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Everything posted by tekrc
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I call the JTAC, they go through the 9 line and give me a mgrs reference. TSD> Point> Add> enter labels> reach coordinate entry page. enter the reference coordinate given. GG323360 (insufficient digits so add 00 at the end)> set elevation 35> enter. point created in the wrong place and not by a little bit. is the format just wrong or did I mess something up? the pictures show: 1 what JTAC gave me. 2 T01 is a manually set point for where the target roughly actually is. T02 is where the given coordinates put the marker
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reported George rocket coop mode only works in single player
tekrc posted a topic in Bugs and Problems
if selected in multi player, the I beam either freezes in place or does not appear at all depending if it was visible before rockets selected by the second seat. (if player pilot selects rockets first and already has the beam, it will freeze when George selects rockets. and the reverse is true. if player pilot selects second after George, the I beam will not appear at all). in single player there is no issue and coop works as expected -
I dont see this binding anywhere. trim only returns the mode hat and the cage knob for the adi. there is no trim release.
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Better LSO / Touch n Gos / Persistent Gradesheet
tekrc replied to Stearmandriver's topic in Wish List
also that popup isnt there long enough to clear the deck and then read. if you dont stop everything and read it right then on the wire its gone forever -
I recently got a bhaptics vest and would love to get it set up with dcs but ive found 0 info on how to even attempt it. since it doesnt require audio to work with games this is a promising platform I just dont have the skills to set it up. platform seems pretty open though if someone did have the knowledge I would happily test it out
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Patch Nov 18th - F-14A release - Feedback Thread
tekrc replied to IronMike's topic in DCS: F-14A & B
my quick notices in the limited time Ive spent: Compressor Stalls: dont seem to warn you or happen much at all for that matter. as far as I know you should be able to hear or feel compressor stalls coming with aircraft behavior. ive heard of groans and pops before the stall actually occurs. no matter how tight of a turn I pulled or how much I surged the throttle nothing seemed to happen until I forced a flat spin and only when I tried to exit the spin by sweeping the wings did the engine burst into flames without warning leading to the next thing. Fire Suppression: short answer doesnt work. pull the cutoff, press discharge and fire is unaffected. Glove Vanes? I know it was never confirmed we would get them functioning or just visual or whatever else... but they should still be present on the A models even if welded shut shouldnt they? looks like the B glove was reused and they either havnt been modelled yet or this is the subtle confirmation theyre being left out entirely to save on workload. or its possible the late model A this is based on doesnt have tthem at all but Im not sure on when exactly they were left out of production. Sounds: the exterior sounds are a good step in the right direction for what the 14 seems to sound like, except in the cockpit view. seems to be nearly identical to the B sounds I am used to and even with the canopy open you cant hear the screech at all seems like. I only had a couple hours to check it out but those were the things that stood out to me at the time. loving that its finally out though! -
keep on topic please
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This is my biggest problem as well. I dont mind a delay for something not working, I mind when said delay isnt announced until day of release having been told nothing prior indicating another blocker was there. reading through I see it wasnt known internally either which is a bit worrying for such major things to go unnoticed that close to release. but the lack of notice was the worst of it here. even if it was late the night before since it seems it was at least known then a pinned blurb/ short announcement until the longer explaination was put out would have been better than someone finding a comment on hoggit and bringing it here. A 2 sentence statement would have gone a long way here. just have to learn from this is all like others I think some kind of regular interval updates like what we got for this would be an amazing step. just a summary of what blockers are being worked on actively or have been completed that week/month for a module in production and should be done for all developing modules. gives us a better idea of what to expect since we can see where the focus is. should also cause less misinformation as far as expectations go
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right? I DONT work there and I want to more than sometimes
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it IS part of the radio call (real one anyway. hopefully the new dcs ones too). specifically during the ball call if nowhere else. "101, Tomcat, Bal, 8.0." weather or not that gets modelled for the carrier to set hook-eye is unknown. we just dont have a lot of info
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even if not a voice message, more wondering if we will get any kind of reaction for it. I dont imagine it would be too hard. similar trigger to the lso saying the hook isnt down or something.
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makes me wonder if the new atc will include a lights on deck warning
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youd think. but its best to not assume without an actual answer. thats how hype leads to disappointment
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on a similar note Id like the ability to fly a plane, land it, get out, go to the next plane over, and get in to fly that one without popping back to the role select. I can almost see it being done with scripts but sounds like a royal pain.
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Deck crew: Part of the model or to be added on each mission?
tekrc replied to Stratos's topic in DCS: Supercarrier
90% sure you would be able to place the static crew around on the kuz also but probably still in the usn uniforms. although given how current placement of "static" things seems to work it will also block spawn points. cool view if you want to have part of the ship full of parked aircraft with crews working around them but limits how many players can spawn in at once (also hinders ai taxi pathfinding on deck probably from what ive seen) and can lead to the waiting for spawn message issue again. honestly to help solve this I would LOVE to see the limit areas around spawn points we could place something and not interfere with it but thats for the wishlist even if animated would it be worth that for what youre trying to do? for many general use servers for high population probably not as they would want the spawn points and space more than eye candy. for private servers with a pre determined smaller group doing a mission from the ship I probably would expect to see more decorating. concerns apply to all carriers plus land bases really -
best current representation are the screenshots in the news letter and snippets from recent promo vids
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the frames they are getting wont be the frames you are getting. everyones system is different and even if you have the same specs software differences will change it too. things like background tasks, how much load your processor is dealing with, and remaining drive space will also have an impact on your stability. but the one ship shouldnt impact it THAT much. if it does just mash escape and pull trees and grass down. solves all my problems for vr
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there is 1 promo for the us carrier from recently. if you want to see the kuz then go look at the su33 fm update trailer video from 2017 and the 2018 and beyond video. its updated since then so that and the screenshots from the newsletter should give a good idea.
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id be happy getting a butty fuel pod honestly. wouldnt mind being the hawk for when people run low on fuel trying to trap
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given it can be manually controlled worst case just steer it to the wind before stopping. though it happening on its own would be good too
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given the lso platform canbe player manned I would imagine the gradings would be manual. the 14 already records its own info in the kneeboard so that should be enough. for the 18, a stopwatch and manual commenting probably
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somewhere before a similar convo popped up. so Ill put in my 2c from then. if the hangar is being modeled and if we get tugs or ability for ai to move us around, use the lower deck as an overflow spawn point. so players can be moved topside when theres room. gets people in the game, gets around the error for too many people on a ship and just getting a delayed start message. just would be a pain to code I imagine. I like the idea at least. even if not accurate its a game mechanic so arnt just stuck on spectator view waiting. I like my realism but I also like being in the game
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if the elevators work we really need some kind of push tug to get on or off of them
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there are other conditions too. they come out in bomb mode to give extra stability with the wing swept back. not only for supersonic though that was most of the reason
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well aware. but its something so youre not stuck on the roles screen looking at nothing