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rob10

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Posts posted by rob10

  1. 3 hours ago, T.Power said:

    I tried setting all packages to client but the non used packages will not spawn and they're all required for the skirmish to work.

    If you have them set to client or player the AI WILL NOT ever use them.  If this is a single player mission, set the one you want to fly as player (or client) and the others to whatever skill level you want the AI to have for them.  (note I have not looked at the mission since I'm not near my DCS computer)

    • Like 2
  2. 11 hours ago, vishkar said:

    Supanova had put up a nice ICLS video. But there is no 'Warning Horn'' although the ROD at touchdown shows about 830 ft/ mt ( above the 750 ft/mt limit)

    That might have been before the fairly recent flight model update made the landing gear more sensitive to breakage, but the 750 ft/min isn't really a hard limit.  I've landed harder and not broken gear with the new model.  I haven't really properly tested this theory yet, but my feeling is if you land with wings perfectly level (spreading the load evenly between right and left gear) you're less likely to break things than if you're slightly banked.

  3. 26 minutes ago, RyanR said:

    All true..... but I've seen some weird tracks. In one example, I originally did a split-s, and fired a 9X at a bandit that got past us. In the track, the missile fired before the split-s.  And I have a TRK file of it! Sigh...

    -Ryan

    Yes, that's a limitation of track files because they were never designed to replicate exactly what happened: they were designed to record inputs for debugging purposes and became a fill in option for doing "replays".  ED improved their replayability in the last year, but since they are recreating (rather than replaying) what happened any slight randomness can change the result.  That's why you can get multiple different results from the same track and if something goes even slightly different in the early part (even if it's not noticeable) that can amplify and cause big changes later.  Since it records exactly what the inputs were is what lets the devs use it to debug.

    • Like 1
  4. 4 hours ago, PLUTON said:

    In 2 hours I only downloaded 7 Giga out of 153
    at this rate I would take advantage of the card from Monday
    (I download at 0.7 mega/s) and even at times I go down to 400 kb/s Great🤒

    I feel your pain.  Running 1-1.3 MB/sec for me.  24 hour download.  Glad I managed to be home to get it going this morning so I can play this weekend.

  5. You're likely using the "\" key ("communications menu" binding) to pull up radio menus?  It works for EASY comms and on the ground for REALISTIC comms, but in the air you need to use whatever you have bound for "COMM Switch - COMM 1" for COMM 1 and bound for "COMM Switch - COMM 2" for COMM 2.  Typically these will be RALT-\ and RCTRL-\.

    Working on the ground by not after takeoff (and the fact that you are coming from Easy Comms) almost always point to this as the issue.

  6. 4 hours ago, RyanR said:

    Of course, TRK files don't even work properly in DCS. Play a track 5 times, and you'll see 5 completely different scenarios..... which you can verify with TacView. Even the order of operations by the user isn't correct sometimes.

    -Ryan

    Realize that the devs have different tools that they can use on track files than average users which I assume gives them more useful information than a user might see.

    And I get that people get annoyed with the request for a track file, but I've seen too many threads that have gone on for multiple pages with no track file provided where it turns out it was some simple thing that the OP was doing (so user error) that either the user never thought twice about the fact they were doing, or didn't report because they thought it should have no effect but was causing the issue.  Stuff that would have been obvious if they had just posted a track file.  Without a track file devs get to try a thousand things to repro something that might or might not be a bug.  Are track files perfect: no.  Are they helpful, yes.  A video might not show every button a user presses, a track file captures it.

    • Like 2
  7. On 4/29/2024 at 9:07 AM, ngreenaway said:

    i dont know why its clear that theres an upgrade cost, unless ive missed something, however it wouldnt bother me much one way or the other. i already own the FF versions of those aircraft, im not missing out by not having the fc versions

    From the first post in this thread: "For all existing FC3 owners, FC2024 will be offered as an upgrade for only $9.99! Check out the details below."

    • Like 1
  8. 19 hours ago, Tom Kazansky said:

    Same here, but please tell me, with the hand on stick and you press BALT (just once), do you never hear the autopilot warning tone before it finally engages (like I described above, due to a small deflection and a return to center afterwards)?

    And this "afterwards" can mean seconds, if you are deflecting the stick just 0.5%.

    This should be looked at with priority, imho.

    No I don't or if it occurs it's rare enough that I haven't noticed it.

  9. 11 minutes ago, PawlaczGMD said:

    Playing more, AP behavior is very weird in more ways.

    It seems to ignore roll trim inputs when AP is engaged, so if you're not roll trimmed when you switch it on, it will roll. Attitude hold does not help with this... You would think that it would be its main function.

    The plane is just all over the place in AP without deadzones, it's very frustrating to be forced to use them. It kills my formation/AAR precision.

    Which AP mode?  BALT/RALT ONLY control altitude, you can roll as desired without affecting it (as long as you don't give pitch input) and that's as designed.  Attitude hold should hold whatever pitch and roll you are at when it's engaged.  Are you saying it continues to roll further if you're not trimmed with ATT hold?

    I get that you have problems with getting AP to engage, but I'm going to guess that the reason there aren't a lot more complaints is that most people don't have an issue.  I have a Virpil WarBRD base with no deadzone and I basically never have issues getting it engaged, so it's not blanket "impossible" without a deadzone.  Note that I'm not opposed to a tweak to not require quite as tight tolerance, just explaining why it might not be an ED priority.

  10. 8 hours ago, Kev2go said:

    why wouldn't it look like two converging circles when any other binocular device does?

    Because IRL (unless you haven't adjusted the distant between your eyepieces) if you look through binoculars your view looks like a circle, not 2 converging circles.  As SMH said, the converging circles is a movie thing.

    • Like 3
  11. 57 minutes ago, BaronVonVaderham said:

    but here is a question: TIR has a stable and beta version. I’m using beta version, so maybe that’s what’s wrong?

    Huh.  I didn't realize there was a TIR beta version.  Didn't think it had changed at all in many years.  If you end up having to uninstall again anyway its worth trying the stable version.

  12. 30 minutes ago, modsat said:

    @cfrag....

    Another question if I may. Do you know of a way to hide units from the F10 map in game without also making the invisible in the ME. When I use the "hide from map" option they disappear completely which is a huge pain in the ME (this function puzzles me). I want to be able to see what I'm developing in the ME but not have enemy units plastered on the F10 map in mission. I've tried clicking the boxes in the bottom of the unit window (Game master etc.) but they do not seem to make a difference when testing the mission. I'm not sure what I'm doing wrong, but it's a bit frustrating.

    If you click on the UNIT LIST option on the left side (triangle, diamond, box symbols) you can check and uncheck the "show hidden units" box to show or hide the hidden units in the ME.  You can double click on units in that list to toggle hidden or exposed status of the unit.

    • Thanks 1
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