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tsb47

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最新回复 发布由 tsb47

  1. On 1/16/2025 at 8:00 AM, Munin said:

    Not for me. I'm on standalone and by disabling the remastered I am able to use the original F-5 at full fps on the newest Kola map.

    I'm glad to hear you found a workaround that works for you. Meanwhile, I'll just keep waiting, I guess.

  2. On 1/12/2025 at 10:26 PM, Bucic said:

    I was lucky by not updating. You can try rolling back to the early December version using command line.

    https://flyandwire.com/2020/04/22/dcs-reverting-to-a-previous-version/

     

    Unfortunately, this isn't available for the Steam version (which I'm on) - but thank you anyway for the suggestion. Sigh...

    <begin rant> My DCS experience is starting to get quite frustrating. I have spent many hundreds of dollars on the ED ecosystem of modules and maps. But there are so many bugs breaking my ability to have a decent experience - particularly cold war. I now spend most of my time looking for fixes rather than flying. The F-5 is now broken for me. The next decent cold war module I have is the A-4E (a mod!) but TACAN and Shrikes don't work. The Heatblur Phantom is land based (which is fine) but the AI phantoms which were carrier capable have been removed (!). And instead of focusing on basic playability improvements (How many longstanding unfixed bugs? Vulcan ETA? What about that native dynamic campaign we were promised? is there an ATC fix in our future? or AI that isn't either superhuman or superstupid?) we just get more and more half-finished, half-baked "early access" modules to buy at prices you could get a whole AAA game for. <end rant>

     

    • Like 2
  3. On 1/13/2025 at 2:06 AM, Munin said:

    Or if you want to fly the old Tiger in the up-to-date version of DCS, you can just disable the F-5 Remastered in the Module Manager.

    Both versions of the Tiger (original and remastered) have this module breaking bug.

  4. 20 minutes ago, razo+r said:

    There are not a lot of items listed for the F-5, if you read through them, you should easily find it.

    "Fixed: Cannot open and close the service hatch panels."

    Different issue, already reported.

    ok, thanks, sorry i thought you were referring to the slideshow bug.

  5. Is there a carrier capable F-4 (AI, mod or others) phantom that is available? I'd like to add some AI F-4s for immersion in an A-4E mission that I'm making but I can't find one. The Heatblur F-4 is not currently carrier capable and the VSN F-4 doesn't appear to be available (download links are not working). Does anyone have any ideas / suggestions?

  6. 10 hours ago, cfrag said:

    Trigger.action.smoke() is the correct effect, as used in ME. You may want to adjust for terrain elevation by using land.getHeight, else most of your smoke is below the terrain.

     

    7 hours ago, tsb47 said:

    Thank you. I have already adjusted for landHeight in the script so that it's at ground level. The effect is not what I'm looking for. The smoke effect I'm looking for is like when you fire a WP tipped rocket at the target or drop a training bomb. That gives dense smoke in a plume, marking a particular location. The trigger.action.smoke() effect is like a haze.

    Thank you. Yes, I have but it's not what I'm looking for. I'm after coloured marking smoke that comes from a marker rocket (eg the smoke marker rockets carried by the hind and the hip.

     

    I stand corrected. trigger.action.smoke() was the correct function. I just made a ROOKIE error in my land.getHeight() script which had the smoke spawning at sea level and not at ground level. This meant I could only see the top of the smoke plumes. For anyone that's interested, or possibly amused:

    -- The line below has a bug: 'z = smoke_vec3.z' is incorrect. land.getHeight() takes vec2 with 'x' and 'y' parameter; not 'x' and 'z'.
    -- This bug causes this call of land.getHeight() to return 0 i.e., sea level so on elevated terrain smoke spawn below the ground
    
    smoke_vec3.y = land.getHeight({x = smoke_vec3.x, z = smoke_vec3.z})
    
    -- Now the corrected line with 'z = smoke_vec3.z' replaced with 'y = smoke_vec3.z". 
    -- This now returns the height of the terrain at the proper location
    
    smoke_vec3.y = land.getHeight({x = smoke_vec3.x, y = smoke_vec3.z}) 
    
    
    

    Thanks for the help and sorry about this!

  7. 2 hours ago, cfrag said:

    Trigger.action.smoke() is the correct effect, as used in ME. You may want to adjust for terrain elevation by using land.getHeight, else most of your smoke is below the terrain.

    Thank you. I have already adjusted for landHeight in the script so that it's at ground level. The effect is not what I'm looking for. The smoke effect I'm looking for is like when you fire a WP tipped rocket at the target or drop a training bomb. That gives dense smoke in a plume, marking a particular location. The trigger.action.smoke() effect is like a haze.

    3 hours ago, Kanelbolle said:

    Thank you. Yes, I have but it's not what I'm looking for. I'm after coloured marking smoke that comes from a marker rocket (eg the smoke marker rockets carried by the hind and the hip.

  8. What is the scripting function to get a smoke marker like the "smoke marker" or "smoke marker on unit" in the mission editor?

    I've been using the trigger.action.smoke(vec3, trigger.smokeColor.GREEN) but this isn't the right effect. This effect is insipid and weak.

    The effect I'm looking for is like the "smoke marker" or "smoke marker on unit" in the mission editor.  Does anyone know what function is used for that?

    Is there, for example, a way to spawn a smoke bomb or rocket with that specific color to go off in a particular location? I couldn't see anything in the scripting documentation like this (and even MOOSE's smoke designation for ranges seems to use the trigger.action.smoke() function)...

    Cheers!

  9. Using the new cut and paste feature in the mission editor with more than a few objects causes the mission editor to freeze. With smaller numbers of objects this resolves itself within a minute or so. With larger number of objects, it completely freezes the program. Is there any way to resolve this?

     

  10. I have this issue too. It started yesterday and went from to 5 fps.

    Original module also has this issue. I downgraded to the original f-5E module and no fix. very low fps.

    Changing settings does not affect it. I put all settings to lowest with a blank Caucuses map with just the f-5 spawned in. Same problem. 5-11 fps.

    For context, with any other module I am hitting my self-imposed 90 fps limit even with all settings turned to the highest / extreme, including performance heavy modules like the f-14.

    It looks like a problem with the F-5 module generally, or the way the core sim is interacting with the f-5E module (both original and 2024 remaster).

    I don't own the F-5E Flaming Cliffs so don't know if that also presents this problem.

     

     

     

  11. I'm just getting into the L-39 module and really liking it.

     

    But I'm finding the bombing sooo hard. I try and fly as close to the profiles from the manual as possible (eg FAB100: 1500m@350kph, 30' dive@92%power, 11' pipper depression) but my accuracy SUCKS. Most of my shots miss by 50-100m or more.

     

    Any tips for getting better (other than practice)?

     

    And does anyone have any profiles for dropping the retarded OFAB100s?

     

    tsb47

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