

Thisdale
Members-
Posts
292 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by Thisdale
-
Artillery - Fire at Point - cease fire by themselves(?)
Thisdale replied to Thisdale's topic in Mission Editor
Actually, turns out its 100 rounds per artillery. not sure why my artillery decide to stop. Perhaps they have "magazines" and they must reload the magazines. Do you need the Ural Trucks to do a special action? -
Artillery - Fire at Point - cease fire by themselves(?)
Thisdale replied to Thisdale's topic in Mission Editor
Yup -
Greets, Trying to setup a few artillery SPH 2S9 Nona firing at a specific point. Setup: No waypoint Advanced Waypoint action: Fire at Point Drag arrow to desired point (within the Unit's engagement range (outer line) Weapon=Auto Rounds expended: unchecked (unlimited?). I load the map, they fire a few rounds, normally (2 to 5). And then stop. What's up? Are they out of ammunition? Can i have a setup to resupply them? I'd like for them to continue firing indefinitely.
-
Editor Feature Request - Where to post?
Thisdale replied to Thisdale's topic in User Created Missions General
Thank you. Done. -
Greets, In general terms, Event Layers (or discipline modes/layers) are used in most Game Engines so that multiple disciplines are able to work on a same map/location without compromising one another's work. In line with DCS's Mission Editor, Event Layers would be more used to Layer various elements found in Campaigns and Missions. Example; 1 Layer is for Playable Units only (player/Client). 1 Layer is for Static Units only. (all that nice animated scenery) 1 Layer is for Main Mission Script Only. (Way point, attack here, RTB there). 1 Layer is for Side Objectives or "potential events" Only. (if go beyond there, trigger this extra CAP, if go there, destroy units xyz...) The User can enable or disable any Layers as he see fit. The benefit of this, is exactly the same as what you'd expect layers in Photoshop would do. You dedicate a layer to "Living World" stuff. We all spend countless hours having planes take off or land as the player starts his cold start routine. Having Helicopters fly by and so forth. Once done, there is so much stuff laying around, it becomes very difficult to manage. You dedicate a Layer to your main mission. Set specific waypoint, organize your triggers and write down that important message. and so forth... Yes, you can "Hide" units, but when you have up to 300 units, including Statics, scenery, mission specific, Client and Ai units, with way points. It's a big mess, regardless of how organized you are. It takes considerable time to work out and debug and scroll down that insane list of units. Layers allows you to compartmentalize and set various layers for which to work with, while hiding everything else. So that you can easily check what is done, but continue unhindered. Furthermore, if you are working on a Campaign or Mission with friends, you can share the same mission and update layers individually. One person could be working on the Mission Specific content, while another sets up secondary things (coalition rules, ROE, Trigger zones for CAP...). Yet another could be having some fun placing randomized scenery units around the base. Helicopters flying by, airshow... This feature would make for a great addition to this powerful mission editor. Cheers, :joystick:
-
Actually, small typo, meant to write 172. I use the F5 manual's release tables.
-
Hey guys, Where's the best place to post a feature request for the Mission Editor? thx
-
Not sure i see what you see. What's the command line?
-
This... This is very interesting!
-
Greets everyone, I was wondering if perhaps someone on here has experience with the F5E, or knows someone (you know...), that could comment a little on the planning phase of a CAS mission. In more details, here's what i'm having problems with. Simple mission, go drop bombs on ground. In this example, i'm practicing my MK82SE drops. Referencing to the Release Tables, i pick something to practice. 0 Angle (level flight release) 400ft above target 400nm 172 mils on sight So, from this, i know that at moment of release, when my pipper is where i want it, i pickle at 400ft, at 400nm, while in level flight. All good. And it works! Now, shy of having a JTAC on site and no "F10" handy, the only way to know for sure about the altitude at ground level, is to have walked it, or have a very accurate map, of the exact point you are looking for. Without the proper altitude information, i find the F5 to be increadibly innacurate (with all bombs, not juste the SE). The big question regarding this post; how did the guys who flew that bird, accomodate, and adjusted for it? Even with a good mission brief.. was there accurate data? Or did they look at the map and eyeball around 1850 'cause on the map it says 1832 about 200 feet next to it? Such as this: What are/were the good tricks of the trade to properly evaluate a target under combat situation (not practice, F10 and Retries...). Just as in example, here's my quick editor setup to test things out(below). From the starting position at the top, which has a ground level of 131feet, all the way "down" to the Targets, which have a ground level of 52 feet. I have to mentally know, that i want to release at 400+52, so let's say 450 at pickle. However, since i'm trying to keep the plane steady, i don't want to change my pitch angle so many times. I therefore substract 131 from 52, let's call it 80feet difference. So from that, if i fly at 450+80, 530feet, i should arrive at my target's position in the eyeball of 450feet (400 + ground), for a release at "400". My brain hurts. But when i do this, it works out. I get pretty damn good splash at that. However... i needed to know how high the target was prior to working this out. And a few seconds to write that down on a scratch pad, which is not easy with no auto-pilot and VR headset :music_whistling: Thanks for your thoughts,
-
Hey ED, Since the 2.0.2 update with VR content (VR tab and VR settings), i've been toying around with all the options a lot. I first got used to the "LookAt" cursor, which was fine for me, except for side panels (Startup + Some radio tweakings were a pain). Than, with the Mouse as Cursor option, i got used to moving it in "3D" space, so mixing the Mouse cursor and the LookAt. Which works great! Recently, I've been flying the Northdrop F5E-3 a lot (almost exclusively, actually) and have quite enjoyed it. nearing the 50hours of flight time, i'm used to all the systems and procedures by now, and since this is a very manual plane, i use the Mouse Cursor to click things around in the cockpit, a lot. Now, i'm right handed, so my mouse resides near my Joystick (between my legs). I tried the Mouse to the left (near throttle), but it's just not viable. In a real situation, the left hand will quite easily move from throttle to weapon's management or HUD in a matter of seconds. In VR tho... not so much. Long story short: A Suggestion to make the system work even better (imo): On mouse movement; move the mouse cursor around the cockpit how it is (I like the headset view boundaries options btw). After a brief delay, the mouse cursor disappears right now. Instead, have it reappear at the center screen (Look At), with a very low opacity factor (Perhaps offer the option in the VR menu tab). This allows the user to do all the checks and manual startup procedures, set the radio and so on, with the Mouse. But while in flight, when it's time to FenceOut; Switch MasterArmOn, activate bomb release setting, unlock fuses, and select pilones... while maintaining formation flight. It gets a little tedious to work the throttle, adjust flight with the stick, hold the mouse and look down the cockpit. The "reset to center view" reticle (with very low opacity, as desired) would rectify this somewhat. Mapping a Left and Right Mouse button on the Throttle or Joystick (I have mine set to CoolieHat Switch up/down). Although i cannot "see" the reticle right now (which is the reason for this loooong post), i can look around the cockpit rapidly, and somewhat select the right instruments and right/left click as desired. This is a lot better than the Mouse Selection option in these circumstances. I would also suggest using the same cursor as the Menu (white circle) instead of the big cross. Although quite subjective of course. Perhaps allow the option int he menu to choose between multiple cursor types for personal preferences? So, in simpler terms: Cheers,
-
With the Fix Popov did, we were able to fly out to "Vietnam" for a quick mission. We had a blast with the F5. I must say, it is a hell of a good plane for this type of environment! Here are some pictures. Highly recommended mod. Add a good layer of Fog guys, to make things a little more "authentic".
-
Hey guys, Same problem as Alpen above. I run Caucassus with no issues. But vietnam (and desert) will not load through JSGME. Tried the following dates in Editor: Setp 28, Oct 1, oct 28. No error messages from JSGME tho. Did the aforementioned vfstexture folders move. Doesn't seem to help any either.
-
Ohh that is interesting! Thanks for the clarification guys!
-
Normal Procedure (as it should be done): F8-F5-F1 Ground crew: Connect F8-F5-F3 Ground crew: apply air Wait for left turbine to be above 10% Left Engine throttle to Idle Push left engine start for 5 seconds Left Engine Starts Doing this, will start the engine as well; F8-F5-F1 Ground crew: Connect F8-F5-F3 Ground crew: apply air Push left engine start for 5 seconds Wait for left turbine to be above 10% Left Engine throttle to Idle Left Engine starts Is this normal?
-
Shutdown engines, rearm. Faster to call up a new bird.
-
I was having this exact conversation yesterday. 100% agree here. I have targets to double their sizes in options, and even that doesn't help between 2 to 5 nm. It just near impossible to see planes. They need to be bright white or full black to have a good change of distinguishing them properly, while in TrackIR, its super easy to spot. In a few years, gen 2 or 3 of VR, this will change somewhat. But TrackIr will always have this unrealistic way to swing the pilot's head left and right and reach impossible angles.
-
Small suggestion; Would it be possible to have the option to load the "VR VIEW" only once we load a mission? In other words, when we are in the game menu (main menu, options, mission selector...) to be in Monitor View. Once we select a mission and load it, the screen switch to the VR Headset and then, we can put the headset on. Thought/Suggestion. Good day,
-
Hey guys, I'm having a hell of a time trying to figure out how to best manage the Flaps Options with the Hog's Throttle. As it stands, it seems the options don't allow me to use the Flaps switch (A10's...) and the BoatSwitch, which was my original intention. Anyone's got recommendation?
-
I am completely mesmerized at the level of control the pilots have during formation flying (5:54). Incredible. I'm going back to the drawing board....
-
[Overclocking] GTX 1080 MSI AfterBurner Settings
Thisdale replied to Thisdale's topic in PC Hardware and Related Software
That's pretty close to what i have right now. I'll give your settings a go. Thanks! -
Alright, i managed to figure out what you were saying Neil and BBRZ. I toyed with the thing repeatedly and figured out what you meant by the Hold. Thing seems work now, as intended i suppose. Thanks for your time.
-
I'm in the same boat. Kind of a bummer for spectacle setup...
-
hmm guys, i wouldn't post this if it wasn't an issue, really. I've added details to the OP. When i try to interact with it in VR and click on the thing, it just doesn't go back. I have to click on it about 20 times. Left click, right click. no difference. the thing moves backward all the time, but oh so rarely forward.