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Psifire

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Everything posted by Psifire

  1. I think it depends on the module, but I'd say keep a copy of the .dll handy and just remember to try it if you run into input lag with any of your modules. I ran into this issue with the MB-339, and the .dll linked above fixed it.
  2. Just had to reapply this fix after forgetting about it and running into this issue again. If you are using a Sidewinder FFB 2 this is still relevant, and the .dll still fixed the issue for me. Remember to add this .dll file to the DCS World\Bin-MT folder as well if you are applying this to a newer build
  3. Hey all, There is a unit that is not listed among the assets for the WW2 asset pack and will cause any missions you create using it to require the WW2 asset pack. It's the Concertina Wire. ED's own entry for the WW2 Asset pack omits it. It should be in the list of assets added by the pack, but I couldn't find it on any list online. This made it very frustrating to figure out which of the several hundred assets I had placed in a mission was requiring the pack. Thought I would post what I found so that others might not have to deconstruct their mission to find it. Also, ED, please add this to the list of units included in the WW2 pack. I went through my mission's unit list trying to figure out what was triggering the mission to require the pack. Or better yet, just make it a basic asset. No one is buying the pack for barbed wire, but it's nice to have as an option for mission building. I'd be fine with either one, but it honestly didn't occur to you that mission creators might want an accurate list of what was included in the pack so that they could remove it? I mean, I know an 88 is a WW2 asset, but concertina wire? Was I supposed to remember that that structure wasn't available for me to build with before I got the WW2 pack? It's bad enough my buddy wouldn't be able to play any mission that I add WW2 assets to since he doesn't own the pack, but making it this hard to find and remove those assets just sucks. Could have fixed this in five minutes if the listing on your own store page was accurate. Thanks for the headache.
  4. Uh oh, did Multi-threading support on the new Beta make this worse, or was I just really unlucky? After the 3/10 update, I got shot down first 3 missions in a row by ridiculous unguided AA fire. 1st time was a Bushmaster shot at about 2 miles in an F-16 flying at a pretty sharp angle. The last time, a guy with an AK-74 shot down my P-51. I just got done removing all the S-60s from my missions because they are too accurate, do I have to take out AK-74s too? So now the only ground resistance I can put in my missions are bolt action rifles? Thank god I have the WW2 pack.
  5. This could all be easily fixed by creating a skill level below Average that has much less effective aim for AI anti-aircraft fire. There would be no need to debate. People who think it is too accurate could set their missions up with below average assets, and people who think it is fine the way it is could keep it at Average and above. What really makes me mad about this is that by making the minimum skill level so accurate, I can't fix it in mission editor. If I had the option to set AI level so that they don't snipe a helo flying perpendicular at 90 knots, 450 yards away using an AK-74, I would take it. Other players could keep their missions the way they are, but I would be able to use it, and I would choose to use it because I've fired a rifle before so I know how ridiculously hard it is to hit moving targets.
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