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Harzach

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Everything posted by Harzach

  1. That route requires mapping the entire HOTAS, however.
  2. "Piddle packs" certainly beat the alternative...
  3. Not for nothing, but there is no need to use all caps in your headlines. Your questions here will still get answered.
  4. What checklist are you using? Have you read the manual regarding startup procedures?
  5. IL2 (also Ubi) had some decent volumetric clouds, as I recall.
  6. Uh, that would be AWESOME.
  7. Quick track file attached. Air start, default summer weather with a cloud base of 2000M. Graphics settings: GPUs are in Crossfire/AFR mode. Sorry for the crazy zoom-fest in the beginning, I didn't have time to get properly situated with TIR and all, plus my absolute zoom (on the TMWH slider) was not neutral. Nate, I think you mentioned that you know what is causing the cloud "stutter", so I'll just offer my observations regarding the "spinning". It seems that DCS uses cloud "sprites" (similar to that which MSFS used), which continually orient themselves toward the pilot. Somehow, the pilot's view angle/relative position/etc also have a part in determining this orientation. The closer you get to a cloud, the more apparent the effect is. Skim the top of a cloud and scan your view left-right a few times and you should see it quite clearly. This was captured in the track. funky clouds.trk
  8. Nate - I'll post one in a couple of hours.
  9. If time is not an issue, sure!
  10. I just finished reading Scarface 42 (memoir of a Marine helo pilot in Vietnam). The author mentions this several times in relation to setting up for rocket runs. One pilot he flew front seat for tended to fire his rockets during uncoordinated flight, endangering ground troops, prompting the author to learn how to do it correctly.
  11. Relax! You brought up v-sync, I said I don't see the connection. As for the cause of the issue at hand, I clearly have no idea.
  12. If he's talking about what is rendered on the HUD, closer or farther would make no difference. This issue has come up before, with no apparent resolution. I recall people having a problem with zooming in (actual zoom, not z-axis) then zooming back out, but the HUD remains zoomed. Seems like foxfour has the same issue.
  13. Woo! I posted the answer before Eddie! :thumbsup: Life's not great. I'll take these little victories.
  14. I read the article. This isn't about stuttering. This is about anomalous behavior of clouds only. That said, if stuttering was the issue, the question of whether v-sync was enabled or disabled would most definitely be germane. V-sync can cause stuttering. Nvidia's "Adaptive v-sync" looks to mitigate that stuttering. If v-sync is not enabled, then clearly it would not be causing any stuttering in the first place.
  15. AtaliaA1 - I don't see how v-sync could have anything to do with this. Besides, I had v-sync enabled.
  16. Are you absolutely sure you are keying the correct radio? VHF-AM = HOTAS MIC switch forward (LShift + Num+) VHF-FM = HOTAS MIC switch aft (LAlt + Num-) UHF = HOTAS MIC switch down (LAlt + Num-)
  17. I just made a quick video showing both the "skipping" and "spinning": http://www.youtube.com/watch?v=i2djqACJnbE The "skipping" is clear at the very beginning, at about 11 o'clock. Sort of a laggy draw-in issue, even though everything else is rendering smoothly. The spinning is clear toward the end, right after I zoom back in at 1:25.
  18. It wouldn't be terribly effective against ground targets anyway, would it? It isn't a kinetic weapon and would be totally useless against armor - potentially effective against soft targets/infantry, but targeting remains an issue.
  19. Come on, now - I don't believe that anyone here would make that claim at all. The only "essential kit" I have seen mentioned in this forum is some form of head tracking (and I agree completely). Other than that, a stick or HOTAS that you are comfortable with + modifiers and a clear understanding of how HOTAS commands work in the sim, and you are good to go.
  20. OK, so I got it to work by creating a fast mission with units on each side representative of what I would like to end up with, then deleting all of those units and generating again in the advanced editor using the preferred templates. There is probably a better (correct) way to do this, but at least it is doing what I want it to do now. Thanks!
  21. Thanks, Peter, but that was the first thing I read. It doesn't really describe the process in any detail.
  22. Hi all - I am trying to create some quick but slightly-more-realistic-than-quick-gen missions for myself. I have searched for and found some information regarding the advanced mission generator, but I am still having trouble getting it to work properly. My process so far: 1. Open a new mission, select coalitions, click "save" then "OK" 2. Select nodes 3. Select templates 4. Click "Generate" At this point, Redfor will generate, but Blufor will not, with the exception of the player aircraft. What am I missing/doing incorrectly?
  23. I'd think that if something managed to damage the pit, the pilot would have bigger issues.
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