

AbortedMan
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Getting real tired of extreme FOVs in different modules
AbortedMan replied to AbortedMan's topic in DCS 2.9
I zoom in and out dynamically depending on the situation and purpose to simulate actual function of the human eyeball, so having it on my joystick is paramount for easy access. When returning the FOV from zooming in after looking at a panel or long-distance target it's extremely annoying to have to find that sweet spot of normal gaming FOV. Doesn't it seem a little strange that such extremely wide FOV limits are the default in all of DCS? I may have to resort to this, which is a bummer. -
Who plays this game at 150 degrees of FOV? Seriously. I'm getting frustrated with having to go through various different .lua files to find which setting limits FOV so I can play modules without having to worry about turning my cockpit into a fishbowl. I just bought the Gazelle and found the view.lua that edits the FOV limiter to a suitable 110 degrees, but that change does not pass integrity check. Wtf? All other modules seem to use one localized file, but there are a few out there that do not (apparently?). Why is this not a uniform standard across the entire game?
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Reworked Cockpit Views with proper Neck
AbortedMan replied to PeterP's topic in Utility/Program Mods for DCS World
Any hopes of getting this working with the SA342 Gazelle? -
Came here with same problem...found that altitude AP only gets enabled if your vertical speed is almost 0. So put it in a straight flight path with no climbing/diving and hit the switch, you should be able to get it working.
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No binds for Weapon panel Key switch and instrument knobs?
AbortedMan replied to TripRodriguez's topic in SA-342M Gazelle
Also looking for a way to bind the weapons panel key. The lua in this thread does not include it. -
Easy QFE calculator webpage. All you need is QNE from the kneeboard (available in all MP missions) and the altitude of the target from the F10 map. https://jscalc.io/calc/NGuKq67hvnghk4rM#%7B%221%22:null,%222%22:null%7D
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I find the strength in the Viggen to be flying low to get past enemy air defenses, drop ordnance, and be out before any missile can make its way to you which usually works...during daytime. During night time this is extremely difficult, if not impossible. Other than turning gamma up on the monitor, what tools are people utilizing to stay ~50m alt and not hitting the ground during pitch black dark scenarios?...or is this not a plausible expectation for the Viggen during night time?
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A friend and I have been flying online on the Blue Flag server and have been experiencing some inexplicable instances of being completely annihilated by our own BK90 as soon as it is deployed. It's always the 2nd one off the rail and it would explode IMMEDIATELY after release. I've tried recreating this by changing my attitude, speed, altitude, BK90 approach altitude...haven't been able to do it on purpose in singleplayer or multiplayer. It just...happens sometimes and I don't know why. Also, when I carry 3 BK90s, the 3rd one rarely lets me deploy it...it just gets hung and won't budge. Any ideas?
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They work...but with some nuances. For MP they're not cluster munitions, they're just one big giant bomb that annihilates most things in a large radius. I guess the server/netcode can't handle all those sub-munitions coming out and exploding at once...for now. What's interesting/frustrating is the seemingly random occurrences I've been having where my BK90 just explodes right when coming off my rail...killing me and anyone flying near me or vice versa. I've tried to recreate this in singleplayer as well as my own server, but haven't been able to so I'm not able to state the cause of this at this time. Note, this was confirmed a suicide by my own weapon by my -1 score on the scoreboard (on Blue Flag server). Same with a buddy of mine that also just picked up the Viggen.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
:huh: -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Found the cause for this bug...version mismatch between client/server running DCS open beta and DCS stable respectively. Moving to stable version (or whatever the server you're on is using) has solved the loadout restrictions on the Viggen. -
Hopefully! The version mismatch is also causing issues with not being able to load the KB pod on any of my pylons...so I'm making the switch to stable to avoid anything like this in the future. Do most of the servers run the stable version of DCS?
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Hmm, wow...ok, well a fix is a fix. Hopefully we can chalk it up as temporary for the beta phase. Is this big boom just as effective against their intended targets? I'm no munitions expert, but I'm hard pressed to believe a daisy cutter would take out armored/semi-armored vehicles. I'm ok if this is just effectively a graphical change that still allows the BK90 to perform as intended. I'm going to do some testing this evening, but would like to set some expectations based on more experienced players if possible
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Trying to use the BK90 on Blue Flag and either I'm screwing up deployment every time or something is still bugged...the missiles glide to the target and just explode without releasing sub-munitions. I see patch notes mentioning adding a "MP friendly BK90", but I'm not sure if that's referring to the current state of the missile. I've only tested MJ2 online, perhaps someone can enlighten me if they've found any satisfactory results with MJ1 or mixed variants, or have they found a secret deployment procedure that allows these awesome munitions to function somewhat as intended?
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Can't hit with the Radar Release Mode
AbortedMan replied to Sgt_Cyanide's topic in Bugs and Problems
I think he means to point out that the OP was not pressing UNSAFE at the right time since UNSAFE is supposed to be done when the targets are at the 3km radar marker since the UNSAFE button marks the point of reference for your radar to track (where the target is). I could be incorrect. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Which side are you on? Which airfield can you load the KB pod? The external fuel tank is also not loading. I am seeing these problems as blue player on every airfield the Viggen is available. Greg replied that it's a bug, so I'm awaiting the fix. No ETA. -
Pressing all buttons on Viggen when SRS is not running works as intended. No crash. After pressing buttons in cockpit initially then starting SRS, buttons work as intended with SRS switching frequencies on the appropriate radio...until the cog shaped radio knobs under the special channel buttons group are manipulated...then DCS crashes. CORRECTION: Pressing the flight # radio buttons crashes DCS without SRS running (seemingly) randomly. This does not seem to be an SRS problem.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Is it just me or is the KB pod for Viggen's flare/chaff not allowed on the server? Every pre-made loadout I try to equip with the KB pod ends up not including it on the wings and I can't add it manually. Is this a "balance" thing or a bug? -
Reporting a bug/CTD when pressing the "Flight 0/1/2/3/4/5/6/etc" radio channel buttons in the Viggen cockpit while connected to a SRS server and in an online DCS game (Blue Flag). Works just fine when connected to a SRS server but playing in a single player mission. SRS 1.2.9.7
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You see what God just did to me, man? Contacted ED via a ticket and they said "too bad" (in so many ways). Anyway, heading home from work to get my first flight in. Any Viggen tips for a new guy?
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Why does editing DOF values fail MP integrity check??
AbortedMan replied to AbortedMan's topic in Multiplayer
Hey Mustang! Those clouds are amazing, and I love your other work. I can understand why some shaders/clouds/terrain values could be used to gain an unintended advantage or something, but putting a blanket restriction on all of these variables seems a bit heavy handed. I can't imagine how one would gain anything from manipulating the intensity of depth of field effects. -
Title. Seems like an odd thing to restrict in multiplayer. The depth of field effect is great when toned down from the default value of 150 to 20. Unfortunately, editing this value does not pass integrity checks for online servers. What??
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[RESOLVED]FC3 Module Suddenly Not Working
AbortedMan replied to AbortedMan's topic in Payment and Activation
[sOLVED] The shortcut I use for DCS magically switched to not "Run as Administrator". For some reason this was causing FC3 to not play nice. I don't know or care why, nor do I know how it got unchecked, but everything works now. -
[sOLVED] The shortcut I use for DCS magically switched to not "Run as Administrator". For some reason this was causing FC3 to not play nice. I don't know or care why, nor do I know how it got unchecked, but everything works now. [sOLVED] Played just fine last night on Buddyspike/Op:Blue Flag using FC3 aircraft with no errors...I go to play tonight and find that DCS World is throwing 3 lengthy, jargon-ridden fatal errors referencing "Message: Unable to create process E:\Games\DCS World OpenBeta\Mods\aircraft\Flaming Cliffs\bin\fc3_protect.exe (error code 740)" somewhere in the middle. The game loads, but when I go to fly anything Flaming Cliffs 3 related I'm stuck in the map as if I don't own the module. Other modules work just fine. Tried repairing. No fix. Tried deactivating/activating FC3. No fix. If I remove FC3 using the checkbox in the in-game modules menu and restart the game, no errors are shown and DCS runs just fine, aside from obviously not having FC3 available to play. I'm not sure what would cause this...does anyone have any fixes in mind? Log below: