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Everything posted by Tinman
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Now that you mention it: There is also a safety you have to remove in order to fire. I forgot about that in my previous post. There is another binding for that as well, you should see the cover flip over on the top of the stick, exposing the button to fire the cannon and also providing the trigger for the guns. I believe it's something like LShift+Space on the keyboard. I am not aware of any setting for gun convergence. I don't believe it is really needed, though. All Weapons are pretty close to centerline anyway.
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Don't know if that's a problem of the campaign. In the Bf-109 you need to arm the guns (the switch on the dashboard next to the ammo-counters), which it seems you did. You also need to charge the Cannon (with air pressure) to function. You have to hold the button for a couple of seconds (It's the lowest button on the left side of the stick-base). I don't think you can click it with the mouse, but there is a binding for it or LAlt+Space on the keyboard IIRC. I don't remember what it's called exactly, should be in the weapons or stick section though. Notice also, that there are separate triggers for cannon and guns (and one that fires both I believe).
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It is really annoying that you have to zoom in to see contrails you should be able to see clearly from afar. I have visibility set to extreme (highest possible setting) and still they pop in and out. I reckon this is for performance reasons, as it is clearly distance-related, but there should be a setting to disable it, if the machine can handle it. Here are some screenshots I captured yesterday: First the cockpit perspective at around default zoom: Clearly visible a single contrail left of the gunsight. This contrail is clearly visible at all zoom levels. Now, when zoomed in a bit, still only the single contrail: Zoomed in a tiny bit further and boom: a whole bomber formation and another contrail just pop in: That the contrails appear to be drawn in front of the cloud layer below is another issue, but I'm guessing that is due to the new cloud tech and not final. The (dis-)appearing contrails however have been there before version 2.7.
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For me it was/is an issue. Especially for WW II. I bought the Jagdflieger-campaign for the Bf-109 and abandoned it after a couple of missions. After attempting one mission many many times, I got really frustrated and gave up. Granted, several failed attempts were nobody's fault but mine (me not knowing the airplane enough or making more or less stupid mistakes), but even when I did alright (at least I think I did), I never managed to stay with the formation when they started climbing faster than I ever could or turned like crazy out of the blue. After having failed so many times and now knowing the route, I once managed to be faster than the rest and got shot down... That was a couple of weeks ago, and I have not tried again since. The reason I would want to play campaigns is the atmosphere. From what I've seen from this particular campaign, the creators did a good job setting this up, but it got ruined completely (for me at least) by the AI. I don't need a campaign to fly alone with no other aircraft in sight. I much prefer Multiplayer. Sometimes for practice or trying something a quick mission is alright, but campaigns lost all appeal for me. The modern stuff is a little better. For WWII, where you have generally larger and more concentrated formations, the AI is just not convincing enough and behaves oddly far too often for my taste. And even when it does not ruin the outcome of a mission, it ruins the atmosphere more often than not (in my experience). If you can justify the price, I'd propose to try at least one campaign that appeals to you and see for yourself, you may not have these problems. If not, I would stick to multiplayer.
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The A-10, and any other plane or electrical device, uses any switch that makes sense for the application it is intended for. It's a design choice of the manufacturer. Those that are momentary until the power is turned on work with a electromagnet, that holds the switch in position. Cut the power to that and the switch returns with a spring. As for the gear lever, my guess is that it's a mechanical lever with two end-switches to signal its position to the electronics. That's how I've seen most home cockpit builders do it as well. The keybinds are somewhat arbitrary, and mostly due to the traditional input with keyboards and pushbuttons. You press a key to actuate a virtual switch, so toggling seems like a good idea generally. When you want the user to be able to set a switch to specific positions, you get keybinds for each position. As you assumed, that's ED's design choice for what they think makes sense for the user. I have really only seen this after the release of the Thrustmaster Warthog (or maybe the cougar before that), that had a mix of on-off and on-on switches. Before that you generally only had pushbuttons on joysticks and toggling was the best choice.
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This also causes AI Blackhawks to topple and explode when taxiing from parking spots 112 and 113. test_incirlik_uh60_explode.trk
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As a follow-up to my question here, I'd like to propose the introduction of ways to affect the civilian road traffic locally. Besides turning it off completely, it currently cannot be influenced (or even detected) at all. An exclusion zone, that disables all traffic inside it (similar to the existing scenery removal functionality) would be great. Either by 'despawning' or just hiding the vehicles on entering this zone would be highly appreciated. Disabling sections of a road from the pathfinding of the vehicles (maybe between two intersections, so they still have somewhere to go and thus avoiding 'stuck' vehicles), or them reacting to units blocking the road would be even better (if feasible, I don't know how 'controllable' the system is under the hood). On the Syria map (and maybe others) the traffic has a collision model and it makes operating on roadbases with civilian traffic enabled impossible, when you can be run over and damaged at any moment. With the upcoming releases of the Hind, Apache and Kiowa the importance of roadside bases will surely increase even more. And we do already have multiple airframes that are capable of operating from roadbases right now. Additionally this would allow roadblocks/checkpoints/accident-sites in story-driven missions, that actually block the road instead of being constantly passed through by ghost cars.
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Hi there, I'm experimenting with the editor and was wondering if there are ways to manage the civilian traffic besides turning it off alltogether ? I want to build a Harrier FOB on the Syria map, but there's always a blue van running me over. I tried blocking the roads with units and scenery removal zones, but it does not seem to have any impact on civilian traffic. So in short: I'd like to keep civilian traffic on, but want to ensure they never take a specific road. Is this possible? I wouldn't mind a crude solution, like the cars disappearing when they enter the zone and reappearing when they leave, I just want a guaranteed traffic-free area.
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Hi there, I'm currently working/experimenting on my own quick reference checklist for the A-10. While studying the updated HOTAS functions of the A-10C II in the manual (page 90), I noticed the differentiation between HMCS and HMCS B/S mode. But I couldn't find anything in the manual or Chuck's Guide describing what that B/S mode actually is or how to activate or even use it. I gathered that B/S stands for boresight, I found a 'boresight' page in the Cockpit by clicking 'next' on the HMCS page, but could not make sense of what is displayed there either. Could someone please explain what the HMCS B/S mode is for, how it is different from the regular HMCS mode and what all of the described actions for DMS and TMS are supposed to do in that mode? I pressed them and could not notice any effect. What text can be rotated and what for? The TMS commands especially are a complete mystery here. What does for instance "Comp. BS/sett Occl Pt." actually stand for in plain english? I may come up with some meaning for "comp BS" from an entirely different context, but I fear that might be just that... complete B.S. Could it be that that is some Real-life functionality not (yet) modeled in DCS? For alignment maybe? Additionally, I could not make the MSG page SOI, as I am also unclear what 'Change Shape' or 'Drop Shape' are supposed to do. Same here? Real-life functionality not (yet) modeled? These two commands seem to be the only ones different from functionality in other modes. Lastly, when TAD is SOI, I was unable to reproduce the function of 'map quick toggle' (DMS fwd long). What is supposed to happen there? I tried various zoom levels and MAP modes, but could not see any reaction to my button press inputs. I certainly couldn't make the map show temporarily, what I assumed it would.
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Little love for the Dora, I'm afraid. They want you to buy the new shiny Anton, which gets all the attention now it seems. I bought the Dora back when it was in beta, and there really was not much content since then. Not even close to what is available for the significantly younger Anton module now. I'm not aware of any singleplayer campaign. There are some missions scattered in the user files section. You could also try changing Anton-missions to use the Dora in the mission editor. For Multiplayer you should check out the Storm of War Server. There are several Dora slots.
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Ground crew command to pre-flight and post-flight the aircraft.
Tinman replied to DmitriKozlowsky's topic in Wish List
Yes Please. This really should be standard for all modules. And as the animations/assets/states seem to be already in the sim, an option to toggle them manually would be highly appreciated. Those little details are really an effective way to increase immersion (for me at least). -
Any news on this? I've experienced this as well in normal gameplay. When damaged the main panel was shaking violently. I did a more or less successful emergency landing, came to full stop, turned the engine off and was yanked in the air and exploded. So I set up a test-mission and tried to land dozens of times. Undamaged I am now able to land more or less gracefully (still learning ;)) and taxi on normally. Damaged however (By dropping a bomb at low altitude and being hit by shrapnel) I didn't not manage anything that could be called a landing. The main problem I found is that the collision-detection for the prop is not working properly. When the Prop hits the ground most of the time nothing happens and the engine works normally. High RPM's are no problem, even if half of the prop is in the ground. I was able to taxi nose down (on main wheels and propspinner) for a minute or so and was able to steer with brakes. When Idle or when the prop is spinning down, it starts to catch, the prop finally breaks and yanks the plane in the air. I attached the trk-file for one of those tests. First a low-alt bomb-drop to inflict some damage, then the attempt to land at nearby airfield. I end up on the nose (with propeller intact), 'taxi' around in that position for a bit, shut of the engine, which leads to final destruction. I'm on Open Beta, by the way. Dora_DamagedLandingBug4.trk
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--> Pilot-body in cockpit-view! can't wait to be shot down in this -.-
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Thank you! I just gave your curve-settings a try and it worked like a charm! :thumbup: Felt good. I even made some landings with only little forward movement.
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I bought it yesterday and flew a couple of hours. This sim is really amazing. Even in beta-version. Flying is really fun (landing not yet. Due to my poor skills of course). It's money I gladly spent. Well Done, Belsimtek!
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Lobo's DCS A-10C Normal Checklist & Quick Reference Handbook
Tinman replied to lobo's topic in DCS: A-10C Warthog
Hi lobo, I love this Handbook, it's really handy and always nearby when i fire up DCS. As a proud owner of the TM HOTAS Warthog I'd appreciate another page listing the functions of the many HOTAS-commands. I did collect the information from official handbook and internet and put it in an Excel-file. I also tried to format it similar to the handbook, but I can't get it to look exactly like it. I'd be glad to hand the spreadsheet (or converted to PDF?)over so that you could include it in your Handbook (with proper formatting).