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ScAvenger001

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  1. Image attached. As you can see, all volume and lighting controls are missing besides flashlight brightness. I got a new computer around the new year and had to reinstall everything, do you suppose that's a factor? Perhaps you inherited a complete version of the file that the current installer gets wrong? I'm using the multithreaded open beta version of DCS. I'm pretty sure it's not purely on my end since I'm not the only person to have had this problem. I'm reopening the issue since that was marked as solved.
  2. Currently the controls setup page only has axis setup options for flight controls and camera controls, all other control options have disappeared. PS- There are some very helpful people in the community who are happy to explain how to edit lua files to fix this problem. Feel free to post that advice but it should not be marked as a solution. I'm pretty sure ED will automatically ignore bug reports with a green check next to them, and a workaround that makes the community go file-diving is not the same as a solution. Cheers
  3. Hello, I'm the flight lead he referenced above, here are my track and log. Grayflag Persian Gulf A-20221118-211209.trk dcs.log
  4. This seems like a good idea, and the existing OverlordBot system is adding a lot to DCS.
  5. A handful of APIs would sure take some of the guesswork out of trying to make a voice-controlled ATC system work, and being able to Declare would be grand.
  6. I just watched Spudknocker's and there are some things I don't understand about the grading. It seems like the LSO is very forgiving in some odd ways. As one example, when Spud intentionally gets waved off at 11:15, the grade is WO: FX LURX (LUR)IM WO(AFU)IC. What jumped out at me here is that the "very line-up right" at the start turned into a "slightly line up right" in the middle. In terms of approach angle, Spud's line-up deviation didn't change much. He was technically closer to the centerline, yes, but usually these things are measured by angle of deviation rather than specific distance from the centerline. What's more, that "slight" LUR prompted a wave-off a few seconds later. I'm pretty sure a "slight" error is something that should still be allowable, and either it should have not needed a WO (which it did) or the LUR shouldn't have been reduced to a (LUR). Some other notes on this specific approach before moving on: I've seen it elsewhere that all the notes for a specific phase of the approach are grouped together (so, FLURX instead of FX LURX). Also, is AFU supposed to be in parentheses? Is that meant to indicate that he's only slightly all-f**ed up or is that just an idiosyncrasy? For the two approaches Spud landed (14:51 and 18:17), the grades were OK: FX Wire #4 and OK: Wire #3 respectively. A few days ago, Wags posted a video of a Case I approach that ended with him receiving OK: LULX Wire #2. Now, my understanding is that an underlined-OK indicates a truly superb performance, such as flying a flawlessly textbook approach, or flying an approach that would otherwise be a non-underlined OK under unusually trying conditions such as bad weather or aircraft damage. I've read that even a very experienced pilot is unlikely to get more than one OK in his whole career. All of the above landings were competently flown, but calling them "superb" or "flawless" would be a bit much. What's more, the grade didn't record any of the minor deviations. Understanding where there's room for improvement is very important for debriefing purposes, so it would be nice if the LSO had higher standards for what needs to be remarked upon. Spud's second landing is an excellent example of this since he comments on many of his own slight deviations as he goes: he drifted left in close and his ball control wobbled up and down a bit. He was also fairly long in the groove. None of these are major deviations, but pointing out minor ones is the first step to correcting them for future passes. Instead the LSO told him that he was completely perfect. I have various other minor comments, but this covers most of my significant concerns. I really hope that the LSO becomes stricter, because OK passes being handed out like candy will cheapen them for pilots who put in the effort to fly really excellently behind the boat. And every bit of feedback from the LSO about where there's room to improve will definitely help the learning process. PS- Will LSO grades be stored somewhere or should I get in the habit of taking a screenshot after every trap?
  7. I'm the other player who crashed shortly before. Same thing (cycling rapidly through f6 views), same result (crash to desktop, runtime error). Here's my log. dcsf6crash.zip
  8. *A "steer to the wind" option for carriers that sets a course based on the carrier's set speed and the current weather so the apparent wind blows down the carrier's angled deck. A lot of mission builders have a hard time managing those crosswinds. *Alternatively, a calculator of some sort that shows the correct course and speed for a carrier based on the current weather. *An "invincible to AI" setting. Real troops-in-contact CAS is rare in DCS, and the reason it's rare is because the ground game is so incredibly lethal. The AI's excellent ability to spot and engage targets combined with the AI's total inability to utilize cover (both for infantry and vehicles) means that most fights are resolved before the human pilots can get involved. I'm hoping an "Invincible to other AI but not to players" option would allow pilots to participate in CAS by simulating ground units' ability to take cover without needing a massive AI overhaul. It would also sidestep many problems with current methods, such as making all ground units fully invincible and "winning" the battle through hidden triggers, or turning the invincibility on and off when players are nearby and hoping that's good enough. *A way to place lines of fortifications (think Company of Heroes, placing tank barriers and barbed wire by clicking and dragging). Currently even relatively small barricades require placing tremendous numbers of "barbed wire" and tank barrier static units one at a time, and manually aligning each one. *Speaking of obstacles and fortifications, some HESCO barriers would be nice. *It would be nice if units could be spawned via triggers without needing to resort to external scripts. Currently, working within the ME, all units need to be placed first and then some can be activated late or not at all based on triggers, but if you want e.g. a convoy to leave Camp Alpha for FOB Bravo every half hour, you need to have a zillion convoys set up awaiting late activation. *At one time there was a prototype of a system for dirt airfields. Is there any possibility of that going somewhere? A real road-base system would also be welcome. -edit- A friend requests: "A simple Airfield inventory Lua CRUD API that bypasses warehouse mechanics."
  9. Same problem: locked up after entering ILS frequency. Mission was Caucasus Cold & Dark. Repair didn't help.
  10. Real troops-in-contact CAS is rare in DCS. The reason it's rare is because the ground game is so incredibly lethal. The AI's excellent ability to spot and engage targets combined with the AI's total inability to utilize cover (both for infantry and vehicles) means that most fights are resolved before the human pilots can get involved. I'm hoping an "Invincible to other AI but not to players" option would allow pilots to participate in CAS by simulating ground units' ability to take cover without needing a massive AI overhaul. It would also sidestep many problems with current methods, such as making all ground units fully invincible and "winning" the battle through hidden triggers, or turning the invincibility on and off when players are nearby and hoping that's good enough.
  11. Sometimes after taking a bad but survivable hit, the engines make an occasional bang. It might be the compressor trying to stall, but whatever it is, it's a cool effect. Unfortunately, last night my plane took such a hit and my pilot reported hearing the sounds but I didn't hear anything from the RIO seat.
  12. I was in the RIO seat just now, and CTD when changing walkman sides. Also, my pilot reports that Jester did not take over after I was booted.
  13. Some of the various buttons associated with the LANTIRN are also pretty dim.
  14. I also didn't get any improvement by just deleting fxo and metashaders, but deleting the map metacache files fixed it. They're in \DCS World OpenBeta\Mods\terrains\<mapname>\misc\metacache
  15. +1, for the right wing. Oddly, it only happened when I was RIO for a buddy, it worked fine when I was piloting. Here are some twitch clips (ignore the hornet mfd symbology, the video was taken by an observer in a different plane):
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