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Davis0079

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Everything posted by Davis0079

  1. You should sell your BoS copy asap, while there is still a chance to recover some of your money. And you should stop comparing it with successful games like DCS...
  2. you manage your engine mainly by ATA (a measurement of "intake" manifold pressure)...rpm is a feedback....not an input....it is looked at as a reference as to how the engine is reacting to your ATA setting... radiators are adjusted according to speed, not engine settings.... automatic radiators and prop pitch are not fool proof, you can still damage your engine in auto prop or with auto rads ( the auto radiator runs off a thermostat, meaning they are reactive, not proactive)...pulling your nose vertical without opening rads will cause heat and by the time the thermostat try's to adjust the radiator position, its too late...not rocket science.... fly some of the earlier model 109s in other games and you will see the advancements that the K model has....giving you a clearer picture on how to use them to your advantage....
  3. try turning off the stabilizer system......if I remember correctly its RCtrl+1, RCtrl+2, RCtrl+3....pitch, roll, and yaw.....use the F2 view to see if the control surfaces correct themselves...not a fix, but this could narrow the problem down atleast...
  4. F-15c install has one too....dont know about FC3 install C:\Program Files\Eagle Dynamics\DCS World\Mods\aircraft\F-15C\Doc
  5. REPAIR start menu/all programs/eagle dynamics/DCSworld/REPAIR DCS WORLD
  6. Eagle Dynamics\DCS World\Bazar\shaders\effects\PFXSmoke2.fx rename or remove this file and you will not have gunsmoke in any of the aircraft anymore ....makes fighting in the f-86 possible I normally just rename it to .Removed.PFXSmoke2.fx
  7. This is a tutorial more then a mod...it will help you set up all of your cockpits... http://forums.eagle.ru/showthread.php?t=96116 when you first buy or fly a new module the first thing you need to do is setup your controls, next is your view ingame....I have to do this for every airframe. Mainly the head position and zoom Heres the lines that will probably help the most __________________________________________________________________________ (Yes - I know how hard it is for some of you to look it up your own in the options ...) Disable/Pause your Track-IR/Head-tracker while doing it ! "Num/ - RCtrl - RShift" Cockpit Camera Move Back "Num5" Cockpit Camera Move Center "Num2 - RCtrl - RShift" Cockpit Camera Move Down "Num* - RCtrl - RShift" Cockpit Camera Move Forward "Num8 - RCtrl - RShift" Cockpit Camera Move Up "Num8" Turn Cockpit Camera Up "Num2" Turn Cockpit Camera Down "Num/" FOV- aka Zoom-in "Num*" FOV+ aka Zoom-out "NumEnter" Default FOV aka Zoom Once you are satisfied , after using above key-commands, just use following key-command to save this view as default: "RAlt+Num0" Save current Cockpit view as default for this vehicle __________________________________________________________ ^^^^^^^^^^^^^^ the RAlt+Num0 is the magic button that saves it all....just make sure in your options you have the "Enable User Snap-View Saving" checked and then go set up your view for all your planes....remember, moving your VR head back against the seat is different then the camera zoom..adjust these two things till your satisfied .
  8. I like voice activated commands...I've used them for years....since IL-2 1946 at least....not ground breaking at all...I remember the game US Navy Seals for the playstation used voice activation many years ago... why DCS and other games like Arma wait for outside mods to offer these things is interesting...same with not having the TS IP linked to the switches in the cockpit like some mods offer is also a little on the funny side.... I understand its a big pain it the ass and I don't even really recommend ED trys... but you simply offer your customers so mush more when it comes to realism... I'm still think BMS has DCS beat when it comes to comms....VHF and UHF, guard channels...I use VAC when playing BMS (that really sets it off)...uses the same PTT as my VHF ingame....works great since BMS PTT buttons are NOT how you open the comms menus...the menu is just that, a menu and the PTT buttons are linked with IVC(and my vac). ....how is this seen and played by people in charge(here at ED) and the statement is not said, "why don't we have this?" anyways, the radio mods offer this and programs like vac and others work great. I highly recommend it.
  9. does this say driver cockpit??? ___________________________________________ DCS Combined Arms The ground units HUD info has been modified Driver cockpit has been added to all controllable ground units Driver cockpit has been added to ammo trucks, HMMVW 1025 and UAZ-469 New realistic sights have been added for ground vehicles: Tanks - M1A2 Abrams - Leopard 2A5 - Leclerc - T-80UD IFV/APC - BMP-2 - BMP-3 - BRDM-2 - BTR-80 - M2A2 Bradley - MCV-80 Warrior - MT-LB SAM/AAA - Gepard - M168 Vulcan - M48 Chaparral - M973 Avenger - Strela-10 (Gopher) Stinger MANPAD and Igla MANPAD sights have been modified IFF system has been added for IR SAM and AAA units: - M168 Vulcan - M48 Chaparral - M973 Avenger - Strela-10 (Gopher) - Stinger MANPAD - Igla MANPAD Reticle have been removed from iron sights Game window focus loss during turret control was fixed Simulator crash on controllable unit submergence has been fixed HE rounds ballistic and sights’ reticles have been coordinated Units with disabled AI remain disabled on player enter/leave the unit Antenna dish is folding down on all clients/server when the player leaves the unit. Rotation to reload/rearm position for turrets has been added Manual reload/rearming start/abort has been added for player controlled unit Binocular view has 3 zoom levels now Alternative (switch by 3rd mouse button) turret rotation mode has been tuned. Maximum turret rotation speed can be reached with any zoom level Potentially fixed track consistence problem when sight’s zoom level has been changed during track replay Fire secondary weapon command added (for some coax machineguns). ____________________________________________ ....whos running beta...where are the screenshots?????....feed me... .
  10. JSGME solves all that...and on top of that, anytime you wish to change a lua file alls you need to do is copy it and dummy folders leading to it and place it in USERNAME/Saved Games/DCS....you keep this looking the same(folder names) as the real DCS game folder and you can change alot..... ...AND....nether of these two things are ever effected by updates since the update will only modify your game folder...I do open JSGME and turn off all mods then update....but never should you have to redo anything
  11. OliveDrab green with a white star, I have a spot for one on all the airfields I populate in the ME. More airframes the better. Starting to look like a used car lot around here.
  12. Semi-truck size quad copters don't kill people, People kill people. When you misspell a word, do you blame the pen?
  13. its under controls, F-15c, autopilot. cas pitch LCtrl+1 cas roll LCtrl+2 cas yaw LCtrl+3
  14. Wish I still had my trk of me looping the power lines in the BS. Thats right! Real(virtual) pilots do it in choppers. The cargo choppers dont work so well, but the Ka-50 does loops and barrel rolls quite nicely. And when I say nice, I mean its nice if you like falling at high speeds to earth and barely not dying.
  15. wow...I could spend hours typing on this subject...so for my sake these answers are as short as possible... 1) in the Flaming Cliffs aircraft you dont do any channel changing...so when in a mission brief it says Kobuleti tower 80.00MHz, 40.80MHz, 262.00MHz. You dont need to care about this and you will never use in in FC3 airframes.....flying the high fidelity "DCS" aircraft you will need to know channels and such. 2) Bullseye is a mark on the map we use so I'm not calling out my exact location on a open radio channel. So before me and you take off we pick a "bullseye", basically just a random spot on the map, and say how far we are from this spot when talking on the radio. This is a standard military tactic used by most all armies and airforces. "Bogey Dope" is what you ask for when asking where the enemy contacts are. "Picture " is when you are asking for a overall radar picture of the area around you and awacs will respond with either "picture clear" or start calling out contacts and which direction they are. "Declare", this is important. When you have a unknown contact locked up with your radar you call awacs and ask them to "Declare" your target. They will respond whether the contact is an enemy or friendly aircraft. 3)BRA 160 for 60 at 22000, HOT. BRA 160 means the contact is southeast(160) of you(bra), if they called bullseye they would say "contact Bullseye 160". The "for 60 at 22,000" means that the contact is 60 miles away at 22,000feet altitude. HOT means they are flying at you, COLD means they are flying away from you, FLANKING means sideways. someone may correct alot of this and I would believe them and their info before mine, good luck.
  16. The + and - keys do radar distance, but you can also just slew the cursor all the way to the top of the radar screen or all the way to the bottom and it will automatically change the range.
  17. had a heat blur bug when i changed my resolution for my multi monitor bezels...I only tweaked it a bit...DCS still ran but I had this bug...then I figure out it was my monitor res and ingame res being set different.. ...So the first thing I will ask is do you have multi monitors and have you played with the resolution...check to make sure your resolution and DCS are the same because unlike other games, DCS will still run with bad setting sometimes, but you will get glitches like this. edit...then I backtrack and see you do have multi monitors and have recently be playing with your settings...tells me you have some double checking to do....
  18. like previously stated, the missions were built in a earlier version of DCS:world. Now that updates have come and gone, you must open the broke missions in the editor and simply resave them. The editor will do the rest and you will have updated missions. This has been a "try this first" move on the mission building sub-forums for quite a while. After an update everyones missions are broke. Open, Save, Close, All Better. I came searching why I could not figure out the radio in the cold start mission. I'm glad to see this is the problem and not other things. Also means all the Mig-21, F-15, UH-1, F-86, P-51, FW-190 missions would probably benefit from a open, save, close refresh. any further problems and this should be the "try this first" move
  19. just modelling a C-130 would be the starting point....but it will not get any love from me unless it is a super high fidelity "DCS" module....just spawning in and looking through a gun camera can be done in Call of Duty:MW2....and if its going to be like that I would rather see the dogs from Call of Duty:World at War modeled into DCS....perhaps set it up so after a 5 kill streak they spawn in at a random enemy airfield and just start digging into all the trash cans and pissing all over everything, maybe even shitting on the tarmac. ya feel me
  20. Alright, its been 4 days and no one has answer you. I searched. I know I've typed it before. I know for fact I asked once and it got typed for me. But, for some reason I cant find it and just copy it, paste it here. So here it is. C:\Program Files\Eagle Dynamics\DCS World\Doc\DCS User Manual page80 .....just kidding.... In the mission editor on the left of the screen from top to bottom has a "file" category, a "mission" category, an "object" category, and a "map" category. In the mission category, the third one down says "set rules for triggers". This is where the magic happens. When clicked on, it opens a window that has three sections called "triggers", "conditions", and "action". You must set these three things up correctly for any script to run. An easy way to do this is for "trigger", use the forth option "4 mission start". Leave conditions empty. And under actions, select the drop down menu, scroll down to "do script" and copy/paste the script that Grimes posted in the first post. Be fairly warned that I am no script writer nor am I a mission builder. The best info anyone can give you is to read what the author of the script says closely (maybe doesn't help in this situation), read the DCS user manual (the mission editor part is most helpful). And read the Mission Editing Wiki (can be overwhelming and even unclear to a new mission builder, but has all the info needed). Good luck.
  21. I think the most important mod for the BS is the laser temp mod for the hud....helps you get in the habit of shutting down the laser as soon as the missile hits...allowing a sooner second launch... I cant remember who made it or where I got it from, but its only like 8kb...2.4 once zipped for uploading ...obviously just a lua file change....so i'll link the copy that is jsgme ready, extract it and just add it into jsgme mods folder and activate it... Laser temp.rar ...i haven't flown the shark in a while, but I'm assuming the devs did not make this a feature yet...maybe its not realistic...but I think its the most useful mod the BS has yet. other BS specific mods I use Ka-50 Audio Production Mod Backup ADI Tweak
  22. My red russian fighters are spawning in as turkey, blue. new script version. ...???... GCI-CAP99.miz
  23. I build sam nets with Grimes IADS script, if my needed map area is large enough, break the major sections off into groups (IADS advanced option) with the long range missiles being the IADS group leader of the medium range stuff. Then line unscripted mobile short range missiles and AA guns around the sam sites. Red or blue normally don't have a air defense problem on my map. lol. The only limit I have with my builds is when I fly the F-15 I can sit at their max range and instigate missile launches then burn their energy and defeat the missile, one after another, after another. Until they are out of missiles then fly right by the launchers. I try to normally give most sam sites four or so launchers. And I like using Sa-3 site around airfields for the simple fact that they look the coolest, the launchers that is. This is all single player action played directly out of the mission editor. Basically the only way I'v been playing DCS lately. So I'm sure how I position my units would be unbalanced in a multiplayer setting. In this manor of use, the patriot doesn't seem to have a low kill count. I also think I remember the patriot being the same as the hawk, as where you must face multiples of the same unit type in different directions because they cannot see/launch in a 360 FOV. I could be wrong about that last part though. Its been a while since I put much effort into it. Group sizes can play a major factor when trying to populate large areas for singleplayer. My Sa-10, patriot and hawk systems are all 10 units. Normally having a fuel and cargo truck, 4 launchers, normally 3 different track and search radars, and some type of Command Post truck. My Sa-11s and other mobile missile are normally 7 to 5 units with trucks and fuel. Sa-3s can be 5 units with mostly all launchers. And short range Radar/IR/Laser units I make as small as possible, 1 unit if possible, but it normally takes 3 to 5. AA guns are always 1 unit per group and never in a sam or missile group. and I never mix my missile groups up. And I like only 1 complete radar system(search+track system) per group because in DCS most groups only attack one thing at a time. 1 big group with 40 units does not work as good as 4 groups of 10. Whether clustered together or spread out over a big area, many smaller groups instead of a few big ones make for a much more deadly sam network. sorry about not really sticking to the Sa-10 vs Patriot theme. I'm sorta off subject
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