

Nealius
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Everything posted by Nealius
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Ah, it's the terrain way out there that's the concern, then.
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I'll post one where I have them dropping all 4 way short of the target. I haven't saved any where they go dumb, though. In actual missions I have 8 pairs of Mossies hitting various targets. All 16 of them drop 100-250m short of the target. AI-11s-delay.trk
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With altitude set to 98ft they drop, but always 200m short of the target. If I increase the altitude to 200ft, they zoom up to a few thousand feet then plunge themselves vertically right into the ground.
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"airspeed gauge" Anything should work, really, as long as it's a different name than "default."
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In my missions they drop all four, however they consistently drop them 200m short of the target on low-altitude runs, and in some cases prior to the target they will zoom climb up to 2,000ft then suddenly spiral themselves into the ground for no reason.
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Ah. That's always been a point of confusion for me in the Viper; magnetic or true as well. Sometimes I see it automatically changes to match what I have set in the HSI as well. Anyway, I shot another ILS and it doesn't put me into the hill, but it does put me quite close to the hill when there's a perfectly flat space along the river right along the runway axis. So I still don't understand the logic of offsetting the LOC to put an aircraft closer to terrain.
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Looks like I had to change the name of the folder from "default" for it to work in Saved Games.
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Yes, and there is only one option: "default." That option does not show the corrected indicator.
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Please Address Game Bloat from CoreMods & Excessive Liveries
Nealius replied to celestHawk's topic in DCS Core Wish List
I never said I couldn't afford it, I pointed out a flaw in someone's logic in thinking that everyone lives in the same country with the same currency and the same availability of products. Single install. My dedicated server is on a different drive. The narrow-mindedness and constant straw man fallacies in this community are absurd. Please stop with stupid discussions like this to defend unreasonable software bloat.- 69 replies
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I have this mod installed in my Saved Games/Liveries folder but it doesn't work.
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Player/client helo doesn't need any advanced waypoint/trigger settings. Only the ground troops need "embark to transport," set to desired vehicle type; I find that "any" doesn't work particularly well. Land within the set radius of the troops, in the comms menu you should see F7 "airborne troops." Inside that will be the group name of those troops.
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I can imagine. Everyone says "green" but to my eyes it's clearly a dark shade of cyan blue.
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Please Address Game Bloat from CoreMods & Excessive Liveries
Nealius replied to celestHawk's topic in DCS Core Wish List
A: They cost twice that in equivalent buying power where I live. B: My DCS install alone is 924GB.- 69 replies
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The cannons are also lacking shells in their magazines, but they still work. At the moment it seems only the heavy flak is INOP as it tracks but doesn't fire.
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Throwing my data in the pile (though track file too large to send). Flying single-player on Cold War Germany, cold start, simple range run out from Pferdsfeld to the Hammelburg range, dropping a stick of 12xMk82s, refueling at a tanker, and coming back to land gives me a perfectly normal replay track with no jitter. I have aircraft condition 100, wear and tear 0, "reference aircraft" is checked but I typically don't check that and don't recall any issues on those previous flights either. As to cold start having issues in replays because the crew chief commands don't work, I found the trick is to stay in F1 view and let the startup process finish before switching to an external view.
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I'll have to try it again because the offset when I was aligned with the runway axis was in excess of the 3 degrees indicated on the mission editor. In the Viper's ILS did you input the course as-is from the included IFR chart (278 degrees)?
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investigating mk82, 83 bombs explosion radius too large after update?
Nealius replied to SalakauHeadman's topic in Weapon Bugs
The main problem here is how we continuously get "realism" upgrades without any fundamental game upgrades to deal with the increased realism, further contributing to the "Digital Cockpit Simulator" problem that the customers have been complaining about for the better part of a decade. How is this damage modeling going to work with the dynamic campaign where unscripted CAS scenarios are going to be involved? Currently the only way to simulate CAS is to have everything so scripted where the friendly units are set to immortal, enemy units are set to invisible, and the friendly units are set to "fire at point" somewhere in the general vicinity of the enemy to create a fake CAS atmosphere. In short, we've got more realistic bombs operating in an arcade system. -
Appears to be 3 degrees north on the ME. Runway heading 291, loc 288. However in flying the Viper my loc was so far right I would have hit the terrain to the northeast of the threshold. Why would the localizer be offset to put aircraft closer to that hill rather than offset south where there's no terrain? A south offset makes more logical sense due to the terrain here.
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Help getting highest INS accuracy for pre-planned popups
Nealius replied to Nealius's topic in DCS: F-16C Viper
Seems like drift during the GPS era has improved. Even on longer flights I only get drift of 100-150ft, if that. I haven't tested pre-GPS era yet. -
I tried an ILS approach on Bardufoss RWY28 following the IFR charts that come default with the map. The localizer was showing way right when I was lined up on the runway. The IFR chart doesn't seem to indicate an offset, and if I tried to fly the localizer as indicated I would hit that small hill that's about a kilometer east of the field. Anyone else noticed this?
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TM Warthog, using the "Silence" push button on the throttle base for the gear up/down toggle on all my modules which have retractable landing gear. In the F-16 (and F-4E) a single press of this button is somehow detected twice, causing the gear lever to move up then immediately back down again. This does not happen in any other modules except the F-16 and F-4E, which tells me there may be something in the controller lua code that allows rapid presses of the same button to be recognized. In contrast, other modules won't recognize such rapid signals and have a "cool-off time" between each keybinding press. I know trim speeds and such can be modified in luas, can this "cool-off time" between button presses be modified in a lua somewhere as well?