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Everything posted by White Owl
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Dammit, I should've figured that out! I have the Mustang, and just haven't flown it in several months. Now I remember having to figure out exactly this problem. Thanks. :)
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Okay, thanks very much. :) I suspected it was something simple and what should have been obvious, but I was too dense to see. But here's a related question: I made a simple mission to practice takeoffs and landings from Kobuleti. I made the airfield friendly as you so kindly explained, and was able to talk to the ground crew and ATC just fine. Started up the plane, changed to the appropriate channel on my radio, talked to tower, taxiied, took off, no problems. But once I was in the air, my communications menu disappeared entirely. No longer had the option of talking to Kobuleti even while flying directly over the field. After I landed, Kobuleti told me to taxi to parking! So the radio still worked. What am I doing wrong and/or not understanding?
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This probably isn't a problem with F-86; more likely I don't understand something fundamental about the mission editor, since I haven't used it very much. How can I tell which airfields will have a ground crew with power available? Either using the fast mission creator to start at random bases, or when setting up my own practice missions in the editor, the availability of that ground power cart appears to be totally random. Sometimes it's there. Sometimes I call the ground crew and nobody answers. Sometimes I hit the comms key and don't even see the comms menu at all. What am I not understanding?
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After update, no effect when editing Views.lua
White Owl replied to White Owl's topic in Bugs and Problems
This is bizarre. It's working now! Good! Why didn't it work before? I am extremely certain I edited and saved Views.lua exactly the same way as before the update; the same way I just tried again and is now working. Anyway, problem appears resolved. You can probably get rid of this thread. -
I just bought the F-86 module a few days ago. One of the first things I did to fine tune it to my tastes was edit Views.lua so the max FOV wasn't so huge. It worked, no problem. After yesterday's update, I tried editing Views.lua again... and nothing I change in that file appears to have any effect at all ingame. I tried the file in the old aircrafts folder, and I also tried the file in the new aircraft folder. I thought maybe something moved to the saved games folder, so I looked there but found nothing that appeared to influence view settings. What changed? What am I missing? :huh: Edit: As an experiment, I just removed the Views.lua file and started a mission. The game displayed the default views behavior, and did not create a new Views.lua to replace the one I removed. So this confirms the F-86 is definitely no longer using that file. So where is the view config now? Edit #2: I edited Server.lua, the default_fighter_player(t) CameraViewAngleLimits, and it also has no effect on the F-86.
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Using CameraViewAngleLimits in Views.lua to change the max FOV setting no longer seems to work. I can change the numbers, but the max FOV remains the same.
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Agreed. I tried it for the first couple of days, thought I could adjust and learn to like it. Nope. Unchecked that option and everything immediately feels a whole lot better.
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Thanks for the advice, guys. My issues were simple overcontrolling, plus not understanding the NWS operates on a slight delay. If I remind myself to give it a touch of correction and then wait a second to observe the correction, my problem disappears. :yes:
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I'm having absurd difficulty keeping the nose straight on takeoff and landing. Using regular old Saitek Proflight rudder pedals. I know about the high gain nosewheel steering switch, and have mapped it to my joystick. At normal taxi speeds, no problem. At high speeds, say 80-120 knots or so, no problem. But transitioning from taxi to high speed or vice versa... she's all over the place and there doesn't appear to be anything I can do about it! Tried playing around with axis curves and whatnot. Is there something obvious I'm missing? This bird is twitchier than any taildragger!
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[REQUEST] Cockpit closed but can hear other engines...
White Owl replied to Krupi's topic in Western Europe 1944-1945
Just short, straight exhaust pipe. No turbos, mufflers, or any other kind of trickery. But the engine is this extremely simple little 4-cylinder O-360 that makes a fraction of the power and noise of these warbirds. I'd think that in the sim, you should be able to hear other planes if your engine isn't running, but that's the only time. -
[REQUEST] Cockpit closed but can hear other engines...
White Owl replied to Krupi's topic in Western Europe 1944-1945
I once heard the engines of two T-6s in formation as they passed within about 200 yards of my little Cessna 172, so it's not right to categorically state that you cannot hear other airplanes from inside one plane. But... there's a helluva difference in noise level between a little 172 and a Mustang or FW-190! So from the anecdotal evidence in this thread, I'd suggest the other aircraft sounds don't need eliminated entirely, just turned waaay down so you can't hear them while your own engine is running. -
You can fly upside down for longer. You just need to keep positive Gs through the roll or loop or whatever else.
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Hey, that looks great. :)
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Can you map key to to this part of the instruments?
White Owl replied to Dudester22's topic in DCS: A-10C Warthog
Yep, just like a shift key, or alt or ctrl, and you set it up in the controls options menu. I don't have the good HOTAS yet, so I'm using an old X-52, and any button will work as a modifier. -
Are we sure the real cockpit has enough shoulder room to lean your head outside? While strapped into the seat? Sincere question; I really don't know the answer. If there are photos of a P-51 pilot taxiing with his neck stretching out to one side and outside the cockpit, then I'll agree the sim needs tweaked a little to match.
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Can you map key to to this part of the instruments?
White Owl replied to Dudester22's topic in DCS: A-10C Warthog
While not exactly what you want to do, I found what works very well is to map one joystick button as a modifier, then map all the letters and numbers as modifier+keyboard key. Simple setup, easy to use, and won't conflict with any existing keybinds. -
Ricardo's HORSE of WAR Cockpit problem installing with JSGME
White Owl replied to Dudester22's topic in DCS Modding
Yeah, I set JSGME up and called the folder Addons instead of MODS just to avoid these issues, and it works great. -
I've done some searching, but not finding yet... Has anyone put together some common A-10C checklists for this mod? I find plenty of community made checklists in pdf format, and I keep thinking that somebody before me must've thought converting the pages to jpg or png for this mod would be a good idea. And maybe that somebody would've shared it already... Edit: Like this: 476th vFG A-10C Checklist Kneepad Pages I just took the 476th's checklist and made the normal procedures section into jpgs for my own use; maybe somebody else would like to use them.
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That got it! :) Thanks very much, and I'll remember that simple tip the next time I get stuck.
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I'm working through the DSMS Overview tutorial, and the lesson stops after starting to adjust maverick settings. I change the EO power-up setting to LOC, then select the rotary, the +/- icon is highlighted... and nothing happens after that. Is this a bug, or am I missing something?
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Or, to look at the problem another way... Maybe I'm wrong about the comms not working correctly. Maybe the problem lies elsewhere. How do/did you beat the final mission in the stock campaign? What's an effective strategy?
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Full Real - no icons - visibility
White Owl replied to USA_Recon's topic in Western Europe 1944-1945
So glad I'm not the only person who remembers that. -
I'm stuck on the final mission of the stock campaign, mostly because I can't figure out how to talk to my AI wingman. I've used the quick-comms. I've used the full comms menu. He doesn't respond to anything I tell him, so he's uselessly cruising around the sky with a full load of bombs and rockets while I engage both enemy P-51s alone. Even if I stay alive for awhile, the escorted plane doesn't. In the previous mission I could get the wingman to cover me and occasionally even hit a few ground targets...:helpsmilie: There must be something I'm not understanding about how comms work. Anybody willing to explain it slowly and simply, with small words?
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Quick beginner taildragger tips for dogfighting!
White Owl replied to WildBillKelsoe's topic in DCS: P-51D Mustang
Nope! The combat flaps setting is there to help tighten the turn. Far from being the "essence of energy fighting", combat flaps increase your drag and bleed off energy. Use sparingly, only when necessary. This couldn't possibly be more wrong. Read up on airmass. Wouldn't it be a whole lot simpler to learn how to enter a dive without buffeting and stall? This absurd landing gear trick is a crutch. I'm having trouble even imagining how you could stall an airplane entering a dive... -
I'll point out that the ingame AVI tool can produce very high quality videos at the expense of harddrive space, but it suffers the flaw of DCS' track playback. What gets played back isn't necessarily what happened when you flew the mission. Which is, of course, infuriating. Don't let this happen to you! Run FRAPS even if you don't intend to use the footage. That way, if something cool happens you'll have proof, without depending on track playbacks.