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Nealius

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Everything posted by Nealius

  1. Changing them all to true, e.g.: {"F18C_BORT_NUMBER_NOSE_L_100", 0 ,"F18C_1_DIFF",true}; {"F18C_BORT_NUMBER_NOSE_L_100", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",true}; {"F18C_BORT_NUMBER_NOSE_L_100", DECAL ,"empty",true}; Does not remove them.
  2. The skin is. The carrier itself is the standard CVN-71. Check the infobar at the bottom of the pic. The skins only change the hull number and name, not the 3D model.
  3. Because DCS maps have elevation. Crosswind limits, weapons employment. Let's say the Med is a balmy 12kts, perfect for carrier ops. Well now everything on the east side of the Syria map is going to have 24kt winds because it's around 2,000+ ft in elevation.
  4. No mods and it still happens to me, but a specific Marianas mission is the biggest offender. Even if I start over from scratch and remake it, it will still get stuck. Other missions, including paid campaigns, are hit-and-miss. Sometimes they work, sometimes they get stuck. Flappie and I have been going through all sorts of troubleshooting and track files with no end in sight and no one other than myself is able to reproduce the issue with that specific Marianas mission, which is leading me to believe there's an issue with my computer itself.
  5. My only issue with the current system is that parachutes are the exact same size and shape as aircraft in VR, until you get within 1nm and then it suddenly disappears, then reappears as a parachute. I'm getting tired of trying to BFM with parachutes while the actual bandit throws a heater up my tail.
  6. I've been having trouble with compass navigation in the German warbirds due to the compass freezing up during turns. I discovered this is realistic and that pilots would turn x-seconds at a known rate before rolling level and checking the compass. In this video (timestamped) it's mentioned that the artificial horizon contains a rate-of-turn indicator in order to accomplish this. However, this isn't mentioned in the ED manuals or Chuck's guides for the German warbirds. Does anyone know how to read/use this rate-of-turn indicator in order to properly navigate with the compass? The video author also did not know how the instrument itself is calibrated.
  7. Cat shot issues appear to be fixed with the FM update. Even from cold starts and idling about on the deck, I no longer experience downward vectors into the ocean.
  8. Previously the AoA bug--causing 3PTIW cut passes--was present regardless of wake turbulence setting.
  9. CASE III has it the worst. Player A calls inbound, but CATCC sends the respons (comms menu tree) to Player B, using Player B's modex and state. After established CATCC/Tower get Player A and Player B properly separated, but Player B gets "no proper communications) because he/she literally isn't allowed to call inbound.
  10. Going gear/flaps down at 230kts I noticed pitch down moment with very minimal ballooning, which feels normal to me comparing to other aircrafts' behavior.
  11. On the current build I get no pitch up over the deck, and the sudden decrease in AoA bug also appears to be gone. However this is with the wake turbulence setting off.
  12. @StolenPen Yes, same behavior now that I reproduced in the Hornet as well. It works the first time but refuses to work after, and yes I do use a modifier. With limited HOTAS functions and the complexity of all our modules it's impossible to NOT use a modifier for such tertiary functions. At the same time, modifier works fine for other commands like VR zoom, ball call, tanker pre-contact, etc. Not sure why the modifier would cause a problem with the comms menu only.
  13. Very long track, showing the comms menu scroll/select working at ramp start, then after landing when I park and go to place chocks it is no longer responding. Double checked binds and the menu responds to my inputs, but the in-game menu does not. I have not narrowed down whether this is triggered by duration of flight, or triggered by landing event. Track: https://we.tl/t-BOAH47iPGm
  14. I can only guess that's the mechanics of it: natural wind pushes it further out of the flight path of recovering aircraft. I thought I had a written source but it seems my only source at the moment is word-of-mouth from one of the podcasts, either Jell-O or Manazir/Ward Carrol.
  15. Closest thing to a greenieboard would be here: http://logbook.ansirial.it/Leaderboard/DCSGreenieBoard But that uses the supercarrier grading system, and the leaderboard can be fudged with a single perfect pass putting you at the top. Of which I am currently guilty of The user currently ranked 3rd should be in 1st. It would be cool if we could bypass the supercarrier grading system and input Bankler's grades or the airboss script grades in a logbook instead.
  16. ECM pod is missing the rail adapter. It's magically attached directly to the Phoenix rail.
  17. Then they got the Burble modelling wrong. Burble should be weaker with stronger natural winds and worse with more ship-generated wind.
  18. ^^^^ This. I use this in conjunction with a real weather injector, sometimes getting 17kt winds that cause a decent amount of deck pitching. Not as sporty as the Forrestal but still enough to cause some missed wired.
  19. Is this after using AG radar? I have discovered that leaving AG radar as SOI before switching the display to a different page allows the radar to continue making patch maps in the background, and this causes fps issues over time. If I de-SOI the AG radar my fps comes back.
  20. While taxiing at walking speeds the tail wheel bounce nearly makes me sick in VR.
  21. Nothing about fixing this in the patch notes
  22. Burble as currently modeled has issues and is unrealistic. Forced ON in the campaign is a poor choice when considering the customer.
  23. @grafspee This is the source of my confusion, and I'm frankly tired of being invalidated; worse gaslighted by saying the confusing usage of terminology in the manuals doesn't exist. The Spitfire--my first warbird module--references "pitch lever" 7 times. It also says: With the P-51 and P-47 manuals not specifying P is for "propeller," the above first-contact knowledge led me to assume P is for "pitch" as the manual says the lever controls propeller pitch. Though it does often say "set RPM with pitch lever" nowhere is there an explanation of how the prop pitch itself relates to RPM. P-47 manual pages 55-56 are clearly wrong, indicating correspondence between low pitch and low RPM, high pitch and high RPM. The Mosquito manual also throws in "pitch lever" when talking about the friction adjustment: All of this combined easily leads the average end-user to believe that propeller control, RPM control, propeller pitch control are all the same, the control lever controls pitch rather than RPM, and that increasing/decreasing prop pitch increases/decreases RPM respectively, not the inverse (high pitch=low rpm, etc.). I have searched all the DCS warbird manuals from ED for a description of the inverse relation between prop pitch and RPM, and there is none. The closest is the above pictured excerpt from the P-47 manual, and it's claiming a direct relation (high pitch=high rpm), not an inverse relation (high pitch=low rpm). It should be abundantly clear that the documentation is anything but clear.
  24. Placing static objects for a bombing range, red faction. They are not hidden in the Mission Editor. They are visible in the Mission planner. As a spectator in mission they are visible on the F10 map and can be cycled via the static object view. However upon selecting a blue faction slot the static objects become invisible on the F10 map and cannot by cycled via the static object view. I don't know when, exactly, but this is a change from initial behavior where static objects would only be invisible if hidden in the mission editor. Track file is Falklands map. Statics-Invisible.trk
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