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Winston60

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Everything posted by Winston60

  1. Don't know why, maybe BinaryMan has an answer to that. Don't forget to switch on EAC or the gun reticle will rise when firing.
  2. BinaryMan, Thanks for that last paragraph in your last post. I was mistaking the manifestation of PAC with the nose down trim change you get when selecting the cannon. Now it all makes a bit more sense although when I fly the "C" model the nose down trim effect is so very much less than in the "A". Maybe it's because I have to trim the "A's" nose down so much more than the "C". Thanks for the clarity. It makes sense to me now.
  3. Yes, I see it seems to be completely different when using a FFB 'stick and your "hands off style". I don't use FFB anymore so I'll modify my findings on the PAC and nose down attitude to "when using a non FFB 'stick". The closest thing for non FFB users to get what you are getting with FFB would be to have the PAC come on only when the gun was actually firing. This doesn't happen now as the nose comes down immediately when the cannon is selected in ground mode. I'm guessing you can't see this with your FFB 'stick installed. We'll see how ED may or may not modify this in the future. They have broken then fixed then changed the operation of the A's PAC before, so who knows what they may do in the future. Thanks for letting us know what you're getting with FFB.
  4. No, the PAC on the DCS "A" is not dependent on EAC on/off. The only thing EAC does in the simple "A" flight model is activate the various autopilot modes. The PAC in the "A" is simplifed. As soon as you select ground mode, then select the gun(get gunsight), the PAC is engaged and the nose comes down as long as the gun stays selected. Kind of a hokey way to do it but the effect can be minimized with a two stage trigger: 1st stage=select cannon(get gunsight), 2nd stage=fire gun, release trigger completely= deselects cannon(no gunsight), and disengages PAC. Never dropped a '97 using CCRP from a steep dive. I prefer a level approach or a very shallow dive at the most with CCRP. I believe they fixed the CBU-97's falling short sometime back in ver 1.2. when they fixed the horrible slowdown when they exploded. I don't think ED will fully model the "A". That's why we have the "C"! Oh, and I forgot one more existing bug, but it's so minor: The canopy opening and closing sound continues long after the canopy has fully closed or opened.
  5. +1 Yes, the F-15 too. I'd love to be able to adjust the altimeter. It was nice of them to recently add strobes and an adjustable bingo bug.
  6. Would be nice to have a few new features in the A-10A. This module is easy to learn and very fun to fly for those who don't have the time to learn the C. 1. Fix the CBU-87's that fall short of the CCIP aim point. 2. Animate the EAC toggle switch so we can see at a glance if it's on or off. 2. Make the altimeter adjustable. Come on ED.... make me a happy guy! :pilotfly:
  7. There's hope yet that this will be fixed. Ed has fixed all the other known bugs with the "A" model, just this one remains AFAIK. Previous bugs were: 1. Pulling "G" sound bug - FIXED 2. CBU-87's fall short of the aim point. 3. Autopilot modes stay on HUD even with EAC off. - FIXED 4. Simplified PAC doesn't work in multiplayer - FIXED Still, it would be nice if they would add some new features to the "A", like: 1. A key to toggle the PAC on and off instead of just having it go on with ground mode and cannon selected. 2. Make the altimeter adjustable.
  8. I'm also getting less fps with 1.5.3 after updating and making no graphic or option changes whatsoever and flying the same multiplayer missions as before with no changes to the missions either. Before I was pretty much locked at 60fps with v-sync on, now I'm getting between 18-50 fps depending on where/what I'm looking at. I can't put my finger on the cause of this just yet. Does 1.5.3 need more computer power to run than 1.5.2? :dunno:
  9. I didn't think release version was updated to 1.5.3 yet?
  10. There's two nav HUD's. Try selecting nav mode again to get the second nav HUD and on that one you can change waypoints.
  11. Sacha, If you don't mind making extra triggers you could use "Sound to group". Since there's only one plane in each group the sound would play for only the player spawning in and not keep playing again to everyone in the coalition that's already in the mission.
  12. Is there a way to do this selectively, only for the Su-25T and not affect the A-10's?
  13. I would be nice to have new trigger actions "Sound to unit" and "Sound to group" in addition to Sound to coalition and Sound to country. It would add much more flexibility to the mission editor.
  14. Yes, it would be great to have the action trigger: Sound to unit I think I'll go to the wishing well and ask for it!
  15. If all players are spawning at the same airbase try this: You'll may have to limit each plane group to just one pilot/unit (client). Create a trigger zone that just covers the entire airbase, call it Trigger Zone 1. Set up your trigger like this: Type: Switched condition Condition: Unit inside zone (pilot #001, trigger zone 1) and so on for each pilot. Action: Sound to coalition (red or blue) or Message to coalition (red or blue. Should work, each time a player spawns into his cockpit, he will see or hear the message. If he dies and selects a plane again it will work again. If a player comes in late it will work. Let me know how this works in your case.
  16. Not all triggers, but some are still broken. ED has fixed some in the last release version patch, so I expect they'll get around to fixing them all eventually. As to all campaigns being broken..... I guess it's a matter of which triggers the mission author uses.
  17. It may have something to do with so many triggers that are now broken in 1.5.2?
  18. Here's a longtime bug that's a holdover from the old DCS ver 1.2. In the release version of DCS 1.5.2, the CBU-87's still fall short of the pipper when using CCIP bombing mode. Thank God the old Mk-20's can still be used, they hit spot on!
  19. I'm building a mission where a tank platoon needs to move down a long road at high speed. When ever one or two vehicles get badly damaged, it reduces the speed of the entire convoy. I don't want this to happen because the journey is long and I don't want the mission to take 4 to 5 hours to run because the vehicles are now moving at 14kph rather than 66kph. So I triggered the individual units to "explode" when their "life is less than 25". Seems to work but I was wondering for efficiency sake, what is the least amount of health a vehicle can have and still move at full speed?
  20. Sacha, are all players spawning in at the same airbase?
  21. This has been needed for years. One key or button press sometimes gives too much trim movement, then another press in the opposite direction..... whoa that's too much back the other way! You often just can't trim the aircraft perfectly level. Finer input is needed here. :cry:
  22. In your triggers list use "switched condition" instead of "once".
  23. Maybe a simple mod of the A-10A armament to put on a few GBU-10's and this would work then?
  24. Thanks for testing. I've been so busy trying to repair all my old missions to account for all these trigger bugs that I haven't had much time to test further.
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