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Priest

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Everything posted by Priest

  1. That A-10 Pilot's Coloring Book needs to be included in the kneeboard and perma bookmarked
  2. Track attached AI Wingman Won't Rejoin.trk
  3. It's the same issue already described wingman won't rejoin and generally becomes unresponsive after being issued an "engage with" command. He doesn't repeat the same word over and over anymore after the patch though. No issues if use the less specific "engage" command, except he uses the most expensive weapons available first no matter what but that's a different problem! Easiest way to replicate is load up A-10C II instant action mission "Easy - East Georgia - Spring" or "Easy - Russian Foothills - Fall" and order wingman to "engage with" the first couple of trucks at waypoint 2. He'll almost always end up orbiting around somewhere after the attack is complete and won't rejoin.
  4. The issue with AI wingman stuck in a loop repeating rejoin was fixed but they still don't actually rejoin! Less annoying but still annoying!
  5. yes this would be great
  6. What you need is the radar unit you want to use modded into a tiny model like a flag pole or a simple antenna structure something you can stack on top of the static model. It doesn't need to be invisible, it just needs to blend in. You can already place units on top of map objects like if I want to have a JTAC assign a map object building as a target what I do is place a tiny unit from the red side's ground unit fortification list on top of the building. The TACAN beacon is good for this and there's better stuff in some of the asset packs like VAP. Blends right in it might as well be invisible especially if mix it in with some statics but I can create a JTAC task that assigns this tiny unit as a target to the player. The JTAC calls out the grid for the TACAN beacon, lases it whatever you want as though was a normal unit but from the player's perspective it's the building that's the target. The JTAC even calls out the target as a fortification.
  7. I ran into this issue myself and it was driving me crazy I could not figure out what I was doing wrong! My GBUs would never drop on the first pass over the target but then no issues when I'd turn around to reattack. I eventually figured it out seems like the GBUs revert back to "ALN RDY" status with white boxes on DSMS page maybe after several minutes flying straight and level? Is this issue actually covered in the manual somewhere I didn't see anything on it. Playing through this campaign for the first time right now by the way REALLY enjoying it! Good work!
  8. Got DCS-BIOS up and running and BONUS an A-10C scratchpad mode is built in ready to go! I didn't see this documented anywhere?? I was just messing around and found it. Press and hold left and right arrow keys (option buttons 47+48) on the keypad and while holding down press "W" key (button 32) for Warthog obviously. BRRRRRRRRT!
  9. Got mine in yesterday! Haven't tried it with DCS BIOS functionality yet but great unit so far and perfect as a CDU keyboard for the hog drivers out there. It's a pretty good-sized unit a bit larger than I was expecting (that's what she said) pic with some other items for reference!
  10. Without support for advanced waypoint actions this is pretty useless for SP missions any "average" user would build in my opinion.
  11. 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.
  12. 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.
  13. Anytime the AI isn't doing what you want, just use that option and it'll do what you want.
  14. DZS yes please
  15. 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.
  16. 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
  17. 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.
  18. 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.
  19. Great looking kit where is the USB port located on these?
  20. This is great work
  21. 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!
  22. Hmm works fine here. DMS right long (regardless of SOI) slews TGP to HMCS current line of sight. Is your TGP in AG mode?
  23. 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
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