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Looney

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Everything posted by Looney

  1. Damage models are being worked on, let's just hope the Mi-8 gets some love in that regard.
  2. I made a repository a while back, it is here: https://forums.eagle.ru/showthread.php?t=193976
  3. Answer to first question; Did you set the 5.5V doppler light switches to on on the co-pilot triangle panel? After that, did you set the rheostat behind the co-pilot to a high level? This should illuminate the dials and switches. For the other question; Russian avionics probably aren't made with pilot feedback in mind so it will tell you Fuel low and click until you crash. Alternatively, you could try to set the Flash switch on the lighting panel to steady and see if that stops the clicking.
  4. Happy Birthday to my first high fidelity helicopter sim which took me leaps and bounds into the world of high-class flight simming. Thank you and here's to antoher 10 years, cheers!
  5. You can set the warning lights to either blink or remain steady. It's the rightmost switch on the lighting panel (co-pilot side, right-shoulder panel, bottom one where you also set nav lights, formation lights and so on, the rightmost switch is called Flash and makes your warning lights flash instead of steady).
  6. What do you want it to do? What have you tried so far?
  7. Hmm, I'd like to range before firing a missile outside of its engagement enveloppe..
  8. Is the Sea Eagle now implemented like this? Set waypoint in ME, fly, launch and watch missile track?
  9. In the pilot cockpit instrument, lower left is an indicator showing you the blade AOA. Don't make changes that go beyond 3 degrees / second when flying her, even less when in ETL or ground effect as she will react quite prickly when you do so.
  10. Basically not. Either you fly a plane or command / drive a tank, the game wasn't made to do both on the fly.
  11. Just remember that the side fueltanks feed the service bladder tank on top using the fuelpump. Even if the main tanks run dry and all pumps fail, the service tank will gravity feed the engines until it too, is empty. IIRC even if you don't switch on the service tank fuel pump, the aircraft flies fine. More info: https://forums.eagle.ru/showthread.php?t=151933
  12. Just finished the first mission, I'm no stranger to CA or DCS so I'm just going to throw it out here: - The pictures of the TGP in the mission briefing don't really give an idea of what you're looking at. I thought these were the objectives, hopefully I'm right.. - AI Air is incredibly slow. The Hinds, after activating them and giving them a waypoint to fly to, no matter the ROE, speed or alt given, they crawl to the position at 74km/h, my BTRs were faster. - In CA, there is no indication that the artillery is actively firing besides looking at the F7 few with one artillery piece selected. I know it takes some time for the arty to fire but it would be nice to be able to gauge when the shots will fall - SU25s make good work of the MBTs in the mission, I like the fact that you have to choose the loadouts before mission start. The weather was foggy but the SU25s were undeterred and took on a MBT column with a vengeance. - I know this is the first mission, in the loadout screen you can see both composition and disposition of the enemy. I know we can have intelligence but for me it was quite easy to sneak my BMPs through the gap and tear the Red ARTY to pieces. I wouldn't do that if I didn't knew where it was. On a side note, wher ecan I find the PDF file that came with the campaign? It's not in the Doc folder of DCS...
  13. Your brain has a certain command throughput rate at which it can process information. Don't let anyone tell you humans can multitask, we simply can't, period. What we can do however, is make the taskload as light as possible by automating certain tasks up to a level where there is minimal brain power needed to perform that task. Guess what, flying your aircraft and handling the aircraft systems comes first. Get that done to an almost automated state and you've got brain capacity to spare to use for communications, building SA, leadership/followship and making good decisions. Training, training and again training. Not train ill you get it right, train until you can't do it wrong.
  14. It's not just carriers, all airbases have the basic design flaw that players cannot turn on/off the runway lighting other than stating inbound.
  15. So people connect to you using your IP address correct? Have you thought about setting up a DynDNS account so people can connect to one adress and have the DNS server handle the IP address change? At least it makes reconnecting easier instead of having to broadcast the new IP address..
  16. Officially, the meteorological winter starts december 1st, so there's that...
  17. Your registration link doesn't work.
  18. So better yet, switch over to human JTACs, that's where the fun really begins!
  19. Thanks! That did the trick.
  20. Jumping over from the other thread. Got my jetseat installed, works in the Gametrix program, all motors function. DCS starts with Simshaker for aviators also starting but the debug view remains empty. Also, the Mi8 won't show up in the effect setting tab. Export.lua:
  21. I'm confused, received my jetseat today, unpacked and installed it. It works via the Gamestrix panel. DCS starts up with Simshaker for aviators going active but I do not feel anything in the sim. Realteus isn't support I hear from my wingmates but I dpn't know which seat I have. Export.lua seems to be fine, it lists the simshaker and when starting DCS, simshaker also starts. Tried upping some values to 100 but still no motion. What am I doing wrong?
  22. PAR for airfield is already implemented in LOTATC, what DArt is working on for the carrier I don't know.
  23. The main problem in the Multiplayer part of DCS is the amount of CPU cycles the AI uses in order to calculate who can see who and what can engage what. Infantry is really a massive CPU hog, you'd be amazed at the amount of time the CPU has to dedicate to calculating just 40 infantry soldiers running on the map, let alone attack something. In Single Player, this issue isn't as apparent as only the player is flying or driving around and all calculation are made with just one player entity. When the dedicated server comes along, hopefully multithreaded/multi-CPU capable, a lot of these calculation can be offloaded to other CPU's while communication and general overview is done by another. Only then does it make sense to concentrate more effort in CA. If they make it fancy now, RTS-like if you will, and the server infrastructure fails with two or more pilots, the whole whine-train starts from A again.
  24. The slick option was always there, "remove hardpoints" in the ME does that. What the TS wants is to have the two persons normally manning the guns, to be seen in the configuration without the hardpoints and that is not possible. What perhaps can be done though, is to mod in the persons but I'm no modder.
  25. I doubt the damage model takes that into account. Only when the cannon is fired are the rounds created by the sim, they're simply not in the sim when they're not fired as far as I think I know.
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