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Stacker

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Everything posted by Stacker

  1. I just tried it and it works ok. Went from 000X right the way up to 129X, (via 16X) etc.. Also tried looking at it from different angles via track IR and all seems good to me. When you move your mouse over it do you get the green circle icon indicating a rotary switch? My version is 1.2.10.32275
  2. When you lock the Mav (TMS-UP short whilst MAV is SOI), do the cross hairs on the Mav page collapse onto the target? If the cross hairs don't collapse onto a single point then the Mav doesn't have a good lock.
  3. In short, it's a way of describing a position without letting the other side know what you are talking about. If I said "10 miles north of London", you could visualize what I mean. However, If I said "Bullseye 210 for 50" - i.e. 50 miles bearing 210 FROM the bullseye, then unless you know where the bullseye is, you have no idea what point I'm referring to (and neither does the enemy). For the sake of mission planning, setting the bullseye position over a well known location helps to build up your situational awareness (with practice). For example, if you set the bullseye over a specific airfield and you got a call saying "Outlaw Bullseye 045 for 20" you'd know it's 20 miles NE of the airfield.
  4. Just out of interest, during the moments of stuttering etc.., do you have the TGP or MAV views showing on your CDU(s)? One trick that I do (because I have a very low spec graphics card), is to flip my CDU over to a text only display (for example Waypoint view) when I've launched/dropped a missile or bomb. I find that my system simply can't render the main view and TGP/MAV view at the same time when there's a lot of activity going on. As soon as I flip the TGP/MAV views off my framerate greatly improves. I then quickly flip between a TGP view and WAYPOINT view just to get SA on the target etc..
  5. If you are sitting in the pit and shooting stuff your HDD (theoretically) is no longer being used. Everything needed by the application (world database, mods etc..) are loaded into RAM by the time you start flying. Any heavy HDD activity during flight is either another app on your machine or lack of RAM resulting in the app having to swap data to and fro your HDD/memory (assuming you don't have any 3rdparty DCS mod's/scripts that are dumping data etc.. to disk). Defrag helps load times but once you've done it once I wouldn't expect any further need to (from the game perspective) to do it again The vast majority of the load time is the world database and your mods, if they don't change regularly then they are unlikely to drift into a fragmented state. SSD's help with load time only, in game they have no effect on performance.
  6. Yeah, I get exactly the same. As soon as you pop out to watch the missile using F6, if you move the viewpoint to rear then my ears get blasted. It's been like that for many versions - I've just got used to waiting until the missile has exhausted its fuel and then swing around to the rear aspect view.
  7. The fast mission option simply creates a mission called 'MG.miz' located in your missions folder. You can always just load that mission in the editor, set all the airbases accordingly and then re-save (preferably with a different name because it will get overridden the next time you create a fast mission). Another way (IIRC) is that when you create a fast mission I think the 'Advanced' options allow you to open it in the editor before playing it. You could then make your tweaks at that point as well (but save it with a different name to avoid it getting overridden the next time you generate a new one).
  8. I haven't done this mission but I had a look at the mission in the editor - I assume you are calling in the SEAD strike via the radio comm's menu once you start your TARCAP? Once the SEAD element destroys the target that should be enough to trigger a success for this mission. Haven't tried it though in game, just looked at how the mission was designed in the editor.
  9. The F10 map will not show you waypoints/route etc.. That map represents a commanders view of the theatre as a whole. To see your route waypoints you would use your kneeboard map (see your control definitions for all the kneeboard keys - I map them to my HOTAS to allow me to quickly see my route etc..). You can also mark your current position on the kneeboard map (again, see your settings for the correct key). The A10C has the TAD so you don't really need the kneeboard map. You also have the advantage of being able to set up IP's in the mission editor that will be available as named waypoints for you to navigate to independent of your current route. Just switch your steer point mode to MISSION and you can then select the relevant named IP that you defined in the mission editor.
  10. I had this once but it was caused by the fact I had the .miz file opened in another app (think I'd left it open in 7Zip or something). So it could be indicative of something holding a lock on it (or as per @cichlidfan says something to do with permissions).
  11. I haven't done this in ages but I think all you have to do is rename the .TRK file to a .MIZ. Then open it up in a ZIP utility tool (like 7Zip etc..) and remove the track & track_data folders. Don't know if this still works though (make backups before trying).
  12. That's unfortunate that you can't get the software working because you could just set up an alternative Mode layer for ground ops which wouldn't then conflict with any of your inflight stuff. I use Mode 3 on my X52 Pro for ground movement which frees up most of the buttons. However, I don't use DCS for the joystick button mappings (which is why I can use the mode selector), I just use DCS for the joystick axis and clear out all the 'JOY' button assignments.
  13. Yeah, I saw that thread (and others) from 2 years ago. It seems unusual though to put the effort into creating the night illumination effects for the cockpit but not provide the ability to use it. Suppose I could always use the force....
  14. As per the title - the cockpit looks great at night with the panel illumination lights but without NVG's I'm staying on terra firma! I accept I may have missed the keyboard binding so please let me know if I have. I've tried that old FC3 mod for the A-10A/SU-25 of enabling the button in the keyboard file but it doesn't seem to work for this build of the F-15. Are we going to get any night vision capability?
  15. Not sure. However, the mission editor now has options for embarking/disembarking infantry to/from a helicopter in 1.2.8 (although I don't think it's documented). So I wonder if this is related to additional features relating to troop pickup etc.. I couldn't get that stuff working properly but it looks like troop pickup is on its way though.
  16. That matrix Wag's posted does basically clarify everything. Shame we only get the SSM for the F15C and not the ASM but it probably was never on the cards anyway (at least for this iteration). At least the PFM raises the bar somewhat and acts as a bridge for us sim'ers that want higher fidelity.
  17. Enjoyed the sling load, man you really feel it! This could be the start of some interesting missions!
  18. Looking forward to hearing/seeing how the sling load works. Hopefully this is going to be available in MP as well as SP. If one of you lucky folks not currently at work gets a chance to play around with it, do report back!
  19. It's fairly simple to reproduce the getLeadPos() issue - Create a red group containing 3 Ural's. Put unit's 2 & 3 far away and then drop a blue tank next to unit 1. Add an event handler that calls mist.groupToRandomZone() on the group of the dead unit and you'll get a script error immediately upon the death of unit 1.
  20. Problem (and potential fix) with mist.getLeadPos() - as used indirectly by mist.groupToRandomZone() et al I'm calling groupToRandomZone() in a UNIT death event handler. Most of the time it works fine until the lead unit of the group is killed. I then get a 'nil value' script assertion. Hunting it down I believe it's the 'mist.getLeadPos()' that's causing us issues. Looking at getLeadPos() - [font=Courier New]mist.getLeadPos = function(group) if type(group) == 'string' then -- group name group = Group.getByName(group) end local units = group:getUnits() local leader = units[1][/font] [font=Courier New] if not leader then [/font] [font=Courier New] local lowestInd = math.huge for ind, unit in pairs(units) do if ind < lowestInd then lowestInd = ind leader = unit end end end if leader and Unit.isExist(leader) then -- maybe a little too paranoid now... return leader:getPosition().p end end[/font] It seems that units[1] can be non-nil but the unit is still dead (i.e. Unit.isExist() is false). This results in a nil being returned from this function Here's a tweaked version (with suggested highlights) that takes this into account and iterates to the next living unit. [font=Courier New]mist.getLeadPos = function(group) if type(group) == 'string' then -- group name group = Group.getByName(group) end local units = group:getUnits() local leader = units[1] if (not leader) [color=red][b]or[/b][/color] [b][color=red](not Unit.isExist(leader)[/color][/b]) then local lowestInd = math.huge for ind, unit in pairs(units) do if [b][color=red]Unit.isExist(unit) and[/color][/b] (ind < lowestInd) then lowestInd = ind leader = unit end end end if leader and Unit.isExist(leader) then -- maybe a little too paranoid now... return leader:getPosition().p end end[/font] Cheers.
  21. Thanks, checking them out now!
  22. Hey, Anyone got any good suggestions for a web based tool that will allow us to do an interactive brief? Our group has a shared GoogleDrive and I've used 'Google Drawing' from the GoogleDocs suite of apps. It's Ok but has limitations. For example, for our last session I pasted the mission map on a blank canvas and then doodled stuff on it. Problem is it's not really designed for that kind of thing and it's sometimes a bit tricky to draw random shapes/scribbles etc.. Ideally I'd want something with 'layers' where you can lock various ones (i.e background map), wipe them out or simply turn them on showing previous markup etc.. There must be something out there! Cheers.
  23. Is the door gunner AI supported in multiplayer? Haven't seen anything 'official' in the documentation saying it should work but we had some issues with it the other night - Three clients each in a Huey - Gunner AI's all set to Free Fire. We come up against some vehicles and infantry (all spawned in as separate groups dynamically using mist). The problem is only one of the three clients actually started to engage the infantry & vehicles. The other two clients AI simply ignored all targets presented to them. Looking at the replay I can see mine and my buddies gunner AI's not tracking any targets - their guns are rigid. If I look at my other buddy, his AI guns can clearly be seen tracking targets and firing. I don't know if it was significant but the client that had his AI working was the host. EDIT: Also, running the same mission in single player works fine - AI engages with the spawned in enemy.
  24. Yeah, it's gone on my page as well although I was lucky enough to register all of my previous products just before it disappeared.
  25. For various reasons I have a number of single unit groups in my missions (dynamically spawned in script). I find that an airborne JTAC (running a FAC Enroute task) won't task me on to them and I get the usual 'No further tasking available'. I discovered that if my group contains 2 or more units then the JTAC gives me taskings and appears to work fine. This is either a bug or the way in which the JTAC is searching for targets. Could it be that a group with 2 or more units has a larger footprint and easier to find or is it simply that a single unit group isn't working correctly?
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