

Gianky
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The Battle For A Raqqa Campaign - DCS F-16C
Gianky replied to Florence201's topic in Missions and Campaigns
Hey guys! Two quick questions about this campaign: - does it have cold or hot starts? - is it now "2.7 compliant"? -
Mods, please delete this thread, wrong posting.
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Dont' forget Rosey was in one of the first (if not [i]the first[/i]) LANTIRN using unit; as Frederf pointed out, he was probably bombing "visually" at night, using the FLIR image in the HUD (in the excerpt he does say that he saw targets in the HUD). It's been a while since I read the book, I can't recall well, I'll have to check it again. In any case, if you read the Hornet counterpart of "VIpers in the Storm", Jay Stout's "Hornets over Kuwait", you'll see that Bugs pilot heavily relied on radar bombing, since the Nitehawk FLIR pod wasn't all that good; I recall many attacks made by the author at night with radar (he was a Marine pilot on -A Hornets - at the time, the A/B models were the frontline fighters, IIRC there were only two Charlie squadrons in Desert Storm, on the Saratoga -).
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Care to share how much fuel do we have to take? Or what kind of triggers are in mission 1? I flew it a couple of times, both times, after getting the message that sends home the other elements and set mine for the refueling, I have no more comms of any kind, I refuel (I always refuel fully), go to WP7 and blow the targets up and land on GW, but I got no XO debrief or mission code. And, no, I don't wannna skip it, thanks, just tell us what the triggers are, please. EDIT: well, I'm a moron. I didn't read correctly the instructions after the low pass on Senaki runway, I didn't realize you have to confirm even if you want to refuel, not only if you want to skip it. Once I did that, everything went as intended.
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Hey guys! Thanks again for all of your inputs. With the complicity of Amazon Prime day, in a moment of temporary insanity, I ended up buying a 2 TB Samsung 980 Pro... more expensive than the PCIe 3 alternatives, but not that much that it didn't justify investing in future compatibility... I guess this baby will be my DCS drive for a very long time! At this point, I think I'll give a shot to what Thinder suggested, it would be a pity to put such a fast drive on a x2 slot! Again, thank you all for your contributions, they helped me refresh and deepen my knowledge of PC hardware!
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Hey guys! Thank you all for your inputs. So, seeing how most of you guys say that a SATA disk would be fast enough to not notice any significant different, I'm guessing I'll be ok with a PCIe on a x2 connection. I prefer this way 'cause it'll allow me, in the future, to use the disk on newer MBs (I'm considering Gen4, too, but they're really pricey, especially the 2TB). @Thinder I'm intrigued by what you wrote, I always thought OS had to be on the fastest drive, I don't think I'm gonna do it this time (mainly because it's more complicated than just slapping a new disk on), but I'd like to know more about it, any reading you might suggest? @Bossco82 Dude, GREAT avatar! Love the man!
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Hey there! So, with last updates my DCS installation soared past 210 GB, even after deleting NTTR and Normandy, and that's on a 500 GB SSD, which holds the OS, plus IL-2 BOS/BOM/BOK (I already uninstalled X-plane)... I guess it's time for a new drive, with more space. The current disk is on the main M.2 slot, with a PCIe x4 connection. I have another M.2 slot, but it can work only in x2 (I have an Asus Prime X470-Pro, PCIe is Gen 3). So, the options I see are: 1) buy another 500GB SSD and move IL-2 and everything I can in it and put it in the second M.2 slot, leaving DCS on the main drive, even though, realistically, it'll keep growing and I'll have the problem again in a few months/years (if I install NTTR and Normandy again I'm around 250 GB already, and we have Marianas coming, plus I'm waiting for the 339, Typhoon, maybe the Apache, other terrains... you see the problem); 2) buy a bigger disk, ideally a 2 TB SSD and move DCS on it, either a) putting it with the OS on the main M.2 slot, or b) putting it with DCS only on the secondary M.2 slot. Right now I'd like to go with option 2b), since it's probably the best to be able to handle future DCS installation for a good amount of time and I won't have to go through all the hassle of having to reinstall the OS (and shuffle around all the other stuff I have on C:, like Oculus and Steam - libraries are installed on another drive -). My main doubt about this solution is that the secondary M.2 slot is slower than the main one, supporting only PCIe x2, so: A) will this affect the game, if I go with solution 2b? Is the x2 connection fast enough not to have stutter and loading problems in game? Keep in mind I have a Ryzen 2700X, 32 GB of 3200 Mhz RAM, a GTX 1070, play in VR (Rift CV1) and I'm planning to move to one of the last generation GPUs (as soon as prices permit it) and buy a new VR headset with higher resolution and POV (right now the likely candidates are the Reverb G2 and the Valve Index); B) Going with the x2 slot, would you spend more money to buy a fast SSD, maybe even a PCIe Gen 4, or would you go with a slower, more mundane unit? C) What size would you buy? A 1 TB is probably enough to handle DCS for the foreseable future, but 2 is surely better, in your opinion is it worth the higher price to sleep tight for a longer time? Thanks for the time you'll put in reading this and, if you will, answer it. If you have any kind of suggestions, advices or ideas that goes beyond what I wrote above, feel free to submit them! Salute, guys, see you in the virtual sky!
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Hey Svend! Sorry for the late reply (wasn't expecting an asnwer, after a couple of days); thank you for your answer, I assumed that I had to keep the central button depressed, but it turns out it's not like that. Thank you again!
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Hey guys! So, I bought a Gunfighter MkIII with SCG Premium just about a month ago and I was pretty much satisfied... until last patch, when the new HOTAS functions for the Hornet were implemented. I usually set up my hardware to reproduce the actual stick and throttle of the aircraft, so I set up the A3 hat on the Kosmosima to be my SCS; unfortunately, it seems that the hardware doesn't allow me to depress the hat and then click left/right (which is the way to begin an IFF interrogation in the new patch); I checked with the VKBDevCfg-C program and it seems to confirm the above. So, can someone confirm this? How did you guys go around it? I'd very much like to be able to use the hat as intended in the Hornet stick...
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Thank you very much, Bunny Clark, exactly what I needed to know and it's never explained in ED notes or documentation at patch release (having the manual updated only after weeks if not months is really annoying...)
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Hey Migo! I don't have the Challenger campaign, so I might be saying some stupid, but... have you tried with ground radar and JDAMs? You should be able to change your loadout, don't know if you can pick the targets up with A2G radar, but maybe it's worth a try. Otherwise, the only other solution I see, right now, is to edit the mission file and change the weather (yeah, new clouds broke a lot of missions/campaigns).
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Can someone explain to me what exactly do I have to do to get a 100 % score on this mission? I played it twice, we got the Topaz, killed Sapphire and sunk Sunstone... and both times I got 80%.... without even understanding why! And it's even impossible to check triggers and conditions in the ME, they don't appear.
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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Gianky replied to shdwp's topic in User Created Missions General
The latter, you don't need to land there. Check the F10 map to see when the airbase becomes friendly. -
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Gianky replied to shdwp's topic in User Created Missions General
Hi Cantankerous! IIRC, once you land after your first mission, if you're in time for the second one, just press ESC to call the menu, then you should see a "choose slot" option in it. Just press it and you'll be able to select your second aircraft. -
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Gianky replied to shdwp's topic in User Created Missions General
Hadn't tried making custom loadouts yet, but for skins, you have an example in the custom faction page of the wiki, skins are a property of factions. Basically, at the end of the file, you may specify a group of skins for a specific aircraft, among which the program will choose the ones used in mission. Here's the example "liveries_overrides": { "FA_18C_hornet": [ "NSAWC brown splinter", "NAWDC black", "VFC-12" ], "F_15C": [ "65th Aggressor SQN (WA) MiG", "65th Aggressor SQN (WA) MiG", "65th Aggressor SQN (WA) SUPER_Flanker" ], "F_16C_50": [ "usaf 64th aggressor sqn - shark", "usaf 64th aggressor sqn-splinter", "64th_aggressor_squadron_ghost" ], "F_14B": [ "vf-74 adversary" ] } You will have to know the name of the aircrafts and skins as seen by DCS Mission Editor. To do that, you have to create a mission where you put the aircrafts and skins you want to use, take note of what the unitIDs are (to see them, just select the unit, in the upper right corner, beside the unit or group name you will find a button with a ?, just press it; you may also open the unit list from the tool bar on the left side of the screen, but if you want to do that, it's better to give every unit a unique name, when you create it, or you may have a hard time understanding what is what in the unit list), save the mission, than open the .miz file from file explorer with an archive program (like 7zip), extract the actual mission file (it's called "mission" and have no extension), open it with a text editor (I highly suggest Notepad++) then search for the every aircraft using its unitID, search and take note of the unit name (for example, FA_18C_hornet) and the skin name (e.g. NSAWC brown splinter), then use them with the liveries_overrides function, as shown above, in your faction .josn file. Mind the syntax, a missing comma may screw your whole file. -
Yeah, it's finally here... and, dang, 46 GB!
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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Gianky replied to shdwp's topic in User Created Missions General
A question of my own. I saw there's a new release for Liberation, version 2.3.X, are files saved in 2.2.1 going to be compatible with the new version? -
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Gianky replied to shdwp's topic in User Created Missions General
Hi Bananabrai! Yeah, it's possible to customize your Liberation experience, if you don' mind a bit of file editing: you'll find what you need to know in the Github wiki https://github.com/Khopa/dcs_liberation/wiki in the "Modding Liberation" section. It's not too complicated, you can do it a simple text editor (I recommend using Notepad++, though); it helps to examine the file that ships with the program, you'll get a better idea of how they work and find more stuff than in the wiki (for example, how to force liveries selection). You'll even need to have a basic understanding of how DCS .miz files work (the ID of units you use to create a faction.json in Liberation, for example, is the ID that you find in mission files inside the .miz archive). Of course, if you have any doubt, ask away! -
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Gianky replied to shdwp's topic in User Created Missions General
Hey there, guys! Thanks to Jabbers videos, I discovered this little gem, a real game changer for DCS, since it basically transforms it in two games, allowing you to run the campaign, not only be a part of it. I've seen the wiki on the github page and tried to create a faction .json of my own, but I can't find the right name to insert in the file to assign the KC-135 MPRS as tanker. Can anyone tell me what I should write in the file? Thank you very much in advance! -
Godspeed, Supersonic Man!
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Hello there! Fair warning, mission editor noob, here! Lately I've been preparing a series of templates, following . They work fine, but I'm finding troubles with the triggers for spawning and despawning them. I have a mission I use as a sandbox, with various aircrafts set as clients: I'd like to be able to se the carrier deck at mission start for launch, set it for landing when I move inside a zone (behind the carrier) and reset it when I take control of a new aircraft. What I did is to create three triggers: - one at Mission Start, with no condition, where I spawn the aircrafts and crew along the elevator 2, the corral, island and junkyard, that have to stay there in every situation; spawning them set Flag 1 on; - one set to the event "take control", with a condition to check if Flag 1 is true (it should always be) where I spawn aircrafts and crew at the stern of the carrier and despawn aircrafts and crew on the bow, so that catapults remain free for launch; - one set to no event, with a series of alternative conditions that returns true when the client aircrafts get inside a moving zone behind the carrier, where I despawn aircrafts on the fantail and spawn aircraft and crew on catapults 1 and 2; Well... no idea why, but when I start the mission, I select the gamemaster spot, go see the carrier and it has no static objects on it, whatsoever... I take control of one of the client aircrafts and the carrier deck is set for landing, instead of take off.... Can someone just tell me how I can set up the triggers to achieve the end result I desire?