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Everything posted by Floyd1212
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I’ll download the track and take a look, but my guess is that once you “steal” the TADS from George, he doesn’t reselect it as his Sight when you give it up again. So with TADS not being active as a Sight, you can’t use it as an ACQ. If you jump in the front seat and select TADS for George again, I bet it will be back to normal.
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I think his question was answered above…
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Soldier going from walk to run when triggered
Floyd1212 replied to Floyd1212's topic in Mission Editor
I was able to get what I wanted with a DO SCRIPT and a little Mist, but I would still like to know if this is possible with triggers in the ME or if this is a bug. -
I'm trying to get a soldier to patrol an area, and when all hell breaks loose (a specific group takes damage), have him run to a specific point (his AAA gun). I have 4 waypoints setup for his walking route, with speed 4 kph, and a 5th waypoint set at his vehicle with speed of 14 kph. When he gets to WP4, I have an Advanced Waypoint Action for him to go to WP1. I also have a Triggered Action set for him to go to WP5. When I trigger the Triggered Action, he does start heading to his vehicle, but he maintains a walking pace, instead of the running pace specified for that waypoint. Am I doing something wrong, or is this just bugged? Is there an easier way to achieve what I am trying to do? I can't imagine I am the first person to want guys patrolling a compound to actually react to things blowing up around them in some meaningful fashion...
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DCS: AH-64D Screenshots and Videos (NO DISCUSSION)
Floyd1212 replied to Sleepy's topic in DCS: AH-64D
LOC: 37 S BU 5989 5231 (Syria, approx. 40km NE of Rene Mouawad) HDG: 261 Great area for helo ops. -
The AT-11 Sniper normally generates a missile warning on the CMWS, but on occasion I have seen the CMWS fail to notify in some situations.
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Yeah, it's a little janky, but you can get your exported displays to dim down a bit for night missions that way. You don't need to bind anything, just use your mouse to adjust the knobs on each MPD in the cockpit and see the results.
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From what I gather from being shot at many times: Laser "tracking" is when an enemy unit is painting you with their laser prior to launching. You would take this as a warning to get the hell out of there, as an ATGM is likely to follow. Laser "beaming" is when the missile is in the air, and is riding the beam toward you. So it's the same vehicles that you are used to lasing you, they have just proceeded to launch on you.
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This post is talking about how to boost the brightness/gamma of the MFDs on a second monitor with exported displays. It doesn’t sound like you are using a second monitor. You can certainly use ReShade to enhance the visuals of your game, but you won’t be able to isolate the MFD screens with a UI Mask, unless they are exported to a static location, typically on another monitor.
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Visible Before Activation for AI air units?
Floyd1212 replied to Floyd1212's topic in Mission Editor
Thanks for the instructions; that helps a lot. I'll give it a go and see what I can do. -
Visible Before Activation for AI air units?
Floyd1212 replied to Floyd1212's topic in Mission Editor
Thanks for the reply. I see the option for UNCONTROLLED, but what trigger action is used to get it activated? -
I would like to setup a scenario where blue forces are scouting an enemy helo pad with a Hind sitting on the pad. Enemy ground units are spotted running to the Hind, and when they get there, the helo activates and begins starting up. If the infantry units don't get there, the helo doesn't start up. If the helo is destroyed before they get there, they are left standing on the pad without a ride. I'm not seeing an option for "Visible Before Activation" for air units like there is for ground units. I'm also not seeing a way to trigger "AI OFF" or "AI ON" to hold the startup from happening automatically. I could use Late Activation for the helo until the infantry arrives, but then the helo pops into existence in front of your eyes. Is there a way to accomplish what I am looking to do with simple triggers in the ME?
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new to the 64, with a easy question I cant find the answer
Floyd1212 replied to Jeb's topic in DCS: AH-64D
That's assuming the WP is included in the current route. To make any point your DIR you can select the POINT ? option at L1 and type in your point using the KDU. Or select the point with your cursor. Page 254 of the manual discusses all of these options in detail. -
Ah, sorry. When you said you would try over and over again until it wouldn't drift, I figured it was drifting for the CPG, not just the desync issue seen by the PLT. Sounds like you are talking about the same bug then. Carry on.
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correct as is IHADSS icons super misaligned when head is rotated
Floyd1212 replied to fisadev's topic in Bugs and Problems
This is now how the IHADSS works, which is more akin to the real thing. It does not have a "roll correction" component keep the symbology aligned with the horizon. There was some discussion about it when it was "corrected" in a patch last year. We had been spoiled with the incorrect behavior since the module launched. As mentioned here: https://forum.dcs.world/topic/353798-pnvs-and-tads-in-ihadss-are-roll-stabilized-again/ -
I think you are describing a different issue. The original post describes this bug perfectly. What you describe sounds like an analog drift in your MAN TRACK axis for the TADS. Are you using a joystick to slew the TADS, or an analog thumbstick? Check and make sure you don't have that axis double-bound to some unused controller, and try setting a deadzone of 5 on the axis to see if you can stop it from drifting off the target. In the meantime, I'm guessing there hasn't been much multi-crew action going on by the ED Devs...
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I watched the CPG track and there it is, plain as can be. Thanks for taking the time to make it.
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I don't remember seeing it in the patch notes as fixed. Are you sure? There was another bug fixed related to the TADS, but I don't think it was this one.
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Yes, Dynamic Spawn pre-loadout screen.
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AH-64D Takeoff Hover tutorial tail wheel lock not working.
Floyd1212 replied to LaLa's topic in DCS: AH-64D
You rarely ever want to reduce the power levers; keep them on FLY, unless shutting down the aircraft. Use the anti-torque pedals to balance out the thrust of the tail rotor when the tail wheel is unlocked. Like Corbu1 said, the wheel won't actually lock into position again until it is centered, like after you have started rolling forward in a straight line.- 7 replies
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Typically, which aircraft can perform CSAR and how many troops they can carry is handled in scripting, and you could easily allow the Apache to carry 2 troops. And the scripts often add mass to the aircraft for each passenger, and luckily where they would sit as shown in the pic probably isn't that far off of the CG of the aircraft. As for dropping them, I bet they could hold on pretty good if their life depended on it.