Jump to content

Priest

Members
  • Posts

    120
  • Joined

  • Last visited

Everything posted by Priest

  1. Without support for advanced waypoint actions this is pretty useless for SP missions any "average" user would build in my opinion.
  2. You can use funds to request additional CAP flights via radio menu OTHER > STRATEGIC COMMAND > REQUEST SUPPORT FLIGHTS > CAP > then select NORTH or SOUTH patrol areas.
  3. Massun92's asset pack had a bunch of stuff with lights but most of those were cut from the official DCS version. Maybe for performance reasons, I'm not sure why really. You might still be able to get all the "lit" versions from his pack. Which one are you using now? In DCS there's "M92 NF-2 LightOn" which works ok I think, but still not super bright.
  4. Anytime the AI isn't doing what you want, just use that option and it'll do what you want.
  5. DZS yes please
  6. APKWS can be used to engage airborne targets with TPOD in AG or AA mode nothing stopping you. Only thing can't do is have the HUD in AA mode with APKWS selected, it reverts back to CCIP mode when selecting the rockets. Not sure if there's a way around this although it's easy enough to switch back to AA mode.
  7. Just FYI the unit type names can be found within the mission editor. Select the unit or group then click the question mark icon next to the group name box (top right) and a list will display. null
  8. Nice. I see it in the pics, now that you mentioned it. So it'll lay flat for simple desktop style use that's good.
  9. The HMD doesn't actually move at all with headtracking it's always displayed right in the center of your physical display. What we need is a way to de-link the HMD from display center and move with the headtracker on an acceleration curve matched up with what the tracking software is doing.
  10. Great looking kit where is the USB port located on these?
  11. This is great work
  12. No problem. One note on the Scorpion HMCS .lua file tweak if you did that, any time DCS gets an update the DCS installer will repair that file so any changes you've made get switched back to the default values. You just have to make the tweak again on patch days. Also one last thing, for headtracker users and especially if using wide displays I highly recommend this mod by hannibal which moves the radio/comms menu and radio messages closer to the center of the screen. Link to here to DCS user files: CENTERED COMMAND MENU AND RADIO MESSAGES v0.04 This one is pretty much a must have. Enjoy!
  13. Hmm works fine here. DMS right long (regardless of SOI) slews TGP to HMCS current line of sight. Is your TGP in AG mode?
  14. The HMCS display is always right in the middle of your screen, it does not actually move with the headtracker. The more your head moves physically away from the center of the screen the more difficult it can be to use. For widescreen and ultrawide displays in particular it can be annoying for some. What we need is a way to "uncage" the HMCS display from the center of the screen and have it move independently of screen center and in sync with the headtracker instead. This feature has been asked for a few times, but there's no way to do it today that I know of. A couple things you can do: 1) Increase the sensitivity of your headtracker so you are physically moving your head less to get the same range of virtual head movement. This keeps your head more toward the center of the screen when you're looking around which makes it easier to use the HMCS. Downside is the increased headtracking sensitivity comes with its own problems. 2) Another thing you can do is increase the size of the HMCS display "box" a little bit I find this very helpful and highly recommend it. To do that you'll need to make a little tweak to the Scorpion HMCS .lua file make sure you save a backup of the file if you go this route!!! File to update is HMCS_definitions.lua located in your main DCS install folder, here's where mine is: C:\Program Files\Eagle Dynamics\DCS World\Mods\aircraft\A-10C_2\Cockpit\Scripts\Scorpion_HMCS\Indicator\HMCS_definitions.lua The two values you want to change in this file are in bold here: HMCS_horizontal_sz_mil = 26 * degToMil HMCS_vertical_sz_mil = 20 * degToMil I change the above to the following values to increase the HMCS display box to 1.5x of default size and still maintain the correct 13:10 aspect ratio. HMCS_horizontal_sz_mil = 39 * degToMil HMCS_vertical_sz_mil = 30 * degToMil I've experimented with larger sizes, you can size it to fill the whole screen if you want, but go too big and there are some drawbacks. Things like occlusion for example get funky if make it too big. I find the small tweak to 1.5x is just right for me. Good luck
  15. Low tech is great. Would it be possible to make an armed "mini" bunker or pillbox something small enough, but tall enough that we could stack in on top of the static sandbag assets and covered up with camo nets to create a firing position? When I try to do this with infantry units they always run off and do their own thing eventually, and the existing "Bunker 2" fortification is a little too big for this. Doesn't have to be fancy at all! Even a downscaled "Bunker 2" would probably work well enough.
  16. Looks great what "weapons" are they armed with?
  17. Got the map last night and so far I am impressed! It's gorgeous and absolutely love the terrain elevation detail in here even in the flatter areas in the north there's still enough height variation to keep the ground war interesting tanks aren't firing across the map at each other at max range.
  18. At this point let's just move on to raytraced reflections please. This is a wishlist after all!
  19. You could copy and paste the zone with the attributes you want duplicated with ctrl-c and ctrl-v then rename and resize the new zones as desired then add zone specific DML functions afterwards. If you have a bunch of DML zones already created only I can think of is go through the mission's lua file and copy and paste attributes into the zone entries there.
  20. What I did do different was order my wingman to anchor up above the mountain ridge line before taking my own aircraft down into the valley to attack. I did this to keep him from crashing into a mountain like he always seemed to do eventually but I wonder if doing this changed anything. Comms are a bit choppy down in the valley, maybe having the wingman up above (and alive) helped comms get through and kept me from missing a trigger? Also suggest if you get stuck just press spacebar even if not prompted and see if that pushes the mission along. Unless your using keyboard you can un-map spacebar from the gun so your not wasting ammo.
  21. I didn't see an update in the changelog specifically for this issue, but I attempted the mission again this evening and was able to complete it without issue. Good stuff!
  22. I can work with "mysterious" knowing I'm not going crazy is helpful thanks guys.
  23. cfrag any insight into what determines the sequence upgrades in a campZone are activated? I added some additional cloneZones for upgrades at Nalchik in your expansion mission (which is excellent by the way) to beef up the air defense a bit there are four upgrade "levels" total. All of the upgrades activate via the radio menu, but I can't figure out the logic behind the activation sequence. I named the zones such that they are in alphanumeric order based on how I'd like the upgrades activated in-mission and added the zones into the mission in order as well to get the zone IDs in sequence which I verified in the mission lua file but that doesn't seem to do it. Maybe something to do with group or unit DML naming scheme?
  24. Could also try out VoiceAttack I found it pretty intuitive to set up more complex key binds. I use it to add a few button press long/short keybinds and some toggles that cycle between inputs on each button press. It can handle the 3-way but not really 3-way switch problem easy enough as well. There's a free trial and if you're only using it for a handful of commands the trial version might be all you need.
×
×
  • Create New...