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609_Relentov

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Everything posted by 609_Relentov

  1. I was planning on upgrading my OS from Windows 7 to Windows 10, and I have two installs of DCS - 2.5.1 OB and 1.5.8 (old) release versions. If I go into the module manager of 2.5.1 and deactivate my modules (or do it via the *_protect.exe and/or pcnsl.exe programs in the module "bin" folder), will that synchronize with the 1.5.8 version? I'm hoping to avoid a situation where I go to reactivate them after the upgrade and it takes two activations per module because of the two installs. Any clarifying comments/suggestions welcome. Thanks.
  2. Ok, thanks for the replies. The main intent was that with scripting, it would be nice to have the ability to change a mission just loaded to say a night mission, or dusk or dawn, without needing a separate version of the mission for each TOD.
  3. Is there a way to change the time of day during a mission? I looked at the list of Simulator Scripting Engine Lua functions, and I don't see any that deal with setting the time of day. I was just wondering if that functionality was off the table or if there was any way of doing it. It might be nice to have the ability to change the TOD during the mission (e.g. via F10 sub menu), but I wonder if it's not allowed because it would mess up timer/scheduled functions. Thanks.
  4. OK, so I finally figured out what the problem was, after submitting a support ticket (thanks Andrey :) ). I renamed my DCS folder under "<drive>:\Users\XXXXXXX\Saved Games", then started DCS and let it recreate a new DCS folder. I then manually (i.e. through the UI) re-set up my global options such as graphics/game play/audio/special/misc, and flew a mission. Low and behold, my explosions were back :). After that I copied the "Config\Input" folder from my old/renamed DCS folder structure, as well as the "Kneeboard", and "MissionEditor\UnitPayloads" folders to get the keyboard/joystick/throttle and other data back. So now I'm good. I was copying these folders above between the release, open beta and open alpha versions, but I think I copied too many files (including the options.lua file under Config), which I think messed things up. If you copy the following folder structures under the "Saved Games" area, you should be OK: <DCS, DCS.openbeta, DCS.openalpha>\Config\Input\*.* <DCS, DCS.openbeta, DCS.openalpha>\Kneeboard\*.* <DCS, DCS.openbeta, DCS.openalpha>\MissionEditor\UnitPayloads\*.*
  5. One thing I realized that could have an impact is that I upgraded my GTX 970 video drivers a few days ago, I think after the last time I had seen the explosion effects as per normal. I had to do this as I had just gotten the NTTR map and my DCS open alpha 2.x would not load/run a mission. I was getting an exception and DCS would stop. Once I upgraded my nVidia drivers to 388.71 I was able to load and run a mission OK in Nevada. That's the only thing I can think of, as the issue is being seen across all three DCS installation versions. However, for the life of me, I can't figure out how to get them (bomb/rocket/missile hitting the ground explosion effects) back. I've tried repairing DCS, but that hasn't solved the problem. I've also uninstalled the latest nVidia drivers and went with a slightly older version (388.31, in case the latest drivers were too new for DCS). Short of uninstalling and reinstalling all three modules (which I hate do to given I'd need to re-download 30GB+ of data plus 30GB+ for the NTTR map, etc.), I have no idea why the explosion effects have gone away. Any further suggestions would be appreciated. Thanks.
  6. ^ What he said ^ (he said it much better than me Lol :) )
  7. You can also use your presets if you set them up in the mission editor, and then you don't have to use easy comms. Seems they are backwards though - in the ME you need to set the secondary (comms 2) preset channels, and in the cockpit those are shown in the primary (left) comms on your front panel. Don't have the cockpit right in front of me so I can't remember the actual terms for the panels/knobs.
  8. I've tried the AV8B, F5E and M2000C with Mk-82s (and high drag Mk-82s), and I'm definitely arming them. As mentioned, I can see the bomb crater (and when using F6 I can hear the explosion), but I see no explosion effects. When the bomb hits on/near vehicles they are getting destroyed, so I can tell they are going off. Crazy thing is, I'm seeing this on all three separate installations now (DCS release, open beta and open alpha). Sort of scratching my head on this one - I was able to see them fine just a few days ago. The only thing I've changed is in the Saved Games area, changing mappings for some aircraft, etc.
  9. Hmm, well apparently I'm having the same issue with the 1.5.8 release version as well. So it must be something with my installs (my squad mate was able to see bomb explosions just fine). I've done a repair, so I'm not sure what else I can do - kind of anti immersive to see bombs hit the ground and just show a crater :(...
  10. So, no one else has seen this anomaly? I’ll have to try another repair and check it out again.
  11. Not sure if anyone else has seen this with the latest open beta update release today (DCS 1.5.8.12823 Update 1), but when dropping Mk-82's I noticed there were no explosions. I saw the bomb crater appear, and if it was on/next to a unit, that unit was destroyed, on fire, etc. But I never saw any explosions on the ground. The explosions from missile hits against aircraft seem to still be there. I had previously done a repair, so my DCS files should have been intact.
  12. Finally tried it again tonight (ver 1.5.x) online in MP (as a client, not host) and the road base rearm worked! I chose the same loadout mentioned above, and this time the CK-37 TAKT/output mode showed all 1's, and I was able to use the maverick site, fire the missiles, land and do it yet again. I haven't tried other loadouts, but at least with the Mav's it's working correctly. Thanks for fixing that devs!
  13. Nice to hear, thanks baltic_dragon!
  14. From page 114 of the Viggen flight manual (beta): Radar controls AS-mode selector: Toggles anti-jamming filters. Passive radar mode selector: ON / OFF. Toggles passive search. Pulse length selector / PULS/ NORMAL KORT: Toggles pulse length to compensate for brief returns. Master mode selector: BER, radar off, but pre-warmed. NAV, Radar display possible, but only after 180 seconds after main generator comes online. Search mode. ANF: Radar function dependent on selected weapon. SPA/ LANDN NAV/ LANDN P/O. Same function as NAV. LAND / SEA (LAND / SJÖ): Please refer to navigation section. Changes the signal modulation on the radar altimeter. LIN/ LOG: Selects Linear or logarithmic processing of the radar receiver. RR TILL: No function. Used to override electrical errors. Radar control stick: Used to move radar cursor (or Cross / circle markers) Terrain avoidance mode switch: Enables Terrain Avoidance mode, reset when radar is set to A0 Radar mode selector: Three position switch on top of radar control stick. A0: Switch forward. Radar off. A1: Switch in middle position. Radar On. Wide search mode with Sector PPI A2: Switch aft. Radar on. Narrow Search. B-scope Radar range selector: Increases / decreases radar scan range. Range indicated on bottom of Central Indicator. Fix trigger: Used for taking fixes (Visual or radar-based) as well as locking targets during Airto- Air use. T0: Neutral position T1: First trigger detent (rebounding to T0) TV: Second trigger detent (rebounding to T0) Memory picture switch Turns radar antenna off but saves current radar picture. Memory mode will reset when radar mode switch is moved to A0 or A2 or enabling Terrain avoidance mode. Antenna elevation potentiometer: During search modes the antenna can be steered in elevation slightly. Has a middle “snap” position. MKR potentiometer: Regulates the amplification gain of the radar. Has a centre “snap” position for the best contrast against naval contacts.
  15. https://forums.eagle.ru/showthread.php?t=185826&page=6 Cobra responded in this thread a little later so hopefully we'll see this issue fixed in MP... Relent
  16. This :thumbup: Including for the road bases (in MP).. thanks in advance.
  17. Tried it again with a squad mate hosting the mission as a multiplayer mission. This time, as host he was able to rearm/fuel at the road base, and the CK-37 in TAKT mode showed the proper 111110 code, which indicated that it worked. When I landed at the road base, I used the kneeboard to load 4xRB75's (mavs) and 2xRB74 (sidewinder) and 130 fuel (DT). While it showed the percentage completion up to 100% and that was completed, all stations were empty (and the CK-37 showed 000000). So it appears this is still not working for multiplayer.
  18. Looking good Zeus - now I'm looking forward to your next video showing you refueling with that tanker! ;) I can envision some upcoming tables from virtual pilots showing many of the various combinations of ordinance and fuel adding up to ~20,500 lbs so they can reload at FARPs and perform VTO :D
  19. It's a MP mission (I.e. pilot = Client) I was testing via the (single) mission interface, not hosting in Multiplayer.
  20. What about when The Igla/Stinger troops or larger SAMs placed via crated run out of ammunition? Unless there's a way to replenish they would just add to the number of units in the mission if left indefinitely. SAM launchers would be more visible, but if they are not firing at anyone, especially a single soldier, I imagine no one would likely be able to see them let alone killl them. Based on this, some sort of time limit makes sense (e.g. 6-9 hours so they exist across 2 or 3 contiguous missions).
  21. Sort of works for me. I was doing a quick test with an air start Viggen, loaded with 4xRB-75 (Mavs) and 2xRB-74 (sidewinders) and drop tank. After firing the RB-75's at ground targets, I landed on the road, stopped next to the vehicles and was able to use the kneeboard to refuel and reload the same loadout. Everything worked, refueled and the weapons were loaded, but the RB-75 sight would not turn on (weapon selector was on RB-75, trigger safety cover on (safe) then off, no change). Also, I noticed when I had the CK-37 computer dial set to TAKT only the first number was 1, the rest were 0 - seems like the computer didn't recognize that the RB-75's were loaded, just the RB-74's. When I tried again, but this time landed at a normal base, I was able to reload the same loadout and the RB-75 sight turned on this time. I'll try again with a ground start and see what happens. Also, this was an MP mission but flown in single player mode (Missions menu, not Multiplayer menu from the main page).
  22. That or "Light Multi-role Fighters" since they both have limited air-to-ground capabilities. I agree, +1
  23. Yes, very nice write-up... thanks Zeus, yet another tidbit to keep our excitement for this aircraft up :).
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