-
Posts
13378 -
Joined
-
Last visited
-
Days Won
6
Content Type
Profiles
Forums
Events
Everything posted by shagrat
-
Ja, ist es. Nur FPS ist default deaktiviert. Der UH-60 sollte grundsätzlich mit SAS geflogen werden. Der "Trick"ist, bei jedem Manöver den Trim Release gedrückt zu halten und erst loszulassen, wenn er stabile Lage hat. Dann nur Mikrobewegungen zum Kurs halten. Wenn du versuchst wie beim Huey den Trim kurz zu drücken, geht das schnell in extremste Fluglagen über, die ich nie gewollt habe. Muss man sich erst dran gewöhnen.
-
Just press RCTRL+RETURN to activate, like in every other module. Sound is the two turbines and a modern Rotor without the Huey's thundering "Flap-Flap"... It could be a little louder and more pronounced for my taste, especially in cockpit. And we need the volume going up, if the slide doors open.
-
Just to point out, the F-14 is used in MP, just not a lot in competition aka "Player vs Player"...
-
Make the overlay visible by default, would fix the "awareness". Anyway, just think about multiple "newbies" to radio ops popping into servers, using the radios to "talk" to the other guys, unaware of the implication and basically blocking/jamming the frequency intermittent. Either everyone else is switching to another frequency (so they can't here them anyway) or they get instructions on how to use / get on the radio, and then there's no problem to add a "first click on the antenna icon, when ready to switch to radio comms mode". But if they run into problems, the default coalition room would be active and any experienced player, just needs to switch back to room and pick them up and help them, with bi-directional comms. Experienced players will simply activate the "switch to radio on start" option.
-
A couple things I would like to see: mic click. Can be placeholder, or a simple "beep" to know the radio transmits the ability to assign different keybinds to the cockpit PTT buttons per each(!) module. This is crucial to address flying planes AND helicopters as you need PTT on different controllers, namely throttle vs. joystick! E.g. F/A-18C COMM switch is on the throttle, in the Mi-24P or AH-64D you have PTT on the cyclic! Room PTT should work with any PTT pressed. Apart from that the implementation is very promising. If we get the effects like "radio/distortion", realistic squelch, clicks, encryption sounds this will be a big ease of use for multiplayer comms.
-
Same experience here. This is making multiplayer with super carrier a bit awkward. One idea we thought about yesterday, was to have a quick press and release popup the normal in-game F-Key Menu and press and hold activate voice.
-
To have radio as "default" when entering a cockpit, there is an option in the settings. I personally think it's better to have room mode, by default, as especially newcomers to Multiplayer struggle with operating the radios. It's easier for an experienced player/instructor to explain radio and the voice chat in a "room", then show how to switch to the radio mode. Not everyone is an experienced player.
-
New to DCS World: Are F-16, F-18, F-14 and A-10 cockpits clickable?
shagrat replied to ***Waxer***'s topic in DCS 2.9
If you use the non-steam version of DCS World, there is a Free-to-play program, where you can test any module for two weeks. This way you can see, if it suits you. Just visit digitalcombatsimulator.com and try any module before you decide to buy it. -
See my post directly above yours.
-
For everyone who wants to use the throttle axis and idle stop. This was the closest I could get it to work as intended. 1. Check the Y-Axis is not invertes in the VPC Config it shouid match the rotation direction in DCS without having to invert the axis in DCS. If you need to invert it in DCS to match, you need to adjust this n the VPC Configuration, not DCS ! To get to that setting DOUBLE CLICK the axis (See second picture where to adjust). 2. Define 2 different "Axis to button setups to create 2 additional "Buttons". (Ignore the 3rd I created, this is not necessary for this setup) 1st for Axis 2 from 91% to 99% and a free physical button number (depends on your twist grip). This will create a button press when the throttle is just moved a little bit counter-clockwise and will be our "Decrease Throttle" button later in DCS. 2nd for Axis 2 from 60% to 62% and the next free physical button number. This will create a button press just before the physical idle stop and will be our "Increase Throttle" in DCS to push the throttle from shut-off into idle position, when e twist the twist grip through the idle stop detent. You may need to adjust these values to your physical axis, in general they should be close enough. 3. Next we need to assign the "new physical buttons" to a logical button press! To do so open the buttons menu. Ensure the buttons show as axis to button in the black field below the button list. Select 2 free Logical Button and assign the new buttons to them as a "Normal" button press. Also make sure you have the IDLE STOP button assigned. By default it should be button 1, unless you configured it different. The logical button number does not really matter, but you need a logical button assigned. That' the setup in the VPC Configurator. AND DON't FORGET TO SAVE THE SETTINGS TO THE DEVICE. MAKE SURE YOU CONFIGURE THE ROTOR TCS PLUS ! You may check the buttons in the VPC Joy Tester, now. Do NOT check with the overview of the physical setup on button page. Always check with the VPC Joy Tester to see the Logical button output. If everything is working as expected (Buttons from the twist grip axis turn ON and OFF when twisting through the axis positions, switch to DCS. 4. Setup the throttle axis in DCS. Open the Axis Controls in the DCS Control Setup Menu, select Throttle (in the Pic it's "Schubhebel" as its in german), go to the "VPC Rotor TCS Plus column and assign the JOY_Y axis (Grip-Axis). Now right click the JOY_Y field and select the axis tuning menu. Make sure to check the "Slider" option and do NOT check the "Invert" option. If the twist grip axis in DCS does turn in the wrong direction, go back to the VPC Config and adjust it there. Tune the "Saturation X" to 58/59 so that the flat part on the top ends where the red DOT is, if the twist grip is in the idle position. That is when you twist beyond the idle stop, to full and back against the idle stop. This enables us to use the full throttle axis in DCS with just the part of the physical axis that goes from idle stop to full open ! 5. Set the key bindings for the Increase and decrease throttle buttons. We need to assign the "IDLE STOP" to the idle stop on the collective (default JOY_1) and now the button at the nearly full clockwise (closed) position to "DECREASE Throttle" and the button from the close to idle stop position to "INCREASE throttle". Save the setup with "OK" In DCS you should now be able to twist the throttle through idle stop and the throttle should snap to idle, due to the short "INCREASE" button press. When you twist back and press IDLE STOP the idle stop in game should be depressed and you can twist to the shutoff position until the "DECREASE" button is "pressed" and shuts down the engine. The only drawback I could find is, that during startup you will need to have the throttle in idle and not "just below the idle stop", but that works without problems, it seems.
-
That's why his scenario contained "supposedly" balanced aircraft. The point is, if you balance number of players (red vs. blue) the best thing a mission designer can do is putting the exact same aircraft and weapons on both sides...
-
The thing is, when introducing people to the radios, or simply doing training sessions in general, the instructor needs to explain stuff and talk to the trainee. A simple thing like explaining how the radios in an aircraft work, without the trainee knowing how they work to be able to communicate is a pretty bad idea. When instructing on bomb runs, how to setup the aircraft etc. I need to be able to talk to the guy AND hear questions... Additionally it is annoying to need to PTT for 60 minutes plus to explain stuff and answer questions. So we definitely need the room option to replace Discord/TeamSpeak etc. and especially for training. I just yesterday made the Voice chat setup with a buddy of mine. We would never have succeeded with just radios in the cockpit and given up ultimately. We even required Discord to troubleshoot room mode until we found he had room mode default on "Push-to-Talk" and not "microphone on". Next issue was troubleshooting the radio setup in-cockpit, when setting up keybindings (ESC menu) while in the aircraft. By the way, if you later managed the setup etc. and can confidently use the radios from cold and dark, there is already the option to default to radio mode immediately when you enter the cockpit. It's a simple checkbox in the individual menu of the voice chat window.
-
Voice chat: use module specific PTT keybinds and controls
shagrat replied to Northstar98's topic in Wish List
I second that! It's vital, if you own a throttle AND a collective, to be able to set individual PTT keys per module! A buddy from our group brought up another issue: if you would use the "real world" keys, it can lead to a situation, where muscle memory makes you pull the trigger in the Huey, to communicate, but the same muscle memory in a Hornet may be detrimental to one of your buddies when you fire a Sidewinder, when you just want to talk... That's where the best solution is to allow us individual comm triggers separate for each module. The problem is, if I need to buy voice attack to make in game VoIP work, I don't need in-game VoIP as SRS and/or Discord are more accessible. That is even more true for newcomers.- 34 replies
-
- 2
-
-
- voice chat
- radios
-
(and 1 more)
Tagged with:
-
The key here is the "weaponeering recommendations" part. The pilot can recommend, not change on his own and most important, not without the JTACs approval. And especially the JTACs are trained in most (if not all) NATO weapons available for CAS, including the typical employment limitations, weapon effects, fuzing etc. It is their job to know. In the Annex E of the JP2-09.3 are some full scenarios for training the whole procedure. Includes game plan, 9-line and all the required radio calls... These scenarios are much easier to understand, than the whole regulations. It took me a while back then, when the A-10C was brand new, to grasp thze whole concept, myself. The typical on call xCAS flow is something like this (very high level, there is a lot more going on): - Troops on the ground get into trouble and need air support. The ground commander tells his JTAC to call the "controlling agency" (typically JAOC or the like) and request CAS to their position - Controlling agency directs nearest available CAS asset(s) to the area - Aircraft arrive in the area, contact the JTAC and "Check in" (Who they are. What ordnance they have, how lonmg they can support) - JTAC calls aircraft and assigns a holding area, IP and gives a short SitRep (What's going on, where are friendlies, where the enemy, what is the opposition, threats. Not in detail just the current situation), this also enables the aircraft to give these informations to additional aircraft arriving on scene or hand over if they run out of gas (Relief InPlace). - JTAC calls aircraft and builds a gameplan with the lead pilot. What threat needs taking care of first, what effects on target are desired (-> type of weapon, that's where the pilot would usually recommend bombs, LGB, JDAM or else, if he thinks it appropriate), if he needs multiple attacks or just one at a time, then BDA, rinse & repeat. - JTAC selects a target and type of control. This dependds on eyes on the target vs. only a grid coordinate, if he is under fire and look around etc.) and gives the pilot a 9-line (or 5-line) brief, including what ordnance, attack direction, abort code etc. and additional/optional info (the "remarks"). - Pilot verifies the 9-line, confirms via readback. if necessary corrects any mistakes, until the JTAC is 100% sure the pilot has the correcxt information. - Depending on type of control, pilot and JTAC make sure they are looking at the correct target. Typically the JTAC will do a tlk on and the pilot will tell him what he sees, JTAC ask questions on details so they don't accidentally look at different "L-shaped" compounds. - pilot begins attack as advised by the JTAC, checks ingress and parameters, JTAC tries to acquire the aircraft (depends on type of control) and if he is satisfied the parameters of the attack run are ok, clears the aircraft in hot. - pilot confirms weapon release and egress from target and gets back to his assigned holding unless told itherwise by the JTAC. - JTAC confirms impact/effects on target and does a BDA, if possible - If necessary JTAC authorizes another attack on the same target, or assigns a new target (new target means a new 9-line is required). This repeats until the ground commanders request is met, the aircraft runs out of ammo or fuel (needs to refuel) or the JTAC sends the aircraft away. I am aware there is a lot more going on, but this is a good basic overview of the workflow. If somebody has more details or more in-depth knowledge, feel free top chime in and correct this.
-
Another thing is, you need to land at an uncontested airfield of your own coalition. So if you land on a red or neutral airfield, or there are armed enemy units inside the black circle around the airfield, you can't repair, refuel or reload.
-
So I regularly host the server for our group and I can't see any valid concept that would work. Because of most if not all afore mentioned issues. I can't see any concept of "team balance" that would make our events any better. And from the comments I read, nobody does. So if nobody gets any insight in your concept of team balancing, what should we discuss? A simple "I want" let others figure out the how, may end up in something that is far from, or even contradictory to what you have in mind. As I pointed out above, we could simply add more slots to the opposite coalition, but that doesn't guarantee any "balance". Or we can balance the "number of players", but that that does not account for airframes, weapons, map position at spawning etc etc. etc In the end the most important point is, would players like/accept being manhandled like that, or simply switch to a more convenient server/mission, so they can enjoy DCS?
-
There were a lot of details to why this is problematic to say the least. As everybody can host a game for his buddies, everybody's opinion counts at least(!) as much as yours. And you brought up the concept of balance, without even a marginal explanation to what it would look like, or how it should work. (...)"enforce team balancing"(...) is a very broad term. It could be to simply add 4 MiG-21 slots for each F-16 slot. Or enforcing the same number of players on both sides, so a "well balanced" 4 F/A-18C vs. 4 L-39C... So the question is absolutely valid: how do you imagine this "balance" should work in DCS? Any suggestions?
-
The "text book answer", can be found in the actual text book, the JP3-09.3 CAS... and as said by others, already, the pilot mustn't chose the ordnance, unless cleared to do so by the JTAC. He may offer alternatives or add information for the JTAC to consider, though. That's why the final clearance ("You are cleared hot") is done by the JTAC, not the pilot. Keep in mind they still work as a team toward a common goal, to fullfil the ground commander's request for air support. The ground commander (through his JTAC) is the one responsible (!) for the attack and ultimately going to court. For example if two fuel trucks are bombed and it turns out the bad guys, may have been civilians.
-
We should be able to slew the LST centroid with the TDC when in search mode. Reference TACMAN from 2002, page 2-46, Section 2.4.4 Currently we can switch the scan pattern, but not slew the seeker centroid in any direction.
-
-
TROOPS IN CONTACT! (V13 released, on github)
shagrat replied to fargo007's topic in User Created Missions General
As described in the first post under "Portability", or on the GitHub site...