues, I will write it up, or dig up the old bug reports.
  4. I do recall a thread where someone else was observing this phenomenon, but I am unable to find it now. Found it.
  5. This makes total sense, and would probably explain a similar bug that was reported a while back where sometimes the CPG would power on the laser [WPN > UTIL > L6] and for the PLT it would enable NOE/A mode [A/C > UTIL > L6]. Maybe after autopaging to the A/C page after a low RPM warning.
  6. @Comrade Doge Thanks for the update! I had made a suggestion a couple pages back that I’m not sure if you saw. I don’t think I saw you respond to it, one way or the other. Figured I would mention it again in case you missed it. https://forum.dcs.world/topic/272110-transfer-steerpoints-from-the-f10-map-into-the-aircraft-dcs-the-way/?do=findComment&comment=5278504 if it’s not a feature that sounds interesting to you, that’s fine too.
  7. Wags shows all of those functions in his 2nd video on datalink. It does take a few button pushes on the MPD to send or receive data.
  8. It is an idea, but probably not the best one. The inside of an XBox controller is very tight, and all the devices are surface-mounted. Trying to solder leads onto those solder pads is not easy. I've been inside mine to make some modifications, and it is not fun. And, a simple Leo Bodnar joystick controller board gives you all the terminals you would find in an XBox controller in a much easier to use package. But, like Assamita said, the TEDAC is more complicated than 2 XBox controllers.
  9. Okay, I've spent way too much time investigating this bug. It is definitely a missing texture on the seat, or possibly a weird behavior of a normal map, or reflective property of the seat texture. In the reflections off of all displays (including the MPDs and mirror) you will see this shape.
  10. I’m confused on Wags’ Note 2. It seems like he is saying something has changed in the functionality of the datalink since he recorded that video? Or maybe in the yet-to-be-released video on how to use it? I guess we will see…
  11. Looks like I have the same issue and never realized it. I just hopped in the ME and setup some scenarios to reproduce it. It appears to be the texture of the seat and headrest not rendering properly in the reflections. When the sun is directly ahead of you, and shining on the back of the seat, you see it reflected in all the displays, and the lens on the boresight tube, and even the mirror. It doesn't seem to happen in the back seat, or when the sun is not at a low angle in front of you.
  12. It is really pronounced if you zoom in on the boresight tube in that screenshot. Definitely check your Lens Effects setting and try it set to "None" and see if it goes away. You might also clear out your fxo/metashaders and see if that helps.
  13. Are you saying the cursor gets stuck along the edges, or are you saying it never moves out of the corner at all? And are you saying it works fine for you when you are solo, but as soon as a human hops in the front seat it stops working?
  14. A moderator merged two similar threads, which can sometimes be confusing to read, especially when one of the threads has a link to the other, which is now a link back to itself. You'll need a PhD in Astrophysics to work that one out.
  15. Found the original thread I was remembering, and Bradmick's response... o
  16. Ah, sorry, my suggestion was directed at the OP, and assumed they did not have Jump Over" enabled. Not sure how to solve your issue, but this is what the CI looks like with the throttles set to FLY.
  17. You put your mouse over them and click and drag up. If they move at all, they weren’t all the way up.
  18. Throttle levers should be set to FLY and left there. Verify in the cockpit with your mouse if they are all the way to 100% when your HOTAS is pushed all the way to your FLY setting. I couldn't find the exact thread where this was discussed, but if memory serves, there is some anticipation logic in the onboard computers that bumps the RPM when it expects a lot of drag on the rotor system. Bring the collective up more slowly and smoothly to avoid this when lifting off.
  19. As a work-around, you can switch George to No Weapon mode and command him to lase a target, then as you get within range, switch him back to Guns and let him engage the target.
  20. What was the symbology showing on the ASE page, and in what direction was it coming from? Maybe one of the ships? PrtScrn is the default button for taking screenshots in DCS. They end up in the C:\Users\<username>\Saved Games\DCS.openbeta\ScreenShots folder.
  21. Yes, we have seen this, too. Joining a different aircraft as pilot, then joining on the original Apache as CPG seems to work for us as well.
  22. Actually, I take that back. They aren't following the road properly at all. They are all over the place, loosely following the road, but cutting corners and going off road quite a lot. So maybe the real question is how to you task a group to go from Point A to Point B while staying on the road using scripting?
  23. Ah, good to know. I'm definitely in over my head here, but this is my understanding of the problem: The mission that was originally mentioned in this post uses a route assignment to get convoys from one zone to another on the map. The convoy starts on the side of the road, and 3 points are determined; a point on a road closest to the starting point, a point on a road closest to the final destination within the destination zone, and the final destination point off the side of the road in the destination zone. The convoy is then assigned a mission with a route using the three points. WP1 is type = AI.Task.WaypointType.TURNING_POINT with action = AI.Task.VehicleFormation.ON_ROAD WP2 is type= AI.Task.WaypointType.TURNING_POINT with action = AI.Task.VehicleFormation.ON_ROAD WP3 is type= AI.Task.WaypointType.TURNING_POINT with action = AI.Task.VehicleFormation.OFF_ROAD The convoys seem to stay on the road for the main leg of the journey between WP1 and WP2, but will sometimes come to a stop before or on a bridge. We were attempting to demonstrate the problem without using scripting, but I don't see any way around it.
  24. Maybe post a track to show us what you mean by "nothing changes" when trimming vs. not trimming. Include a mix of cruising and hovering, with ATT Hold engaged and disengaged, with the Controls Indicator up, first without trimming then with trimming. Could it be something is borked with your install? As Raptor9 explained in his post, "The Controls Indicator represents the cyclic's force trim reference location with the red X. If the cyclic is not within roughly 2% of this position, you can toggle Attitude Hold all day and display the box around the TAS readout, but it will have no effect on the flight controls."
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