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wraith444

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About wraith444

  • Birthday May 22

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  • Flight Simulators
    DCS, X-Plane, FSX, VTOL VR
  • Location
    USA
  • Interests
    Flight sims, general gaming

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  1. I'm not sure if this is a Combined Arms issue or a general DCS UI issue, but if you give an artillery group a fire mission and that group has an FDDM, the Aiming task timer at the bottom left of the F10 map does not count down to launch correctly. Instead of counting to zero then switching to firing like it does normally, instead it counts down from 180 and continues to count down Aiming after the vehicle starts firing. Eventually once the last round is fired the task resets from "Aiming XXX.X seconds" to Inactive. Attached is a trk file (not sure if that's helpful in this case but I felt it was better safe than sorry) and a screenshot of the F10 map showing rockets actively outbound while the timer still shows Aiming. So far I've only tested this with the M270 MLRS. System info: DCS Open Beta ver. 2.7.11.22211 OS: Win 10 Home edition version 21H2, build 19044.1645 CPU: Core i9 10900K RAM: 32 GB GPU: RTX 3090 FDDM timer.trk
  2. I had this issue too initially, but was able to correct it. Try going to Settings > Special > F-16C, change the HMD render eye (mine was Left Only so I changed it to Right Only), load into a flight, then exit and change the render eye back to your preferred setting.
  3. I've noticed the same thing. With a little experimentation I found that if they're light enough to do a vertical takeoff they will, but if not they'll taxi up to be right next to the superstructure (if they were a ramp start), set the wheel chocks, then sit there doing nothing. I'm not at my computer at the moment but if needed later I can see about catching a track of it happening.
  4. Hi CaptDoctor, after doing the steps Hollywood recommended I was able to get the Easy Communications setting to detect correctly. As for the Invalid Radio option I realized I was releasing the hotkey too early; You can't treat it like a conventional PTT. Hold it down until you hear the success or failure beeps, then you can release.
  5. I think I must've mucked up the setup... It doesn't send commands, and if I monitor the VoiceAttack window when I speak it detects my speech correctly but gives an "invalid radio" error. Also it always thinks easy communication is turned off, even when I turn it on and reload the profile (When it loads the profile it says Easy Communications is false). I tried turning on easy communications in both 1.2 and 1.5b and it still has the same message...
  6. As far as I can tell this started with 1.2.16, but I didn't update during 1.2.15 so it may have persisted since then. I did a search under this sub-forum and didn't find any related threads, and apologize if it has been posted and I missed it. First, the fixed net sticks out of the top of the combiner glass: Also, the direction of the reticle's deflection when you bank appears reversed of what would be normal (It may be correct, I'm honestly not 100% sure but it looks wrong compared to what I remember seeing in previous versions. In both of these screenshots the gunsight is in A-G mode.
  7. Shiny! I'm guessing map, maybe a few missions and/or campaigns? Gorgeous work on the terrain!
  8. One potential solution if you would be willing to do a pit that uses other systems together with DCS-BIOS is using a Teensy as a USB joystick. Here's a pretty good video going through the process of setting that up:
  9. Just read through the F-20 Tigershark's wikipedia page... Man this makes me angry! Here we have a fighter that meets or exceeds pretty much every spec of its contemporaries except range and payload, and it just languishes for 6 years and is cancelled with no buyers over a bunch of political nonsense... http://en.wikipedia.org/wiki/Northrop_F-20_Tigershark
  10. This makes me wish for a Borderlands-esque visual effects mod... Cel-shaded DCS?
  11. I've only had two major mishaps myself. One was a takeoff gone wrong (throttled up to around 80%, you can imagine how that went for me), had a pretty typical bounce-bounce-bounce-BOOM reaction you might expect from any other module running off the end of the runway at 300 km/h and slamming into a fence. The other was a low stall recovery followed by a pancake, and that one gave the insta-boom you might expect from slamming into the ground at high speed. The only damage issue I've observed was a while before the module released but after they added the MiG-21 as an AI unit. It took a pretty impressive number of hits from the F-15's cannon before I got a pilot kill and watched him go in. No flames, no leakage, no smoke, no missing bits (although he still exploded on impact with the ground). Had I not hit the pilot I suspect he would've gone on to fight for quite a while. No idea if this is even remotely relevant to the topic at hand, though.
  12. I also encountered this problem, during the ARC training mission. It tracked fine on sector 2/1 beacon 3, but once I overflew the beacon and switched to beacon 5 it pointed directly forward and stayed there even as I turned. Toggling to a different beacon and back a couple times fixed it, but it took me a bit to realize there was a problem at first. :S
  13. Hi Nuts, I did get your message. I just replied back before coming here. Sorry, I haven't had time to come on here before now today. As an aside to anyone interested, I tried another volley against some targets on the /r/hoggit Tuesday night noob server last night and got 4 out of 4 hits. My engagement method was pretty much the same, although the targets were spaced out a bit more so that slowed me down a touch. Also the angle between me and them was a fair bit steeper, so I suspect that's part of it also.
  14. True enough, but a 50% failure rate seems a bit high for IR mavericks at midday in otherwise clear conditions.
  15. I'm honestly not sure if I'm force correlating. I'll have to review the track when I get home tonight and read up a bit on force correlation.
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