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Posts posted by Polo
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Hi all,
Been trying to add in a Hornet as either a flight member or donor in the UFC STN page. However as an example I have a Hornet STN down as '0Q003' (i.e. as per the image)
From what I can tell only numerals from 0-7 can be entered into the UFC, so is it possible to enter this into the UFC in-flight?
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Seeing these as well. Don't have an answer but you can usually hit escape a couple of times to get clear of the error messages when in VR and it crashes.
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On 1/13/2024 at 10:46 PM, Lace said:
I'm planning a full rewrite of these once the Kola map is released - happy to post up here again if there is any interest?
Definitely interested in this!
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Your best countermeasure is to get as much distance from the launcher and missile as quickly as possible. Or put a piece of dirt between the missile and you.
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On 8/24/2023 at 2:09 AM, AlpineGTA said:
Or is there a way in the config software to bind a button to on/else off?
You can set BTN##_OFF in DCS Control Bindings, would that do what you're looking for?
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There's a fix (of sorts) for the MultiPlayer WSO desync issues here (originally from Razbam's Discord channel):
There's still issues with some items related to the UFC (i.e. TACAN) but it seems to have fixed most of the issues.
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4 hours ago, KlarSnow said:
Try going into your saved games/DCS open beta/Config. Backup your inputs and options.lua files and then delete the entire config folder.
relaunch the game, quit and then copy your backed up inputs and options.lua back into the new config folder.
This has resolved multicrew issues so far for everyone I’ve talked to who has run into them. Just be aware you may mess up your inputs and settings if you do not backup the files described.
Have had the same experience here - resetting the config folder seems to have sorted out the MP sync issue. Just be aware that some items (especially on the UFC) still don't sync correctly i.e. TACAN
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Not sure how the Reverb and SteamVR interact, but when I fitted my 4090 (running a Vive Pro 2) SteamVR defaulted my VR resolution up to some stupid amount like 6000x6000 pixels.
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2 hours ago, F18mech said:
Fixed it.. was looking to bind in the F18C module and not the UI layer.
Thanks for pointing that out Baldrick33..
Until this patch it was possible to bind under a module as well as the UI Layer. Was useful for various modules.
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Same here - clicking the Axis Tune button on the bottom or the context menu on an assigned axis results in nothing happening.
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On 5/16/2022 at 5:48 AM, RogueSqdn said:
Does the v2 F-16 grip have a BLE module, or is that still only on the CE?
I already have the CE... if the haptic feedback is the only change I won't upgrade, because BLE is a requirement for me, as I will use the F-16 grip on a center stick when flying the A-10.
No, can confirm that my v2 grip doesn't have the BLE module.
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This was one of the issues I had when I was running the DICE (DCS Integrated Countermeasure Editor) mod with VAICOM.
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On 3/20/2022 at 4:50 AM, TED said:
I don’t know…I’m a bit confused by it. I activated and then lowered steamvr res to 60% and quality looked same as full resolution, so perhaps it is working. I will need to look closer at frame times.
I just don’t get any upscale status indication anywhere.I don't think RSR is working with DCS and SteamVR, mainly I expect because it's not running in fullscreen mode. AMD's documentation states fullscreen mode is required for it to be active.
I managed to get non-VR DCS working using fullscreen mode as the indicator on the AMD toolbar showed it was active, whereas in VR mode it never showed up as such.
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Having a blast with your Operations Surrexen!
However, struggling with Operation Sea Slug in single player, as it's proving impossible to get any hits on either of the naval task forces, and the SAM coverage from them is covering the enemy held islands (i.e. Saipan) Sending in two hornets with ASM loadouts as well as going in with my own aircraft with Harpoons. Even the advance guard of the fleets are impossible to get hits on.
While it's likely realistic (3 aircraft won't be able to take down a fleet) does anyone have any strategies to take them on?
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There's this stated in the DCS User Manual (top of page 31) under the 'Aircraft Control Mode' heading:
General. Active when a mission is launched with no player or client-controlled aircraft.
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Only tried this mission once...ended up being a Fox Four kill.
Still managed to land safely too.
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Have run into this issue as well - Chevy 1-2 (player's wingman) is not sitting in parking spot F150 next to the player in F149, but is being moved by DCS to under the shelter behind and to the right. There's a fuel truck that stops Chevy 1-2 from taxiing.
Tried switching to Chevy 1-2 and taxing past the truck, but once switching back to Chevy 1-1, 1-2 never moves again and the whole package stays in place.
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On 11/26/2021 at 2:08 AM, MAXsenna said:
VAICOM and AIRIO updates today.
All working properly now when TacView is enabled.
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On 11/22/2021 at 2:33 PM, Eagle_01 said:
I did some testing and found 2 mods that is responsible for this. The first one is the Hercules 6.8.2. I removed the mod, TACAN Tune and Link Tune worked. The second one is TacView. I deactivated TacView in the DCS Options and deleted the TacView folder in saved games. And TACAN Tune and Link Tune worked. There is a caveat though, my TacView is the Steam version. I'm not sure if that has anything to do with it.
I've had the same issue with the TACAN Tune and Link Tune AIRIO commands not working. Turning off TacView in DCS World Options fixed the problem. No need to delete the folder and this wasn't the Steam version of TacView or DCS World either.
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This is a common situation with DCS. If you haven't already, turn ground texture to Low as this cuts the VRAM usage somewhat and isn't all that noticeable (especially compared to the stuttering and FPS loss)
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On 7/13/2021 at 9:22 AM, Reflected said:
That's possible. With the 'unit damaged' trigger I can't control how much damage I need. As soo as it's less than 100%, it's damaged, which would mean a missile hit. I think a partial missile hit by a nearby explosion has a chance of 1 in a 100000
Just to add to this, I've had multiple attempts at this mission and haven't yet 'officially' passed it.
What seems to have happened to me repeatedly is that there is always one AS4 leaker that gets past the SM2s, at which point all the CIWS engage and destroy it. However there's always a couple of 20mm shells hitting the carrier (usually from the USS Farragut that is 'behind' the carrier relative to the AS4s, and engages them with its CIWS as it should) which triggers the carrier is sinking message and mission failure.
Having said that, am having a great time with this campaign overall, awesome work!
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Setting the ICS to Hot in the F14 and simply talking seems to work, even before turning ground power on.
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Please move if this is not the correct forum for this.
Two minor issues in this Mission :
- Flares are at 28 instead of 60 for the Hornet flight (common issue with the provided missions currently); and
- The Patriot site is not pointing at the incoming strikers and hence almost never fires (pointing south-west instead of south-east)
For the Patriot issue have just adjusted the heading of the Patriot STR, and the loadouts of the Hornet flight flares quantities updated.
Attached is the .miz with these minor changes.
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6 hours ago, Voyager said:
What GPU do you have? I got the VP2, but only have a 1080 Ti to drive it, and it is not enough.
If you're doing well with the VP1, but don't have a 30 series or RX 6000 card, you're better off running with the VP1 until you can get a GPU upgrade.
Oops, should have listed it in my first post - my GPU is a 6900XT running on a Ryzen 5900X, so the horsepower should be okay for the VP2. Was a 2080Ti before that, and there is a noticeable qualitative increase in image quality and speed. Am running SteamVR at 150% and DCS World at PD 1.0, 2xMSAA and most settings at high/ultra (shadows on medium, terrain shadows flat), and the visuals are pretty good as-is.
Thanks all for the feedback, sounds like this newer generation does have an improvement in clarity.
Entering STNs for other Aircraft
in DCS: F-16C Viper
Posted
As a follow up question on this - we have a MIZ for a squadron event we've been working on for a few months (since about August last year) where the Datalink STNs for new aircraft are being generated as (in this case) '0Q###' in the mission editor - 0Q465 seems to be the base for it atm. Can't find this reference in the MIZ files anywhere, so is this base STN saved elsewhere in the DCS data files rather than this MIZ specifically? It does seem specific to this MIZ itself, creating a new mission doesn't generate '0Q###' STNs.
We also get this occurring in F16s in this MIZ:
I can upload the MIZ later once I'm home if that is of any assistance.