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dantron

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Everything posted by dantron

  1. Simplified VR Hybrid Pit Hey Flim,Great work with the A-10C cockpit. Don't know if you've seen latest from "The Warthog Project" but the final result looks amazing! I'm considering purchasing the A10 plans and modding them to be somewhat of simplified hybrid between the A-10C and F/A-18. Given how much detail and research you've put into the A10 and F/A-18 do you think this is feasible? It's going to be a VR pit so I'm not concerned with exact panel and instrument locations. These will all be controlled virtually by VR controllers or hand trackers. What I'm really looking to create is a simple pit with the seat, stick, throttle, pedals and possibly gear and hook levers all in the correct positions and orientation. Maybe I should just wait for the F/A 18 plans?
  2. Yeah, I was also looking for anyone doing this... I'm in the market for a new machine and $3K on a MacPro isn't bad if it will kick-ass with DCS under bootcamp.
  3. ton1n80, How well does DCS perform on your MacBook Pro under Windows 7 (64bit)? What sort of frame-rates are you getting in DCS? Maybe I can help you with the driver issues... Also I'm looking for anyone out there who has tried running DCS on the new Mac Pro (black shinny trash can) under bootcamp Windows. Has anyone out there tried this? What frame-rates do you get from an AMD FirePro D300 or D500 or D700?
  4. Low Blow, you're probably forgetting a comma or two after each var assignment. Though I fixed that in my test and it spawns the cargo without an error. However even with canCargo = true, and mass = 500, the cargo does not show up in the Cargo F6 Menu... I think this might have to wait until they improve cargo in the ME and scripting in 1.2.8... Unless Harke you can confirm you have it working?? Also category = "Cargos",
  5. I'm also experiencing this bug with convoys / AI vehicles. Even when they are set to a reasonable speed 25mph for a they don't maintain expected behavior. i.e they will buch-up, rear-end each other and, crossing bridges becomes very hit-and-miss. I assumed this was a known bug and would be fixed with 1.2.8. But it hasn't... It seems that when a lead vehicle approaches any corner it will slow down too much for the corner. i.e. HUMV set for 60mph on straight road will slow to 18mph for a 15 degree turn on the highway...
  6. Thanks, Mr Mojo for the reply. Though I've tried swiping through all the iControl screens and rotating the iPad into portrait orientation, making sure the rotation lock on the iPad is switched off, etc. The CDU page is always oriented in landscape with the CDU on the left side of the screen and the Steer PT and Steer Page dials on the right. I am using an iPad 1st Gen. Maybe the portrait mode is limited to the iPad mini?
  7. From your website: "CDU can be used in portrait or landscape mode." I've looked everywhere I can think of and I can't figure how to get the CDU into portrait mode... Is there an official manual somewhere?
  8. This was one of the best Multiplayer missions I've played... What happened to it?? I can't find it anywhere.
  9. PeterP thanks man works great as a patch for now... Hopefully this can be added to > DCS World > Options > Misc > Force Feedback.
  10. I just added my $40 to the P-51D "Work In Progress" and flying a P-51 with a completely limp force feedback joystick is similar to... well... use your imagination. or not. Force feedback for the A-10 in the DCS World 1.1.2.1 seems to work ok. Would it be possible to copy the code from the A-10 for now? Or are you planning something really special so I can feel the air flowing over the control surfaces?
  11. I'm having a similar issue with the "In the Weeds" mission but I'm getting a slightly different error. wMessage::buildSpeech() -> luan handle() call error: [string "./Sounds/Speech/NATO.lua"]:738: table index is nil ! I've had a look at line 738 of the NATA.lua script file and I'm must admit, I'm over my head... Is there a fix for this? Is anyone else experiencing the same error with "In the Weeds" or any other mission?
  12. kylania, cheers. GGTharos, OK now I know and knowing is half the battle. I did a guide on River Raiders here Let me know what you think?
  13. It took me awhile to complete this mission but here's how I did it. 1) Stay high > 12,000ft. It almost feels like cheating going up that high, but it's surviving. This leads me to my next point... 2) Don't try to destroy every air-defence target. Almost all of the AAA and MANPADS can be avoided by staying above 12,000ft. At first, I was trying to take out everything that shot at me (the big man I am, ha) but avoidance is best. 3) The lurking SA-11 to the far north is really just out of range. Leave it alone but keep an eye on it. If it shoots at you, head south! The 9M38M1 SAMs have a max rage of 32km and will hit the ground, river, or civilians before they reach your aircraft. 4) Try to keep you wingman away from the SA-11 as well. He'll freak-out and drop all his gear if he's fired on, even if he's actually out of range. Then he becomes a useless decoy. 5) Change your payload before you start. I go with 6xAGM-65Ds + 4xGBU-38s + TGP + ECM. The AGM-65Ds are poweful enough to take-out some of the bunkers and are a great "stand-off" weapon against the other shorter range-SAMs. The GBU-38s are great for the bunkers as well. Fire and forget. That's my 2c If you want a little fun... try to take out the SA-11 first. This is a real challenge as it has a much greater range than anything you've got. So you have to stay low, REALLY LOW to avoid detection. 1) At the start, tell your wingman to "engage air-defences." He'll stupidly and immediately go for the SA-11. 2) Lock onto his SPI using your TAD once he's targeted the SA-11. {On your TAD move the cursor to your wingman's SPI [slew commands] then [TMS-Forward-Short] to hook then [TMS-Forward-Long] to set your SPI} 3) Then immediately tell him to "join-up" or go away. For some reason I find him frustratingly useless and stupid on this mission. 4) Slave your TGP to the SPI [China-Hat-Forward-long] and on your TGP zoom-in [DMS-Forward] all the way and find the radar unit (should be in the centre of the SA-11 group). 5) Once you have the radar unit directly in your sights drop down to as low as you can go < 200ft and head straight for the SA-11. You'll have to avoid some trees and power-lines on the way in but STAY LOW. Keep an eye on the TGP. If you're low enough, all you should see is trees and hills that block your view of the target. 6) As you approach the target switch to MAVs and slave the MAVs to your SPI which should be directly on the radar unit (if you did steps 4 and 5 right). You still won't be able to see the target but the MAV should be on target and ready for lock-on once you pop-up and/or are close enough. 7) Next is up to you.. I pop-up a little at around < 3 miles to the target to get the MAV to lock-on [TMS-Forward-Short a bunch of times until lock-on] and RIFLE quickly. Then radar counter-measures and high-G turns. Or you can try a GAU-8 run at LOW altitude which I haven't yet tried... The SA-11 as a minimum range of 3km, so stay LOW and out of his radar until you absolutely have to. I'd really love to hear anyone's feedback on these approaches to River Raiders. These are ONLY my suggestions and strategies that I've had to learn the hard-way. There's always room for improvement. Cheers!
  14. I'm having the same problem. Does anyone have an answer? I've also been looking for a good guide/walk-through for River Raiders but haven't found one... I can get to about bunker 4 before shit hits the fan. It would be helpful if my wingman would follow orders...
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