

Nealius
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Everything posted by Nealius
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How? There's no mouse interaction. The cursor doesn't change to green.
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I tried those via keybinds and nothing came on. The relevant switches in the ramp operator station also weren't animated nor had mouse interaction.
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It seems like most in this thread lack the IQ to understand this nuance, and can only think in absolute terms.
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Please Address Game Bloat from CoreMods & Excessive Liveries
Nealius replied to celestHawk's topic in DCS Core Wish List
The only reason the liveries are bloated at all is because they have unnecessarily large resolutions, often 4k or 2k.- 48 replies
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mk82, 83 bombs explosion radius too large after update?
Nealius replied to SalakauHeadman's topic in Weapon Bugs
So currently it's an issue of the blast wave standing in for fragmentation, and thus 100% killing everything in the radius instead of dealing more granular damage points? The launcher in the far right revetment most likely wouldn't have gotten enough fragments to explode like that. -
Weather mod v1.8.1 for DCS
Nealius replied to bandit648's topic in Utility/Program Mods for DCS World
Can we get Tempest's decoupled 33ft/1600ft mod integrated into this? I'm unable to use both mods simultaneously due to them both using me_weather.lua. Without the decoupled winds any wind speed above 2kts gives absurdly unrealistic wind sheer at 1600ft.- 352 replies
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mk82, 83 bombs explosion radius too large after update?
Nealius replied to SalakauHeadman's topic in Weapon Bugs
Adding more data to the pile. A clump of Mk82s, some airbursting due to the first impact, 100% destroyed an entire SA-3 site without actually hitting any units. (The P-19 in the top right was taken out earlier by a HARM). I expect shrapnel to shred the track radar and the nearest launcher. I expect perhaps some damage to the other 3 launchers but not 100% damage. At this point it's like an arcade game. Toss a Mk82 with a DSU-33 within a 150m radius of a SAM site and you can take the entire battery out with ease. -
Except it doesn't, particularly on bolters.
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Sometimes even slower than that. Vipers and Phantoms do it at 175kts which is ridiculous.
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Which all say cowl flaps closed in the pattern yet if you do that you'll overheat your cylinder heads.
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The airbase environs circle for ATC comms, etc. is not centered on the runway. The runway itself appears to be a highway strip, however there's no highway connected to it. There is also no parking available.
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On MAP view FRG 25 is showing where it should be, within West Germany. However on ALT view the drawn border differs, and shows FRG 25 in East Germany.
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I agree, hard limiters are unrealistic AND a game-breaker considering none of the AI are beholden to the same limitations. They get to run at WEP until they run out of fuel with zero consequences while we have a dead engine for going 1" over on MP--on a gauge that's so spastic you can't even tell what MP you're pulling--for 1 second over some hard-coded time limit.
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AI desyncs in SP replays - even short single player ones
Nealius replied to Katmandu's topic in General Bugs
AI decisions/actions aren't recorded. The AI is still "alive" in the replays. Essentially the only thing being replayed is your aircraft. -
I don't recall seeing an A6M5 mentioned in the changelog.
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The Mk81, while used extensively in Vietnam, was no longer produced afterwards. The USN gray ablative coating didn't come about until 2002, during which Mk81s were no longer in service nor produced. Furthermore, the three yellow stripes are only used on the BLU-110 (Mk83) and BLU-111 (Mk82). No BLU- designation exists for the Mk81 at all. If any ablative coating is to be applied at all, it would be the green color with two yellow stripes indicative of the 1980s-2002 period between Vietnam and the introduction of the gray color, though I cannot find any photographic evidence of a Mk81 with ablative coatings at all.
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With the MP needle spastically bouncing around up to 5" on the gauage how do we know precisely where we need WEP?
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Bumping this because there's still something not right with the sonic boom effect. It should occur at M1.0 but it often occurs at M0.96 or thereabouts, regardless of module being flown.
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I've found the cargo bay lighting knob and switches in at the ramp station, but there's no mouse interaction yet. I also mapped the knob and 3-position switch commands in the ramp station controls, but nothing I do will turn on the cargo bay lighting. What am I missing?
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Wow, I didn't even think to check the bottom.
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TACAN got fixed but it seems like a lot of other stuff got broken. Prior to this update she flew great. Rock steady even with hands off. Now the nose wobbles all over the place like there's turbulence when the mission has no turbulence. When landing it's like the ground sucks her in, with no amount of collective cushioning the touchdown.
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Going through the model viewer it appears all the British bombs are modeled with only a single lug.
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cannot reproduce Sniper Pod not showing in loadout screen
Nealius replied to Creature_1stVFW's topic in Bugs and Problems
I had the same problem as OP. Sniper pod was missing, HTS pod was also missing. Litening pod texture was okay, though. In my case there was no mod conflict, there was just some kind of hiccup in the update download process. A slow repair resolved it for me. -
I'm on a 20cm extension and have no complaints regarding any "expense of fidelity." It feels comparable to the P-47, P-51, and A-8 on the same hardware.