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sirrah

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Everything posted by sirrah

  1. Ah bummer, I was hoping to do this without scripting, as due to limited time, I don't fancy diving into that rabbithole. Thanks for answering though. Appreciated
  2. I just tried to transport a group of 9 infantry units, but only 5 of the 9 units embarked.. Admittedly, this was the first time I tried this in the ME, so perhaps I did something wrong (seems a bit strange though, that half of the group did embark and the other half did not) Edit: Tested some more today and this time the entire group embarked. Seems that in my earlier tests, some infantry units got stuck or something
  3. I am using MT and also had this issue yesterday I only opened up the ME very briefly yesterday evening, so I thought it may have been some buffer issue, but reading this, it seems it wasn't. Edit: Tried again today after a quick repair and the map/land textures were showing again
  4. So, I have been playing around with this: and it does seem to work, but... I notice in my test mission (at the moment I've added 5 different events) that the first few times I use the radio F10 menu to trigger an event, it works immediately. But once I've triggered about 3 or 4 events, the next time I try to start a random trigger via F10 radio, nothing happens. When I keep trying, at some point the remaining event(s) start to trigger. What I'm wondering now; Could it be that each time I use the radio menu, it starts over the randomized trigger command and might trigger a flag value that has already been triggered before? (causing nothing to happen) Or does this randomize function include some kind of memory, which avoids the same flag value to be triggered twice? I hope my question makes sense (at work right now, but I'll try to find time and post my test mission here this evening)
  5. I'm just gonna leave this here :
  6. Of which I am grateful I suppose you are right. If this was easy to implement into CTLD, it would probably already have been done. I'm curious to see what ED comes up with in their effort to expand logistics in DCS core
  7. Ok, definitely not a rabbit hole I want (or have time for) to dive in I wish though, that someone else would feel like doing this, so that the Chinook's extraordinary lifting capabilities could be better used with CTLD
  8. Sorry for what may be a stupid question (ctld is pure wizardry to me), but can ctld be changed/improved so that for instance the Chinook can carry 2 groups or 2 crates? Is current 1 group and crate limitation due to ctld programming, or is it due to some dcs core limitations? (Currently it's a bit sad that the Chinook can't carry more than a Huey)
  9. And special honorable mention for @MilesD, as they also use his PointCtrl
  10. Although some might be able to give you a few ideas, in the end only you can set everything to your needs. Fiddling with setting is 50% of the "fun" in DCS . Are you satisfied with 30-45fps and more eye candy or do you want 100+fps and accept lesser visuals? Also: VR? Screen (resolution)?
  11. This has already been somehwhat implemented with "Bob" AI Enable Bob and switch to the gunner seats (I've been playing with that yesterday myself)
  12. Before going through the effort of making a proper bug report... Does anyone else have issues since the last update, that DCS freezes/crashes when quiting a mission and returning to the ME? Steps: Open ME and start mission from there Quit the mission (DCS freezes) EDIT: Fwiw, DCS hotfix update 2.9.7.59263 fixed this issue for me
  13. This thread needs some balance: Goes very well with flying low and fast through South Atlantic mountains and valleys
  14. You are on a roll @cfrag Thanks for all your work Sir
  15. Just like @The_Nephilim, no issues here with George AI when I operate from the CPG seat. Perhaps if you share a track file, we could see what you're doing. Also, your thread title is a bit toxic and unnecessary..
  16. Guys, let's not stray off topic here I was talking about the external (and distant) sound. Albeit I realise now, I should have tried to make that more clear in my OP I definitely can't and won't argue about the internal sound. Never had the pleasure of flying one irl, so I wouldn't know. What I do know, is the sound the Hook makes when you observe them flying over you, while standing on the ground. And imho, right now if you zoom out a few 100meters while in F2 view, DCS should notch up that volume a tad. The distant thumpin' sound of the Hook deserves to be heard a bit louder in DCS, so that everyone in a MP server knows "ah! A Chinook is incoming"
  17. Because everything (including the interactive training missions) is EA and work in progress. You can report missing highlighted switches in the CH-47 bug section of this forum. (talking about missing items: your thread title is missing any form of sense )
  18. Sorry to tag you @BIGNEWY, but please make sure to inform the team about this issue (if you haven't already). It should be an easy fix (at least for the co-/pilot seats), yet quite a big QOL improvement.
  19. I don't necessarily want the "wokka wokka" (or "whoppa whoppa" ) volume to be louder, I'd like it to be more in proportion with the super loud turbine sound. Right now one can hardly hear the wokka wokka sound, but the turbines are super loud.
  20. Just chiming in to say I experience the same (HP Reverb G1) Also, this thread should be moved to the "bugs and problems" section, as this is not a controller related issue. Like others mentioned; How is it possible that these kind of basic issues are not tackled before EA release? Yes, I know it's EA and I'm not an IT guy, but surely the default pilot head position should be an easy thing to get right. I mean, everyone putting on a VR headset will see the default position is not centred*. It's literally the first thing you notice. *or is there anyone here using a VR headset that does not have this issue? We had this exact same issue in the Apache CPG seat at EA release and imho it took ED too long to acknowledge/fix that. Hopefully this report gets noticed sooner.
  21. I wonder if anyone here agrees with me (I even considered posting this as a bug) The beautiful low pitch sound of the flapping Chinook blades is already implemented (you can somewhat hear it if you zoom out far enough). In my opinion, it needs to be quite a lot louder though. In real life you can hear/feel this sound loudly from a very long distance and it's so distinct, that even the untrained ear can hear that a Chinook is approaching. When it gets closer, the high pitch turbine sound level eventually exceeds the low pitch sound of the blades slapping through the air and this is currently implemented quite well. Though from my experience seeing/hearing our Dutch Chinooks, I just think the distant "wokka wokka" sound needs to be louder. (simply turning up the main volume wouldn't be the same, as then the turbine and in cockpit sound would become deafening. I'm trying to say; either the turbine sound volume needs to be decreased, or the distant "wokka wokka" volume needs to be increased)
  22. Ah ok, yes, that would work Perhaps I misunderstood the OP
  23. Although I wholeheartedly agree that such a campaign would be really cool, from commercial perspective this wouldn't be smart (or even feasible). As in your example such a campaign would require players to own the Huey, NTTR map, Chinook and Afghanistan. This would substantially reduce the amount of purchases. But yes, it would be awesome
  24. Hehe indeed "loopings in all directions" is the way to describe it But please don't get me wrong, I'm not worried, nor dissatisfied and I'm sure ED will iron out these shenanigans at some point
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