-
Posts
516 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by Psyrixx
-
It is called Asset Extraction. You can find it here: http://forums.eagle.ru/showthread.php?t=104831
-
Also - Grimes was HUGE in helping me work out my extraction team drop-off / pick-up LUA for the mission. Thanks buddy! =) The mission defaults with 2xUH-60 BlackHawks to perform the extraction. If a user spawns in any of the UH-1H Hueys, the UH-60's don't activate and the UH-1H pilot gets to perform the extraction himself. Upon landing, a rescue team is spawned out of the Huey from the side closest to the guy you're extracting, they pathfind to him and 'verify his identity' during which time you can take off, fly around, fend off any enemies that may show up, then if you're in the air they'll radio you for pickup (or if you're on the ground they'll just run back over to you), pathfind to your new position and hop on board. Also intelligently selects which Huey to spawn/despawn from (first to land in either instance) so if Huey 1-1 drops them off and gets shot down it doesn't break the mission when Huey 3-1 lands to pick them all up. tl;dr: it's a fun mission and perfect for multiplayer stress testing.
-
Well, I've never had it crash in v1.2.6 so if it crashes in v1.2.7 I'd say we've found a new bug. ;) I haven't re-saved it for 1.2.7 but all you need to do is open it in mission editor, click Save As and re-save it. Then it's Open Beta ready. :)
-
My mission exists with 34 multiplayer slots... every module except for Mi8 and Combined Arms. http://forums.eagle.ru/showthread.php?t=104831 Also has dynamic enemy spawns - enemies only spawn if an aircraft to deal with them exists. So it is playable from 1 to 34 players and very fun. Have at it! =) :pilotfly:
-
I'm sure "feature xxxx" will be released when it's done. If that's before the end of the Beta then it will be included in v1.2.7 at some point... if not, then we'll have to wait until v1.2.8. :)
-
As has been stated many many times: Please use the in-game module manager to install your modules. Open the game. Select Module Manager from the right hand menu. Log in using your dcs-world.com credentials. Manager should prompt you that you have several modules to install. Click "OK". Modules will install into DCS World 1.2.7 Open Beta Automagically. Enjoy! :thumbup:
-
Happy to help!
-
It's a good idea to sanitize your beta install just to be sure. :thumbup:
-
From a different thread: So, just to be sure no mod files interfere with testing, you would need to manually remove all mods then select the beta branch to get a clean/useful beta experience. Otherwise crashes may be attributable to installed mods rather than just DCS World (and the mods are the responsibility of the mod creator/maintainer to properly keep updated to work in newer versions of DCS World). :)
-
Same error on 3 PC's after scratch install-ALL
Psyrixx replied to BitMaster's topic in General Questions
So I'm assuming the first computer has 6GB RAM and the 2nd and 3rd computers have 4GB RAM? If this is the case, you are awfully close to the bare minimum spec required to run DCS World. I'll bet your MBP Retina has at least 8GB RAM and an i5 Series CPU of at least 2.8GHz? How much RAM is in your Asus G73? From what I can tell, the processor spec on the G73 is well below the 2.0GHz requirement (I can only find them at 1.60GHz). Also, they are using a mobile version of the i7 which won't be as powerful as a desktop class CPU. It sounds to me like the Retina Macbook Pro is the only computer you have that is powerful enough to run DCS: World. Have you tried running the game with the absolute lowest resolution, textures, details at low, etc on the Dell with 6GB RAM? With a Core2Duo, that's about all you'll be able to handle. For a dedicated server machine, this shouldn't be a problem. Also, do you have NVidia or ATI video cards in these computers? Summary: Computer 1: Core2Duo @ 2.8GHz 6GB RAM Win64 SP1 Video Card: ???? Computer 2: Core2Duo @ 2.8GHz 4GB RAM (unclear what 4-6GB means so I'm guessing has 4GB since DCS crashes immediately) Win64 SP1 Video Card: ???? Computer 3: Core2Duo @ 2.8GHz 4GB RAM (unclear what 4-6GB means so I'm guessing has 4GB since DCS crashes immediately) Win64 SP1 Video Card: ???? Asus G73 Notebook/Ultrabook i7 @1.6GHz (well below minimum spec for processor speed) 8GB RAM (enough RAM) Win7-64Bit SP1 Video Card: ATI Radeon Mobility 5870 Macbook Pro Retina No specs given but I assume at least 8GB RAM since it runs DCS World, minimum specs on 8GB RAM model: i5 @ 2.4GHz (boosts to 2.9GHz) 8GB RAM Video Card: Intel IRIS Win7-64Bit via BootCamp The only computer out of the Dells that meets minimum spec (and I do mean minimum spec) would be the first computer, and depending on the installed video card the game should be able to run but only on the absolute lowest video settings. Unfortunately, the processor on the Asus G73 is much too slow to run DCS World. I'm betting the MacBook Pro is the only computer you have that meets the specifications to run DCS World at anything higher than low, even though you did not post specs for it. DCS World is very very CPU dependent for both flight calculations and graphics processing... the processor and amount of RAM is often the #1 thing that will determine how well DCS World will run. Since you're pretty much at bare minimum with these components on 4 out of 5 of your computers, I'm willing to bet that's your problem. -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Correct. The open beta maintains a completely separate directory until it goes to public release (at least this is how it works with other open beta software). Then once v1.2.7 is released to the public, the main game auto-updater should update your existing v1.2.6 install to v1.2.7. The purpose of the beta, as stated previously, is to give you a completely clean slate with which to test new game patches. Really, all you should use it for is this. You shouldn't install mods or textures or cockpits to try and make it a copy of your v1.2.6 install because that's not the point... the point is to rule out any outside variables that may break features of the game and test a vanilla install of the next version of DCS World. The only exception to this would be if you currently maintain an active modification and want to make sure it works in the latest version, and if it is broken you should take the appropriate steps to fix it prior to v1.2.7 public release. =) -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Since the original forum post was just for v1.2.7 (before they made it an open beta), and subsequently it has been mentioned that it will be a completely separate install with a completely new SaveGames/Config directory, your controls will not need to be reset because they will be brand new! So perhaps that is why the asterixed info was remove from the preliminary changelog =) -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
The open beta hasn't been released yet. Once it has been released, anyone and everyone who is willing to participate can download it, install it and test it. The preliminary changelog in the Official Updates subforum is a constantly updated forum post that details what they have finished and flagged as going to be in the open beta once it is released, hence the word "preliminary" before changelog. This thread is simply a discussion thread about various fixes/updates that have been posted in the Official Updates thread. :) -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
I guess we'll see when 1.2.7 is accessible! -
Hello! I don't know if this has been mentioned yet, but I searched and couldn't find it. Reproducible 100% of the time. Load Mission Push LAlt + ' to bring up rearm/refuel dialog Fill a load out and accept it Fly your mission, expending some/all of your ordinance Return to friendly base, land Push LAlt + ' to bring up rearm/refuel dialog -- Rearm/refuel dialog correctly shows that your pylons are currently empty HOWEVER -- Leave all pylons blank OR fill some stores with new ammo but don't replace them all and accept the load out Any stores you did not modify will load your previously loaded ordinance even though they showed as empty in the rearm/refuel dialog window The rearm/refuel dialog should correctly indicate what will be loaded on each pylon, in your gun, chaff and flares, fuel each time you open the window. If the default is to load your last used load out then that should be displayed in the rearm/refuel dialog. If the default is to show which pylons are currently equipped and which are empty, then when you accept the dialog the last loaded weapon should not be put on a visibly empty pylon.
-
Drop your bombs from above 6,500ft AGL. I have found that 100% if the time if I drop my bombs from below this altitude, they miss.
-
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Correct. I wasn't asking for me, I was answering for the frequently asked questions in this thread. I assume you were adding to my original replies and thank you! -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Why is v1.2.7 Open Beta? Aren't there enough beta testers working for Eagle Dynamics? Yes and no. Even if there are 100 beta testers (which would be more than enough, you would think -- and, by the way is a very generous estimate simply for illustration purposes) they cannot cover the scope of possible hardware, software, and internet configurations that clients have. Providing early access to a version of software to customers that do not have an issue with potential bugs, maintaining a separate install, etc. is a wonderful way to boost the number of testers. Furthermore, only people who are willing and able to work within the scope of a beta process are likely to download the beta release and assist with testing. If you can't download it or don't want to download it (hard drive space, internet speed, or other concerns) then you can patiently wait for v1.2.7 public release. No harm, no foul, and no reason for you to get upset. If it were a closed beta, you still would not have v1.2.7 until it was completely tested anyways. Just go on your way and be patient. Complaining about the open beta (in any fashion) will not get you a public version of 1.2.7 any faster, and will likely even slow the process down. But I don't want to maintain two installs! Why not just use the auto-updater and allow selection of Beta/Non-beta like Steam allows you to do? Maintaining two separate installs is an isolation method of testing. Your release version (currently v1.2.6) may have community mods, custom settings, LUA script modifications, that may be causing the game to crash or be unstable. By maintaining a separate, clean, install (v1.2.7 open beta) it is much less likely that you will crash the game because of something extra you have installed. It's a clean install that brings a much more consistent platform on which to test. The Steam method of opting in to beta versions or not, does not allow this kind of "clean slate" testing and would in fact probably be much more difficult to manage. Then why not just release v1.2.7 if it's more stable than v1.2.6? I want the better multiplayer code! The problem with any major release, as stated above, is that it is only as much "better" as their limited number of testers are able to confirm. If every tester said "hey, this seems to be completely stable" but they are only able to get 5-10 testers into a multiplayer session at a time but the instability only starts when 11 players or more join a server, they will never be able to pinpoint what the problem is. The first item in the preliminary change log talks about the automatic creation of track files that can be sent in should the game crash. So when someone on open beta tries hosting a server with 32 players, and the game crashes after five minutes, a record of the crash can be sent in so that Eagle Dynamics can look at it and say "oh, wow, OK, so here's why that's happening" and take steps to try and fix it. Then, they can update the open beta version and early adopters/public testers can try hosting the 32 player match again. In this way, non-beta players will not be inundated with minor patches every few weeks until the issues are resolved (and as we know, even small patches are usually several hundred megs in size). It ends up saving people who may not have the ability or desire to download a large amount of update data quite a bit of time. I still don't get why it is going to be two releases. Why confuse people with two versions? There is still only one release version. v1.2.6 is considered the latest stable version. v1.2.7 at this time clearly states in its name that it is BETA software and is more prone to known (and unknown) instability, crashing, etc. The point is, if you don't want two installs of DCS World, stick with v1.2.6 until v1.2.7 has been thoroughly tested and a stable public version is released through the auto-updater. They are purposely making it difficult to install the open beta to weed out people who do not want to go through the hassle of installing separate versions just for testing. They are not the first company to do so nor will they be the last. Eventually, once v1.2.7 has gone through more extensive public testing by individuals who don't care about crashing every once in a while and submitting rational bug reports with evidence and data to Eagle Dynamics, it will be released publicly and replace v1.2.6. Hope this helps! -
I've also put together a fairly in-depth tutorial for the Su25T, you might consider giving Part 1 and 2 a watch as I go over all of the necessary steps for startup, taxi (how to find the runway and orient to the proper one), takeoff, etc. Might be a mission problem, might be something you missed. In any case, the videos are full of great information. :)
-
http://books.google.com/books?id=SfwqCTY9I6MC&lpg=PA23&ots=hOMH0v_TD1&dq=mustang%20inverted%20flight%20pumps&pg=PA23#v=onepage&q=mustang%20inverted%20flight%20pumps&f=false From the link, which is a copy of the original real world P-51 manual: "However, when the plane is in inverted flight, the oil pressure falls off because no oil reaches the scavenger pump. For that reason you must limit inverted flying to 10 seconds -- which is plenty of time for any normal or combat maneuvers." So, it is historically accurate for the P-51 engine to die after 10 seconds of inverted flight because it is not getting any oil.
-
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Makes perfect sense. :thumbup: If I weren't planning on getting a set of MFG Crosswinds to replace my (slowly deteriorating to the point of being broken) Saitek Pro rudder pedals, I might consider a FFB stick. But the information provided in this thread has answered all of my questions about FFB vs non-FFB joysticks and trim with regards to the Ka-50. Makes perfect sense that the autopilot would be countering your input to try and stabilize the aircraft in whatever the previously set attitude was, and then once you click trim it releases that counter-input so in effect you're getting the input you think you're providing plus an additional 20% (or whatever the maximum authority of the autopilot is) in any given direction at the moment of trimming - as well as having this new attitude stored as the new autopilot attitude data - unless you trim with very small inputs to your desired new attitude OR hold the trim button while moving the cyclic and only letting go once you achieve your new desired attitude. Or use Flight Director which from what I can understand, continues to dampen the autopilot channels but does not introduce any counter-control in an attempt to maintain previously set attitude. Then turn Flight Director off once you are positioned the new way you want to be. Perfect. For a non-FFB stick user, I believe holding the trim button while maneuvering is the best solution. Sure having a FFB stick is preferable and while click-hold-position-release is not entirely real-world accurate, knowing that it is at least acceptable functionality is more than adequate for me to use it as my method of trimming the Ka50 in-sim. :pilotfly: Thanks to everyone in the thread who chimed in! -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Sure, sure, which I understand. Conceptually the centralized trimmer mode works perfectly for me in any case, I was just curious about that apparent trim overcorrection. Wasn't sure if it was the autopilot fighting me then ignoring that correction as soon as I trimmed (as stated in a few other forum threads/posts), a bug, just me sucking at flying, or what. :) Plus it seemed in reading the other posts that no consensus was ever reached as to what the issue was... some people would point to collective brake, some people would just say "get a ffb stick", some people would link to articles on other forums that explained how the trim worked (which I think most people who are experiencing the apparent trim overcorrection actually do understand, which is why it is so confusing when the helicopter reacts the way it does when the trim button is clicked), so I figured a video would best illustrate exactly what was going on. Though now I am curious... with a FFB stick does the force feedback reflect the autopilot trying to counter your input to its limits so that you have a better idea of when you will get a drastic overcorrection upon clicking the trim button? Or does the stick feel no different and just holds its position when you trim? I mean I guess I can see how if you trim the cyclic 20% forward and that's too much you can immediately pull back from that position and so it will feel more natural and fluid to trim constantly. Just curiosity from someone who has never experienced FFB! -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Perfect, that solves it for me. That's what I've been doing anyways, I was just confused by the FFB players saying "no, you're doing it wrong / not understanding how it works on a FFB stick". -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Yep! I understand collective brake and how it works with the altitude hold autopilot channel to maintain/modify your desired altitude during flight. But I never have my altitude hold channel on unless I'm holding a hover (usually once I've posted at a point to attack targets from and entered the hover mode which automatically enables the altitude hold channel), so that shouldn't be effecting me. I just threw together a quick Twitch.tv stream that has both gameplay, webcam of me manipulating cyclic and trim, and narration of what I'm doing and how I expect the helicopter to behave and have transferred it to YouTube. I'm no Ka-50 expert, and this isn't a rant video, it's purely for the benefit of this forum and people who know the BlackShark better than I do. I have it set to Unlisted, so only people with the link (IE: this forum) can view it. Maybe it'll put the Ka-50 trim issue to bed with someone saying "yep! that's how it should be functioning" or "oh, never noticed that before... we'll look into it". It's not that hard or annoying to control the helicopter the way I want by pushing and holding the trimmer button to set my desired attitude then releasing, it's just not the way it seems it should work (based on Wags' producers notes trimmer video, other forum users descriptions, the various SimHQ articles that I've read, etc), so I'm just trying to provide information to help out. Anyways, here's the video. The first half is start up procedure and taxiing to the runway, the actual flight and narration starts at 13m45s. Hope it helps! -
DCS 1.2.7 Open Beta - Preliminary Changelog
Psyrixx replied to Mike Busutil's topic in DCS World 1.x (read only)
Right. From what I understand the trimmer button simply holds the joystick in whatever position you had it when you clicked the button. But in the sim, it seems like it adds additional input into whatever direction the joystick is being shifted. Now, that may be the autopilot adjusting for the new inputs, I don't know and haven't flown a real Ka-50 so I can't comment as to the authenticity. However, it seems that anyone who has a working FFB stick says "I simply push the trim button and the joystick holds the new position and the helicopter doesn't bounce around or over correct at all". That makes perfect sense to me, which is why I have Central Position Trim Mode turned on in the options: my joystick won't add any additional input after a trim until I re-center it. This is fine and conceptually makes perfect sense to me. Despite that, if I take off and hold the helicopter in a hover and click the trim button, the helicopter lurches in the direction that I am holding the cyclic and I have to then correct in the opposite direction, at which point the helicopter over corrects that way, all without any additional joystick input because I haven't centered the stick yet. It seems like it's adding 1.5 to 2 times the joystick input in any given direction when the trim button is pressed, even with Central Position Trim Mode turned on. This is only with the "holy trinity" autopilot channels on so I am inclined to believe it is expected behavior and the autopilot is being weird. Also, like I said, if I hold the trim button down and set an attitude then release, the helicopter holds it just fine with no over correction. Anyways, to the mods: sorry for going off topic!