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[Knight]

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Everything posted by [Knight]

  1. While I'm at it, in multi-player when you view another Huey from external view you can see the inside of their aircraft flash in a graphic tearing manner green and white even happens when they turn off their interior lights, Just a minor bug thought to mention it. :D
  2. Here is a fixed pic of the lines
  3. how did u know I race. lol But really if flies good but its dog tracks and if you really pay attention to it you can see what I mean.
  4. I don't know if its just me but part of this has been mentioned in a previous thread about flying strait. I have noticed that the cockpit view is off centered than what it should be and its approximately 10 degrees off to the left then I think what it should be when the view is centered. Now to me it looks weird but I don't know. My eyes could be playing tricks on me but that would explain the sideways flight. PS the pilots and crew are to small.
  5. No problem glad I could help.
  6. I would be happy with the N, it was introduced in 1971 so its not new at all . Ya scratch the Y its ugly anyway those exhaust are horrible lol.
  7. For the darn thing to quit rocking like a cradle on start-up and shut-down. I'm not trying to put a baby to sleep you know. SAR capabilities with a full campaign. Oh and the N Model.
  8. I figured as much. Thank you for your input. May be we can have a moderator orginize the forums with a script sub forum under the Mission Builders' Corner.
  9. Not advanced WP but trigger actions set up the freq like i mentioned above then you will have to tune your radio to that freq and you should see the adf move you might have to set the call-sign and have them paly a audio file but I don't think so
  10. Make sure you have the correct frequency and down by the weapon systems there is that dial that has PVT INT 1 2 3 4 you would want that on 3. You can also refer to the flight manual located in your: Program Files (x86)\Eagle Dynamics\DCS World\Mods\aircrafts\Uh-1H\Doc ..... what you are looking for is in section 7. I refer your talking about Mission Editor right? 1. So enter ME and select the troops that you want to transmit the beacon. 2. What you would then is on the right side where the waypint box is hilighted select the next one call advanced triggers 3. Then you want to select preform action/ set frequency/ FM and make sure you use the right frequency so you can track it on your ADF. The defaulft freq is set at 30.00 so i would just go 40.00. Did this help?
  11. As long as the dev's know that their is no sound the point has been made. Its clear that some people just don't have common sense and admit they are wrong and argue over everything, Its up to you Alpha to make sure that the dev's get this info being your the only one on the test team to have replied. May the force be with you.
  12. Also think about the video you posted. Let me point some facts out for you. 1. The Mi-8 didn't break of its rotors due to mast bumping. 2. Other external forces were involved to even damage the rotor. I.E. WATER that has way more mass and weight than air its self. 3. The rotor broke apart into pieces because of hitting the water thus sending shrapnel into the boom and ripping it of in the process. When the rotor separates from the mast it is not ripped apart in to pieces, it stays in one piece. Your argument is invalid because of the video any one that understands a little physics would know why. Oh and for the third time OFF TOPIC!!!! this is about the sound file not executing.
  13. The Cobra would be awesome don't have to be the Z but modern version would be nice to run against the KA-50's and to escort the UH-1's
  14. OK you lost me I did mention that I'm new to scripts right :D But i get that there would be way to many scripts so this thread is pretty much dead in the water? Do you know where I can find a good guide for beginners :doh: I have been trying to decipher missions in the ME to see how it is put together with scripts but seeing how I have no Idea what I'm doing I can't do it. Any way I made this thread so maybe all the script gurus could put all the scripts in one place and a how to guide If you could spread the word I think it would be handy.
  15. Yes, you are off topic, READ the thread name.......Anti-Torque Rotor Sound. Wokka you shouldn't come in a thread and just spit words out without reading the first post and you would know that this thread is about the sound file ONCE again, not... shouldn't that break, because you think it would if... Oh and if you want realism join the Airforce, because all the other sims don't even come close to this and I think the next closest thing would be Falcon 4.0. But the Airforce wouldn't accept you because of your 1st grade reading comprehension level. b00ce is correct in my book. The worst that would happen to the Huey other than the plummet to earth and then a fire ball when separation happens is a heavy vibration, that would be absorbed through the chassis, the turbine will still spin well within its limits. Now when you zero your collective and pull back the cyclic while in the air, the Huey increases it vert-speed. The turbine rpm's rise because of the rush of air spinning the rotors faster due to the increased rate of decent. That being said has more cause of the rise of rpm's more than the separation of the rotor.
  16. I think there is enough info about scripts available to make a cheat sheet. I'm a total nubbins when it comes to these things so I would like to help myself and others that are in my shoes. I know that there are allot of different scripts. I'm just asking for the most common and most used scripts available varying from below to spawning units. IMPORTANT: Please specify what script file the script came from and a link to the forum post Here is an easy format to use.. Script file: CTTS.lua http://forums.eagle.ru/showthread.php?t=108523 To pre-load units with troops during mission call at least 10s after mission started via DoScript action the following standalone function: LoadTransport("unitName", number) Where: - "unitname" = the name of the transport - number = optionally the number of troops. Examples: a. LoadTransport("helicargo1") This will load with default number of troops the unit "helicargo1" b. LoadTransport("helicargo1",4) This will load it with 4 troops As you see it the example has the script as it should be entered and a description on what it does. I have so many questions but I literately have to dig around for hours on the forum to find answers at least this would help. I know I'm asking for allot and yes this would be a huge task at hand. I would greatly appreciate it. Once I think there are enough script available I will put it all together and make it look nice and neat and easy to read.
  17. Setting the governor to emergency is the same thing as off. With it switched to emergency, it does not govern the turbine rpm so that you can keep the RPM's up during an auto-rotation. And I retried that test apparently I wasn't thinking strait but the tail rotor stopped due to the collective being at 100% so the transmission stopped it before the turbine shut down completely . So that being said it didn't break. but you sure can destroy that turbine. :D Any way your getting off topic. If you like to continue your argument about the damage model, I suggest putting up a new thread. And this sim is far from lacking my friend, keep in mind its still BETA. Just wait till they add the new game engine. It will open up allot of possibilities... We hope. If they fixed everything that everyone post. We would still be flying LOMAC. Patience is a virtue. Yes the sim is way over due, but the ED team is small and they wouldn't be this far with out the community. So just bare with it.
  18. Well here is the thing I broke off the main rotor, tail rotor still intact still spinning no sound from the tail rotor...... any way to prove your point I tested your theory. You can try your self if you don't believe me. 1. Break your rotor off while on the ground. 2. Observe the tail rotor still spinning as normal.(NO SOUND) 3. Set governor to emergency. (YELLOW TRIANGULAR SWITCH NEXT TO THE FUEL CUTOFF SWITCH) 4. Establish 100% collective. 5. Observe both your torque and turbine rpm gauges as the needle surpasses the red-lines.( VERY BAD) 6. Go to external view as your turbine shuts down due to a catastrophic failure. 7. Observe the tail rotor not spinning due to the above as you can hear the turbine still spool down. Now the damage model recognizes that fact that you mentioned above so if the sim says the tail rotor wont break due to the main rotor separation than its not going to. According to real life Huey pilots this is accurate so your telling me that Belsimtek either A. don't know how to develop a digital aircraft or B. just forgot to make file X work when part B breaks. P.s. I'm not trying to be a d**k about this I'm just pointing out the facts. If they decide to change this because it would most likely happen to break things, then kudos to them and us for helping them find this bug. The point is I made this thread to recognize that there is a problem with the sound file executing.
  19. AH no you would hear the tail rotor and it would not break because of the RPM of the turbine is still turning at its normal rate. Keep in mind the Huey has a governor and it works. Yes your right the shaft COULD break but not do to the turbine RPM it would be a failure in the transmission. And it is a relevant problem tho small but as long as that tail rotor spins it should make a sound and the fact is IT DON'T when the main rotors are gone anyway.
  20. Waste of time and Money and skill .....HMM to bad FSX don't have COMBAT simulated it their GAME. Oh well we will just keep waiting as usual. Maybe I'll play the next two COD games before flying the F-15E. .:doh:
  21. Then why is it that you can't hear it when you break your main rotor off?:music_whistling:
  22. Same here. I also used to be-able to beat the piss out of the Huey in 1.2.4 but now I am forced to fly it correctly. That's a good thing though so I'm not complaining I think she handles fine and you guys are probably just getting used to it.
  23. Don't know if this has been mentioned but if so sorry. I have noticed while breaking of the main rotors all sound stops except the whine of the turbine, but yet the the anti-torque rotor is still rotating at full rpm so therefor still should make that hi-pitch buzzing sound. Is there a plan in the future to add a sound file to the anti-torque rotor separate from the main rotor sound. Don't get me wrong love the sound of the the thing. I just think having two different sound files for two different items makes sense and it would make it more authentic then it already is.
  24. So is it just the old missions that are screwed or even the ones you create in 1.2.5? And if that's the case then why play if you can't spawn in units once the you destroyed the previous ones that limits the game-play by 95 %
  25. Well I didn't try that but I did re-save it hoping that may be the problem but it could be a lot of things. I do have music in the mission I might have to reload the file to the mission again. Thx for the advise though.
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