

Nealius
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Everything posted by Nealius
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Looking for best quality statics for deck
Nealius replied to markturner1960's topic in DCS: Supercarrier
I've been using the S-70B mod from here: -
Are the toggles even working? I've tried the toggle keybinds for the messages and visual indicators, both with special settings checked and unchecked, however they don't seem to work.
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@NineLine @BIGNEWY Why was this moved to wishlist? We had functioning cockpit illumination on the supercarrier deck. I distinctly remember it on the first mission of Reflected's Fear the Bones campaign, as well as on the Forrestal, as well as on the Tarawa with the Harrier (and the associated performance hit this lighting caused on my machine). This is a feature that was broken, thus a bug, not a wishlist item.
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With some testing they seem to work okay in single player when there's stuff in the Junkyard, Patio, Elevator 3, and helos next to the island. It seems that multiplayer is where everything gets cocked up. Looks like the statics have to be placed more or less exactly as depicted in the manual, perhaps at the same angle too. Note, aircraft parked port of the island are clearly crossing the foul line in the manual. Directors wanted me to park on Elev. 2, close to the island, and I had a static not terribly far off from where they're depicted in the manual, but it is far enough away, and at sufficient orientation, to cause issues.
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Page 55 of the updated manual claims that aircraft will be directed forward of the superstructure if there are parked aircraft or statics port or aft of the superstructure. In real life, Hawkeyes, cranes, tugs, helos, and other equipment are parked port and aft of the superstructure. The taxi directors, when parking, ignore these statics, contradictory to what the manual states.
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DECOUPLE 33ft and 1600ft winds!
Nealius replied to TEMPEST.114's topic in Weather System Bugs & Problems
I'll need to test it with the Viper so I can get a wind readout. I did one flight in the Tomcat with 21kt winds at 33ft, 0kts at 1600ft. There were winds aloft but I don't recall what they were. I do recall a decent crosswind until I hit Platform at 5,000ft so you may be right. -
I've frequently had the X appear after firing my bursts as well. Never understood why. I've also never had an accurate gun solution either. I always have to Kentucky-windage it after the first burst or two.
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Comments on the New Crew for the Supercarrier Module
Nealius replied to Bonz's topic in DCS: Supercarrier
They apparently do not recognize static tugs, forklifts, and cranes. I put those and a Hawkeye around the junkyard, with two static aircraft on the patio. Directors led one client to park on top of the tugs/forklifts in the junkyard, and tried to lead the other client in such a spot as to collide with the parked client in the junkyard. Recovery is an absolute mess. -
DECOUPLE 33ft and 1600ft winds!
Nealius replied to TEMPEST.114's topic in Weather System Bugs & Problems
The new fog update has broken this mod. The lines need to be updated. Comparing the two luas I am unable to find which line(s) need to be removed to again decouple the winds. EDIT: I think I fixed it. I couldn't find the "added lines" that were referenced though, only lines that were commented out. me_weather.lua -
No, there is only one Stennis. The Supercarrier module only controlled whether the deck crew appeared on it or not.
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I was using "height" interchangeably with "thickness" though I see now how that could lead to confusion. As far as I know there's no way to set actual height.
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We bough it, and got the feature for the Stennis. Then that feature was taken away from us after we paid for it.
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Adding another timelapse demo. The fog will automatically transition without requiring the user to micromanage fog keys to recreate the effect of fog lifting. My parameters in this video: Mission start: visibility 6000, height thickness 1000. After 10 minutes: visibility max, height thickness 0 After 20 minutes: visibility 6000, height thickness 1000. The fog will automatically transition to reach programmed visibility and height at the specified time.
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The video states that dew point affects the auto fog, however we have no method of setting the mission's dew point.
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We'll probably have to block off spawn points in order to force-spawn jets to whicher point corresponds to the desired catapult. Problem with that is that it severely reduces spawn points and in particulary causes issues with the Tomcat "delayed to start," which is an issue that's been around for at least three years now.
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But they’ll give us simplified TDC slew for F Mavs. The commitment to balancing realism, gameplay, and hardware limitations is wholly arbitrary.
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Being an option, is there a way to turn it off?
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They could have at least kept the basic deck crew and only deleted the directors.