

Waxi
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Did someone already find a solution for the fog-like view in night missions? I am using a Pimax Crystal (original) and have this issue, which ruins the overall experience and makes some night missions impossible to complete. I found a solution that works for me: The issue seems to be caused by too intense local dimming performed by the Pimax Crystal. I could fix this as follows: Exit Pimax Play by a right click on the tasktray icon and clicking 'Exit Pimax' Open file C:\Users\<my user name>\AppData\Local\Pimax\runtime\profile.json in a text editor In the section "Pimax P3B" : {} add a new line "local_dimming_black_level" : 0.05 (add a comma at the end of the previous line, if any -- see example below) Save the file and start Pimax Play again For me, the issue in DCS disappeared after this change and the fog is gone. The relevant section in the JSON file before the change: "Pimax P3B" : { "display_timing_selection" : 2 }, And the relevant section in the JSON file after the change: "Pimax P3B" : { "display_timing_selection" : 2, "local_dimming_black_level" : 0.05 },
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BFT05 - Basic Maneuvers
Waxi replied to tale's topic in A-10C Basic Flight Training Qualification DLC
The last FE instruction I get in the BFT05 Practice Mission is to slow down to 160 kts after the climbing turn. From there, I am flying heading 210, angels 8, 160 kts until after Batumi and nothing happens. I am running DCS 2.9.17.12034 as released on July 1, 2025. The behavior is reproducible, i.e., following the FE instructions as closely as I can always resulted in this situation in each of the three attempts I made so far. The altimeter is set to 2992. The mission file is from February 24, 2024. Edit: Slowing down to about 150-155 kts made the FE come up again. -
It is not possible to attach both grips at the same time as the Ka-50 collective is screwed to both levers coming out of the base. See page 10 of the manual.
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Sound like a mod I would like to adapt. Can you please share the specs of the switch or a link to the switch you ordered?
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Waxi started following MFSSB Base arrived before stick - unable to configure
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MFSSB Base arrived before stick - unable to configure
Waxi replied to Flying Bull's topic in Winwing
It seems that the MFSSB module of my Orion 2 MFSSB base only works correctly when my ViperAce EX grip is attached. When my NavyAce grip or no grip is attached to the base, Sim App Pro shows the base like a regular Orion 2 base without MFSSB module. -
Also, for DCS A-10C Warthog (the old module, not the Tank Killer version) adjustments to HOF and RPM for CBUs in the mission editor armament screen are not applied, i.e., the DSMS page still shows the default value. I have not tried to change these for the Tank Killer version of the A-10C yet - so I cannot tell if they work there.
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To my understanding, Tracks just record player inputs and are a debugging tool. If this is true, Tracks do not save the mission state but start a new instance of the mission and just replay the recorded player inputs. For instance, while replaying the same Track twice, I noticed different air defense behavior and different faults due to damage caused by SAM hits. If I recall correctly, the Save Game feature announced earlier this year is supposed to be based on new features that have been added for the Dynamic Campaign feature that is in the works.
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I often use the Save/Load Track feature of DCS as a workaround save game option as I usually do not find the time to play long missions in one go. This worked quite well in the past, but today I encountered the following issue: I flew the DCS A-10C Warthog mission "The Serpents Head" up to the target area. Then I was interrupted and saved the track of the mission. Later I loaded and replayed the track, used time acceleration to get to a point in time shortly before I left, and then took control of the A-10C. After taking control, I noticed that the plane pitched down although my physical control stick and the virtual control stick shown in the cockpit were centered. Neutralizing trim (e.g., by pressing the T/O Trim button) had no effect. Pulling back the stick burned airspeed and stalled the aircraft. Thus, I was unable to successfully take control and continue the mission from the track file. I first thought it was an issue with the track file and re-flew the mission recording a new track file. However, I experienced the same behavior when replaying and taking control of the A-10C with the newly recorded track. Thus, I could reproduce the issue. Next, I switched to the DCS A-10C II Tank Killer module and repeated the exercise with the "The Serpents Head for DCS A-10C II" mission to exclude that it has something to do with the deprecated DCS A-10C Warthog module and/or the corresponding mission file. However, I ran into the same issue. Thus, I think that the issue might be general and unrelated to the DCS A-10C Warthog and DCS A-10C II Tank Killer modules and the corresponding missions. I attached the second track file I recorded (please ignore my crappy flying). I wonder if someone encountered similar issues and could successfully resolve them and how. save.zip
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Looking forward to this feature. As a father of two, I usually do not find the time to fly long missions in one go and the workaround using the Save/Load Track feature is not reliable.
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Looking forward to this feature. As a father of two, I usually do not find the time to fly long missions in one go and the workaround using the Save/Load Track feature is not reliable.
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Is it possible in DCS to release Mk-82/84 based bombs like the GBU-12, GBU-38, etc. in airburst mode, i.e., so that these bombs explode above the ground which is often done in the real world to maximize their effect against infantry. If it possible to release these munitions in airburst mode in DCS, how is this done in the A-10 and what is the effectiveness of this release mode against infantry in DCS? I could find an answer myself: It seems that, according to the following thread, airburst fuses are currently not modeled in DCS, but they will be in the future (see below). In this YouTube video, Eagle Dynamics just announced that various fusing options, including airburst fuses like the DSU-33, are coming to DCS "soon": Update The new fusing options introduced in the video have been added with the latest patch (DCS World 2.9.5.55300 released on 2024-05-22). As I understand, warhead fragmentation is not modeled yet and is work in progress. Thus, I am not sure if delivering a bomb in airburst mode makes a difference compared to a standard fused delivery.
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A fix for the issue with DCS not starting when Ultraleap hand tracking is enabled is provided here: The thread also touches on how to configure and use the Pimax Crystal accessory hand tracking module with DCS. It seems that there are two options: Use the Ultraleap hand tracking built into DCS. Use the Ultraleap hand tracking of the Pimax software which emulates VR hand controllers in DCS and reportedly provides more configuration options than #1. I do not own the hand tracking module (yet) and just summarized what has been discussed in the thread linked above.
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I had the same issue. Uninstalling OpenXR Tools for Windows Mixed Reality and OpenXR Toolkit solved the issue for me.
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Same issue here using RTX 4090 and Reverb G2. From the distance, units look like big dark cubes. I suppose that this issue might potentially be related to the new LOD (Level of Detail) feature that has been introduced in 2.9. Here is the corresponding item from the changelog: I have not changed this setting after updating to 2.9. Thus, I cannot tell if changing the slider value has an effect.
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To achieve the 12° axis rotation, you could mount the base 12° rotated and then twist the grip so that it is straight before tightening the big nut fixing it to the base. I am also using asymmetric forces based on the F-16 flight manual someone posted in this forum: Here is my configuration and the thought process behind it: Moveable area impact: 6% The Orion 2 non-MFSSB has a maximum deflection of 17°. The Orion 2 MFSSB limits the maximum deflection to 1°. This means that the movable area of the MFSSB corresponds to about 6% = 1°/17° * 100% of the maximum deflection of a normal base. Thus, I set the moveable area impact to 6%. Maximum force settings for each axis: When set to 100%, the MFSSB Orion 2 base requires a maximum force of 6 kg. Scaling the reported maximum forces required on the real F-16 stick down to the maximum forces of the Orion 2 MFSSB results in the following settings. After some testing I decided to reduce the maximum force a bit to the values in parenthesis: Pitch up: 100% (90%) Pitch down: 64% (58%) Roll left/right: 68% (58%)