-
Posts
4692 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by sirrah
-
Question 1) Does anyone know any (long) radio chatter sound files (mil aviation of course) that are not completely action packed? Maybe also air to ground related? I managed to find several locations on the web (including the DCS user files section) where I can download radio chatter files. Most of them however, are a constant stream of comms and air to air combat related (Red Flag stuff mainly). Although very cool, it does not really fit my "Syria insurgents" scenario. EDIT: It seems these Red Flag records have a nice mix of AA and AG comms (didn't listen to 'em all yet, but the comments next to the sound files look promising) https://www.lazygranch.com/red_audio.htm Awesome site btw! Question 2) What name would be "remotely" realistic, to use for a channel where this chatter could be heard on? For instance "Guard" is the term used for the emergence frequency. What name would you suggest to use for the channel where I'll transmit (play) the radio chatter on?
-
How to play an ogg file, but only make it audible on a specific freq?
sirrah replied to sirrah's topic in Mission Editor
Cool! That seems to be a very good option then! Tnx again to you both. Hopefully the missus grants me some DCS time this evening, so I can try this out. -
How to play an ogg file, but only make it audible on a specific freq?
sirrah replied to sirrah's topic in Mission Editor
Tnx cfrag The "have a unit transmit on the indicated freq" crossed my mind too (although I have no experience yet in using that). If I'm not mistaking, this is what many mission makers often use to transmit background chatter, right? But won't this cause the unit to continuously repeat that sound file, or can I also make a unit transmit a sound file only once? (As mentioned above, I'll have to figure out how it works exactly ) As you said, activating that particular unit when my trigger condition is met, would be a great solution. But if that unit then automatically keeps repeating that sound file, it would kinda loose its goal (or I'll have to deactivate it exactly the same time the sound file finishes, which will be quite a hassle ) -
How to play an ogg file, but only make it audible on a specific freq?
sirrah replied to sirrah's topic in Mission Editor
Yes indeed. Not impossible or difficult, but it soon becomes a lot of conditions and possibly even several trigger lines, to achieve something so "simple" I was just hoping there was an easier way that I might have overlooked. Thank you for your feedback! -
How to play an ogg file, but only make it audible on a specific freq?
sirrah replied to sirrah's topic in Mission Editor
Yeah that's how I did it on my previous missions, but the problem is; this way, the sound file is played right at the moment when the player tunes to that freq (even if that happens far too late). For instance: A sound file should be played when player is still on the ground and tuned to a certain freq. Player fails to tune to that freq and takes off. Then later, in mid air, he remembers and tunes to that freq, the sound file triggers are met and the sound file will play then (too late). It'll require quite a few trigger conditions to prevent the above from happening, so I kinda hoped there was an easier way to have a sound file played only once on one specific freq. An option like: "Play sound file ... once on freq ..." -
That Web Based Mission Editor I saw in a (fake/real?) video...
sirrah replied to cfrag's topic in Mission Editor
Looks very interesting Funny.. 2023 and I'm amazed seeing someone do a "box select" copy/paste action! (.... ED.... ) -
Hopefully someone can help me (perhaps this is simple and my ME skills just need refreshment ) What would be the easiest way* to play an audio (ogg) file once, and only have players hear it if they've tuned to the correct frequency? In anticipation for its EA release, I'm creating a mission for the Mudhen and, as DCS ATC is kinda.... well.. I don't need to explain... I did my own ATC audio with help of TTS. In my mission, the player(s) will be no.3 in a flight of 4 and I let the AI flight lead do most of the communications. So how do I manage to "play" the sound files when needed, despite if the player tuned to the correct freq or not, but only have the player hear the sound file if he/she tuned to the correct freq? *The only way I can think of at the moment, actually requires a lot of trigger actions (especially if you want the player to get a heads up that he/she is not on the correct freq).
-
I volunteer to do the same with my drumkit (Will need a slightly bigger cockpit though)
-
For sure I agree, it doesn't have to be "release date" priority, but considering how many topics were raised on the general wishlist sub-forum about AAR aid and the usually heated discussions that followed, I'd say Razbam could "use" this feature to attract moer people in buying their F-15E. Some people apparently seem to keep having extreme difficulties with AAR, despite how much they practice. Some even seem to have trouble staying plugged in probe/drogue modules, let alone staying connected to a boom. Of course there's also probably a group that just doesn't really feel like spending the time to learn (which is also fine). Anyways, Razbam could potentially attract both those group of players, if they add this option.
-
Wait! Don't shoot me right away! Asking this for a friend! Well actually, I'm really not posting this idea for myself, as I love doing AAR myself, but please hear me out: There have been (and still are) many discussions about "easy AAR" requests on this forum. Apparently, many of our community members are struggling with this and are sad to not being able to witness what it's like or in some cases can't fly certain missions (without using unlimited fuel cheats). So, while being frustratingly hyped by the Mudhen , I was thinking, wouldn't the F-15E be a perfect module to (as a DCS first) include the option to switch to the WSO seat and order the pilot to refuel. Of course with no tankers nearby/available, this would be answered with a "can't comply" kinda response from the AI pilot. Not sure how complicated it would be to implement such a feature (AI can already do AAR, so I imagine this should be possible), but I'm sure it will make many of our community members very happy. Plus, it would be (another) unique selling point for Razbam, as no other module within DCS has this feature yet. What do you think? (please don't turn this wish into another discussion about whether people should just practice more)
-
I think I have done something wrong...
sirrah replied to VR Flight Guy in PJ Pants's topic in DCS: AH-64D
I do agree there's a very thin line between "fighting her" and "feeling her". And again, not saying you guys are wrong (hey it seemed to have worked for you), but increasing the collective with rough/sudden motions will only result in having to correct/compensate faster with your cyclic and rudder. Back when I started to learn the Apache, I handled the collective very gently and I was struggling to get to/stay in a nice hover. Later/now, I can just jank that collective to the "sweet spot" and she'll very steadily get of the ground, while my hand and feet on the cyclic and rudder automatically compensate any unwanted moving. Although I usually do the latter now, it's definitely also possible/"easy" to get into a steady hover by gently increasing the collective. At some point when practicing, you'll just "get it" and your hands and feet will work automatically (I have to add: I use VR. Years ago when I was still on pancake, I had a lot more struggles with helicopters in DCS and perhaps never really fully got them under control) -
I think I have done something wrong...
sirrah replied to VR Flight Guy in PJ Pants's topic in DCS: AH-64D
Disclaimer : Not implying I know better and with respect, but I think that statement is not correct (or I misunderstood what you are saying). First of all, rapid/firm collective movement is never really needed during take off. Quite the contrary I'd say, slow and steady collective movement works best, especially when you're still learning the Apache behavior. The rotor rpm high comes from to fast/much collective, not from too little. @bradmick explains it very well in this thread here: @VR Flight Guy in PJ Pants; My first thoughts, when looking at your video, were: You might be a tad late on the cyclic correction (left) and then overcompensation when things start to go sideways (literally ) You might want to pull your collective more gently (looks like you might have some stiction going on there, as your collective inputs appear to not be very gradually). Best way I found to learn, is to gently pull collective until she gets light on her wheels and then, with wheels still touching the ground, make very small cyclic & rudder corrections to keep her steady/straight. (then again, it's very difficult to draw conclusions from a video. Also, as mentioned above, double check your controller axis) fwiw; I couldn't see your rudder input in the video, but I tend to give some slight left rudder input while increasing collective. At some point, you'll know how much just by feel and it'll all go automatically. -
And allow everyone to witness all my clumsiness?! No thank you! Just kiddin' This would indeed be a nice feature. It has been wished for many times before. I can imagine this especially to be very helpful for friends to help each other out in learning systems. Like: "get into my cockpit and I'll show you how to setup that JDAM". Or the other way around: "I'm in your cockpit now, show me what you are trying to do". Perhaps though, there is some sort of limitation that prevents something like this to be possible. Maybe it would cause performance issues?
-
Using a TM warthog stick with 10cm extension (never had any issues with sensitivity before, apart from maybe the aforementioned Gazelle ) I didn't know there was a pitch stability control thingy (as I said "new on the Eagle), though I don't think I accidentally switched it off as I didn't really touch anything other than the AAR door and the radio menu. Ah well.. It's not a big deal anyways.. I personally doubt that it'll really help getting used to the F-15C, as I would actually be very surprised if two different devs would be able to recreate the same flight characteristics.
-
In an attempt to feed my hunger for the Mudhen , I also did some AAR practicing with the F-15C (I have FC3 for years, but I hardly ever touched it, so in that respect I'm new to the F-15C). I've created a very simple mission and chose a 3 droptank config and 90% fuel, to somewhat simulate the heavier Strike Eagle. Although I kinda managed to make contact on the first try, I did notice that the pitch axis in the FC3 Eagle is (imho) extremely sensitive. Only after putting some curvature on the Y-axis was I able to properly stay connected (generally I don't like, nor ever use axis curves). Normally I'm the first one to say: "practice more and you won't need axis curves", but I don't recall I ever had this kind of pitch sensitivity (well... apart from maybe the Gazelle ). Did anyone else notice this? I kinda hope, that the Mudhen will not be this sensitive, but I guess we'll have to wait and see
-
That makes sense. Thanks mate
-
Yeah I realize he made the drift worse, for purpose of the tutorial. So, the steerpoint offset points are used to correct drift along the route to the target, to avoid the drift exceed to a point where you won't easily be able to find the target at all? Did I get that right? (Like intermediate drift correction, to avoid drift from getting out of hand?)
-
But isn't that why he chose 3 (or even 4) target offset points? I get that, but what added value do all the steerpoint offsets have? (So the 1.1, 1.2, 1.3 etc., dozens of miles away from the target area). I mean, they also didn't seem to have any relation to his navigation waypoints. So, what's the purpose of correcting drift on those locations?
-
I don't think I've seen this one shared here yet: Quick question about this video that maybe someone here can answer (also asked this on YT, but that's not really a good place to find answers imho): I was wondering why Notso is doing all those steerpoint offset corrections? Why not directly/only use the target offset point to correct for drift? Isn't that the only meaningful location that you want to have as accurate as possible on radar?
-
Enforced Graphics settings for Multiplayer
sirrah replied to Mr_Blastman's topic in DCS Core Wish List
As someone with a "low-ish end" VR pc, enforcing higher graphics settings (such as shadows) would mean I couldn't join those servers (properly populated servers are already scarce). Honestly, when I saw this thread title I thought it was meant a joke.. I mean, sure, this is a wish list, you are free to wish whatever you want of course and no offence meant mate, but you can't be serious about forcing people to use high gfx settings, are you? Not that I think that any server owner would embrace this idea, but let's for arguement sake assume they would, that would mean that DCS PVP would only be available to those with high end (€2500+) systems? I said it before on this forum, imho people should start and let go that extreme urge for balanced PVP in DCS. It will never be balanced and there will always be stuff to complain about when you get shot down... I mean: First some folks started battering on people who use VR (they stick their heads through the canopy OMG!1!!).. Now you want to force everyone to use high resolutions, full shadows and what not.. Next.. He's using a €1000,- hotas set and I'm using a €500,- set, that ain't fair! Boohoo! Next.. He attacked me with a Viper while I was flying a Hornet Next.. He attacked me from cover of mountains, whereas I was flying oversees Next.. >place your excuse here< Let's skip all the future discussions and force PVP servers to setup missions with: Mouse and keyboard use only 4K flatscreen only Graphics ultra only Map with water only and no wind Single aircraft type only (with same skins) Players start at exactly the same time, altitude, speed, etc. etc. See where I'm getting at? -
Thanks for this My weapon selection switch started failing on me this week That "duct tape" is a nice idea Hopefully TM is mild on the price for a replacement switch (I fear they won't though )
-
I expect all counterweight mods will have to be redone as well
-
You're right that they're probably Ugra property, but... Shouldn't ED either have adopted those objects, or made some themselves by now? Fences and barriers are quite a common thing in military aviation (understatement). From the top of my head, I can't recall any of ED's airbases have fences and barriers (please correct me if I'm wrong)