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Eskandaer

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  1. Friend and I both have campaign. Would find this enjoyable in co-op format. Did some light searching for how -- I see folks talking about editing the campaign missions in a way to enable co-op. I could load up these mission in the editor, change one of the wingman to playable. Then I don't see a method to save it for usage. Whenever I launch the editor results in a mp server as well, it doesn't seem to use those settings I changed. Anyone have a better understanding on how to do this or any luck with doing this with this campaign?
  2. With more time/experience, I'm getting more consistent results -- for now, I'm chalking up what I experienced to accidental luck, but yes, if I do get a super unnaturally easy lift off the bat, I'll save the track. That said, I still haven't figured out the wind element terribly well; I just have been trying different vectors until I start going up. For clarity: what heading should we fly toward based on the kneeboard degree listed? Ie. if the kneeboard says the wind is 45 degrees; does that mean fly toward a 45 degree heading or opposite of that (225 degree)? And forgive my ignorance -- does that mean the wind is blowing from the 45 degree angle or in the direction of the 45 degree heading? Again, 'into the wind' always gets me; downwind or upwind both can lay claim to that depending on language understanding. I've assumed upwind but just making sure. Thanks.
  3. New user trying to config for UH-1H; a little lost -- tried reading manual and google searches but everything seems to be beyond what I'm trying to accomplish -- I got this thing thinking the immersion factor was the benefit, but maybe I'm misunderstanding the specific use cases here. 1. Physical UH-1H PTT keys: As I understand, the trigger on cyclic is the PTT for radios -- what I'm uncertain about: some folks say it's a two stage (one for ICS and one for radio) and there's two keybinds in-game to support that, but the normal mode in vaicom seems to only support one tx channel. I can do multi-channel, but then that opens all the TXs; guessing there's no way to setup just a ICS channel and a all radio channel (AM/FM/UHF)? 2. I want some 'admin' commands while in VR to be without PTT -- I created a profile that is referenced in vaicom one -- active PTT Hot mic and that is good to go. Can speak those commands, they enter key inputs into game using VA. 3. I want a few crew commands to be without PTT (spoken) but very few (like while noise level is down from engine being off); can follow method in #2 above while also checking for UH-1H as a variable; good to go. 4. And now problems: I want crew/copilot commands (issued while engine is on, so most of them) using VA to trigger key inputs in-game, but I wanted to use the vaicom PTT function for ICS/internal. Ie. have to set channel to ICS and use PTT for crew to hear over intercom system. Functionally, this is not necessary -- just going for immersion as I thought that was the value of the vaicom plugin. I also haven't tackled MP yet, but ideally this would be setup in a way that allows me to speak AI crew commands or MP VOIP to any internal crew members without broadcasting over radio. I don't see how to set one of the TX variables as active as a pre-condition for a VA command. Any insight on getting this accomplished or is this just too far outside the cope of vaicom? 5. The variables you can access with vaicom seem a bit limited -- I'm guessing there's no crew ROE/autopilot status/weapons selected/etc variables that can be accessed, right? The ones listed in the manual are the full list? Any insights on the real physical UH-1H comms system or how to use TX transmit as precondition for custom VA key input commands is helpful. Thanks.
  4. I'll be more deliberate about documenting what I'm experiencing to see if it has validity. It might be that I'm executing the lift exactly right when things feel easy -- but I'm just a bit doubtful of that. From a technical perspective, I'm guessing you're not seeing a possibility of that cargo weight modification somehow not initializing on a mission load when there might be performance issues -- you would know better than me, just noting that it feels like that sometimes.
  5. Maybe a bug; maybe not. Not a great pilot, but I have learned a reasonable amount about the UH-1H and flying it in this campaign. I get to missions 7 and 8. Gunship. Tracking on the dialogue in 7 about how to take off due to being overloaded along with the lore behind that mechanic. Where things depart from what I would expect: 1) Sometimes -- the first try on m7 and sometimes a retry on a m7/m8, the ship lifts fairly reasonably like flying the slicks, just slightly heavier, without me having to do anything special. Just ease up the collective, don't have to red line, gain a few ft immediately and ease into some lateral motion for a fairly gradual but normal lift. 2) Other times, usually after a retry (since I can get gun happy until a tree embraces me as its best friend), the ship maneuvers like a sack of wet <profanity> when I attempt to lift. I get the 'barely light on the skids' even with red-lining, try to follow the procedure outlined in the m7 dialogue, and usually get nowhere. When I do get lift, it's almost like a script just stopped running that was keeping me down and suddenly I'm up with relative ease. At first, I told myself this only happened because I finally figured out the wind component (does 'into the wind' mean fly upwind/windward or downwind/leeward?? -- flashback of some hilarious jumper errors with the MC-6 on this ambiguity of language); but on a retry, sometimes I have luck with the opposite direction or completely different angles -- again, it feels like a switch flicked off and suddenly I'm up. If it weren't such a drastically different experience between suddenly hard and suddenly not hard on different tries, I wouldn't be considering the possibility of a bug; but as I'm getting such radically different experiences, I thought it might be worth a mention. Is there an 'artificial' script or other mechanism in the mission file that is supposed to reduce the power/lift of the gunship engines? If so, it might be applying its effects inconsistently. Technical: VR - Usually with Oculus Quest 2, using openxr and oculus software during this encounter. Decent PC specs (rtx 3090/amd 5900x) , but this map really churns fps in VR down heavily -- I probably average 45 fps, but with the different motion smoothing techniques used by either openVR or steamVR.
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