Jump to content

Mistermann

Members
  • Posts

    1149
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Mistermann

  1. I updated the title of this thread to reflect the content a bit better. I changed it to "I loved this campaign - Blown Away" Today I finished the campaign and have to say that the story and experience because of it will stay with me for quite some time. @Reflected has a real gem here and those reading this likely already know that. My initial feelings after experiencing the intro, continued throughout the entire campaign. I remain blown away by this campaign. Experiencing it in VR was the icing on the cake. Bravo Reflected! I few elements of feedback – just this guy’s opinion - Recorded soundtracks (not Voiceovers, but music) sometimes were too soft. I tried replacing the Armed Forces Radio tracks with moderate success, but my replacement was also soft. I suspect this is a DCS “feature”. For instance, I never heard the Flight of the Valkyries in the last mission at all. I caught it in @lankypilot77 replay on YouTube. I fear I might have missed some of the historical audio tracks upon landing as well. - For the record … I absolutely HATED the underpowered Huey’s performance . For several missions, I thought the campaign had over-nerfed the engine. Watching EGT constantly flirt with the redline became a chore. Taking off trading speed for lift seemed overly taxing and really impacted the fun of those missions – to me. Just before mission 11, I found this video from Reflected where he explains the historical facts around the underpowered gunships and actual pilot experiences. Having those historical details outlined in a video like this really helped me mentally “get over” my issues with performance (I wish I had known more about this underpowered Huey when receiving my assignment to Gunships). I was able to takeoff better after watching this video. For future versions of the campaign, I recommend a link to that video in the briefing or special kneeboard page or something. If you already had that somewhere, I missed it. - LankyPilot’s YT channel was a great resource for me. I’d complete the mission and then go over to his channel and check out how he approached it. It was fun to experience the campaign through his eyes, but only after I flew it. I definitely learned a thing or two that way. It was also nice to see him struggle in many of the same places I did. For instance, I had to chuckle while watching his mission 11 replay. It took me a LONG time to find the downed Huey. I’d fly over Dublin on a 270° heading and just look for smoke - probably took me 4 circuits to find it. As players, we were conditioned throughout most of the campaign to look for smoke for most mission objectives. I finally found the Huey when I stopped looking for smoke. Lanky had a similar experience and during his video actually flew by the wreck a couple of times looking for smoke too . Experiencing the campaign this way was very rewarding. I highly recommend it. Lastly Reflected’s research into the period paid off as the player is transported back in time and into an engaging story. I really felt I was living out a portion of "Apocalypse Now", "Platoon" or "Full Metal Jacket" that simply never saw the big screen. I was immersed, I cared about the characters, felt the emotion when reading letters from home, and was holistically drawn into the world Reflected created. Great job, Reflected! Unfortunately, for me, all future campaigns will be judged against this masterpiece. You set the bar unbelievably high. Future campaign creators should all play this to see how its done! I know you’re a warbird guy at heart. Thanks for branching out and creating this Huey campaign for us!
  2. I don't think so. I communicated with him via email and he indicated he played DCS a bit. I just don't know if he's around here. Let me see if I still have address information.
  3. Have you seen this mod for the TWCS? One of the single best modifications I've ever done. Highly recommended. If you greased the rails already, you've already got the battle won - figuring out how to open and manipulate the throttle is the biggest challenge.
  4. Okay .... this is what I would try. I just did a mission on Paradise Lost that resulted in these entries in the logbook [17] = { ["datetime"] = "Fri Apr 1 08:57:37 2022", ["aaKills"] = 0, ["agKills"] = 11, ["stage"] = 10, ["deathsCount"] = 0, ["result"] = 100, ["mission"] = "Paradise Lost - 08.miz", }, -- end of [17] [18] = { ["stage"] = 11, ["mission"] = "Paradise Lost - 09.miz", }, -- end of [18] I'd change your logbook to add the ["result"] line like this. [1] = { ["datetime"] = "Thu Mar 31 10:22:28 2022", ["result"] = 100, ["aaKills"] = 2, ["agKills"] = 0, ["deathsCount"] = 0, ["stage"] = 1, ["result"] = 100, ["mission"] = "Eviction Notice.miz", }, -- end of [1] I THINK that sets the mission to complete. Then add the following entry right after the } with the comment "end of [1]" and before end of ["history"] [2] = { ["stage"] = 2, ["mission"] = "NAME OF THE SECOND MISSION.miz", }, -- end of [2] Remember to backup your logbook before messing with the LUA. Give that a whirl.
  5. Hey @CBStu - the campaign stats are stored in your logbook. The logbook is in your "Saved Games" folder structure underneath "MissionEditor" - logbook.lua. Open it in a tool like Notepad++ Make a backup copy of this file before you do anything in case of corruption. Open the file and you'll see a munch of stats and awards for your player (medals, squadron, callsign, etc.). These are all very well labeled in the LUA. Beneath this block of code, you'll see stats for every campaign you've played. It could be a bit messy if you have a lot of active campaigns or completed campaigns. Scroll through the block of campaign information until you see entries for the USNF97 Campaign. I started the UN Campaign for the Huey to demonstrate. Here's what my logbook looks like for that campaign. I didn't fly it. Just started, read the briefing and ended. When you complete missions on a campaign, there are several additional elements that are written to the logbook. Can you post a screen grab of what you're seeing in the logbook for this specific campaign? I am not an expert, but had a very similar experience with a different campaign and had to go in and edit the logbook to point to the next mission. I think I can assist if I see what's in your logbook.
  6. Can't wait to go test it out. That's great news. Confirmed! Odd they left it out of the patch notes, but hey, much prefer to be surprised with good news!
  7. I was just coming here to post that myself @Gianky. That was a massive update and its good to see all those changes/fixes. Personally, the lack of a fix for DoorGunner AI is highly disappointing to me. First world problems, I recognize. Well - and I am not joking - we'll have to wait another 2 weeks to see if the next patch contains the fixes. Given these platforms (MI-8 and Huey) are so old when compared to ED's development focus, I am concerned issues with what could be considered "non-mainstream" modules continue to struggle getting development resource attention. There's always going to be something more shiny to address. I hope I am just borrowing trouble here. Without any way of knowing if this issue has even been triaged by the team and is in a development sprint, we're going to just have to sit, be patient, and hope whomever is responsible for managing the defects across modules cares enough to get this work prioritized.
  8. Thanks for this thread! Adding my personal experience to this chat. I have a MCG Ultimate on a 10cm extension. Two springs on each axis - #50 and #30. The dry clutch is barely engaged and the stick feels like an extension of my body. I'll also note I went from a side stick setup to a center mounted solution using Predator Mounts. I can't get over how much of a difference these seemingly small changes made to my flying experience.
  9. Wow - lots of positive reaction to this tool. Before I embark down this rabbit hole, a quick question that I didn't see answered. Does this require Steam? I don't run DCS from steam at all. I have a Rift-S and use the Oculus Tray Tool and default Oculus software to control the headset. Thanks.
  10. Thanks for bringing me along here - I am definitely not trying to be argumentative. I really just want to understand. Can we have a screen shot of what ED calls "correct positioning" for George AI in VR? That way we can all understand if our VR experience isn't what its supposed to be.
  11. So you're suggesting the boresight might have a fix coming. Great. What about the george AI positioning? That's where this thread started. Is there a change coming for that?
  12. Ahh - always wondered what that did. I have it set to my physical IPD. I will play around and see if I can change it and see any difference. Thanks!
  13. Regarding the George positioning in VR? Or are you saying the boresight issue fix is related to multi monitors and is in the next patch?
  14. I just hope this is addressed soon and not buried under the mounds of Apache work. Crossing fingers this is easily triaged and corrected. I love my new Apache, but have unfinished business in my Huey. Looking at you, Paradise Lost!
  15. @BIGNEWY, I do have 3monitors as well.
  16. Wow, @Eight Ball, that's some seriously great news. With you at the helm, I am absolutely certain it will be a visual masterpiece. Thanks for doing this!!
  17. Hummmm. That really makes me think about it a different way @Tiger-II. Thanks. I will definitely check out some of the other maps to see if there's a noticeable difference to my eyes. Are there VR users out there who feel they're experiencing the sensation of speed described in the OP?
  18. Let me start this question with a statement - I am very much enjoying the early access experience with the Apache. There's been a ton of learning and setup for me (key bindings for Pilot, CPG controls using PS4 controller, and the creation of a voice attack profile to control all the MPD buttons and Keyboard Unit). Its been a lot of fun! Flying and hovering have been rewarding. I fly almost exclusively in VR. I have spend most of the past 3 years or so in the Hornet. I picked up the Huey about a month ago, and while I've flown the Blackshark and Gazelle, those experiences are distant memories for me. Now, I realize this just might be a result of flying around in fast moving jets for so long, but it feels to me as though the Apache is slow. I mean, I can fly it fast, but it just doesn't feel like the ground is rushing by at the speed that's indicated. For some reason I was expecting more of a visceral experience flying fast at treetop level. Something like this video. https://www.military.com/video/aircraft/helicopters/thrilling-apache-low-level-flight/4715392828001 Now, I've never been in a real Apache, so this is all virtual pilot conjecture. I'm just wondering if others might share this notion. My time in the Apache has been in the Caucasus as that seems to have the best performance for my VR setup. Again, this is not a complaint. I am just wondering if the 2D experience might render speed in a different way. Or if I need to start considering future upgrades. Or possibly we're still not at a technology level that can render the simulation like real life just yet. Looking forward to hearing what you all think.
  19. And if your computer supports Bluetooth or you have a USB Bluetooth adapter, you can ditch the cable completely. This is what I did with a dual shock ps4 controller.
  20. I got an answer over on VKB's site and will post here. I needed to recalibrate my entire stick and rudder combination. Problem solved. No programming.
  21. Let me start by saying I know this is a “me problem”. I just can’t seem to figure out how to resolve it. My VKB rudders are connected to same black box as my MCG Ultimate Pro. Everything is working great – except I get far too much rudder throw in the sim from the physical movement of the pedals. Can someone please help diagnose this problem and suggest a “fix” for me? I want to get a directly proportional movement in the sim as I do from the pedal. Press the left pedal in 50% and I should see a 50% movement of the left pedal in DCS. Pressing the pedal to the floor should result in full movement of the DCS rudder. Unfortunately, I am not getting that behavior. Instead, I only have to depress the pedal about 20% to reach full movement in DCS. This is making the anti-torque extremely sensitive. I’m playing with it like that and can cope, but it would be SO MUCH EASIER if the DCS movement was directly proportional to my foot movement. I have not messed with the VKB Device config software in regards to the pedals. My “spidey senses” tell me my solution resides somewhere in that complex mess of configuration confusion. I suppose if I can power through the configuration experience for the MCG, the pedals should be a walk in the park. I just don't know how or where to start ... My VKB Device Config has the pedals on Axis #7 and has the following setting I have DCS setup with the following Axis tune Any help here is greatly appreciated. Thanks!
  22. Love, love, love my SimShaker. VR was a game changer for me and this device/software is the icing on the cake. That's a great story, @Gunfreak
×
×
  • Create New...