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Art-J

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  1. Art-J's post in Nose Trim instrument light was marked as the answer   
    ^ I think he's asking why the trim gauge doesn't react to cockpit light then, like other instruments which were painted with fluorescent paint for that reason.
    @SlippaWe know that complete cockpit retexturing of the Spit is in the works. I suppose they won't bother with fixing the old textures when these are soon going into a bin anyway.
    However, if the problem persists in the new pit, you're free to unleash the report bumping fury 😄 .
  2. Art-J's post in autostart sequence always on ? was marked as the answer   
    1) There are two Spitfires in the game, clipped and non-clipped one. The game sees them as separate units (even though they're functionally the same), hence two folders in Config/Input. ED somehow managed to get around this in newer P-47 module, but older Spit is still programmed this wacky way;
    2) Repair command only affects core game folder and it doesn't do anything in Saved Games folder, so don't bother with repairing. That also means, however, that there was something messed up in these Spit controls profiles of yours. You said in the other thread that you imported them to other planes for further tweaking (bad idea in the first place). Well - there you have it - you just imported the same error to remaining planes. Now we have to figure out what the error is and where in diff.lua files it's hidden. Personally, I'd rather start with clean sheet and redo the controls. It would certainly take less time to do it than this whole troubleshooting process.
    3) Do you still use Game FM or switched to simulation FM in the end? Were the Spit control profiles you used as a basis for remaining planes originally made for game FM or sim one? I don't even know if it's possible to import game FM profile to sim FM profile, but I suspect it could cause unforseen issues.
     
  3. Art-J's post in Unable to go External View in REPLAY was marked as the answer   
    I recall it was related to setting specific mission options in the editor and restarting the game afterwards, but I don't remember the details. Take a look here for hints:
     
  4. Art-J's post in New install from Steam --will not launch DCS was marked as the answer   
    I'd download and install standalone, non-Steam version, temporarily, just to see if that one launches at all. It might help to narrow down if it's strictly a DCS problem or Steam related one.
  5. Art-J's post in Mosquito and Runway Takeoff, how? was marked as the answer   
    Do you use game flight mode? It's known to be somewhat bugged in Mosquito and to prevent picking up speed on takeoffs.
  6. Art-J's post in Challenge campaign mission 25 - Weird clouds was marked as the answer   
    These are just old DCS clouds - although not supported anymore, they're still in the game and will be visible if the mission is old, or if players specifically turns them on in the editor.
    Campaign mission you mention was last updated in February 2020, while the new clouds were implemented in April 2021. The campaign has just never been updated to work with the new ones. You can do it manually yourself, but since you're finishing the campaign anyway, I suppose it's a bit too late for that.
  7. Art-J's post in Engine died for no apparent reasons was marked as the answer   
    @Jef Costello Took a look at your last four tracks and found the culprit I think - you've always got fuel/MW selector set to "fuel" (down) position (see page 99 of the manual), which causes slow fuel system contamination with water and methanol - thus making the engine quit after a few minutes.
    The selector by default shouldn't spawn in the wrong position in any mission (cold start / air start) unless you've got it assigned to some switch on your HOTAS, the switch sends the signal to the game all the time plus synchronize controls with HOTAS option is on. That's what most likely happens in your setup. I don't remember how this selector is called in controls, but that's what I'd check if I were you.
  8. Art-J's post in Normandy 2 or 1944 in game? was marked as the answer   
    That's because default editor view is too zoomed in. Scroll up-left and you'll see the rest of the terrain. As YoYo pointed, everyone has new areas now, they're just either in low- or high detail depending on whether the Normandy 2 license did activate properly or not. The only way to confirm it is to check the texture resolution on buildings in London and Paris.
    The main menu icon remains as it was ("1944").
    I don't own Steam version, but check the FAQ thread, lot's of advises from Steam guys there on how to make the map activate for good.
  9. Art-J's post in cannot create mission for Normandy 2 was marked as the answer   
    Maybe you do actually have the terrain installed correctly. In the mission editor zoom out a little and scroll the map up/down, not all new areas and airbases can be seen with default editor zoom. 
  10. Art-J's post in What happen to game minihud was marked as the answer   
    Isn't it intended, though? Game flight mode was removed from DCS in January 27th OB update (check the patch notes), so that "easyradar" should be gone for good.
  11. Art-J's post in Keep loosing my input commands was marked as the answer   
    DCS Mustang and Spit have been suffering for years from the same controls-loading bug explained here:
    https://forum.dcs.world/topic/307188-confusion-with-non-cw-and-cw-control-bindings-bug-and-workaround/#comment-5150395
    Maybe that's what you're stumbling upon, depending on which variant you load first after starting the game?
    About the Mustang, check the path ManOWar pointed above and see if you've got two Mustang folders over there. One should be called "P-51D-30-NA", the other just "P-51D". If any of them is missing, create it manually, fill it with folders copied from the other one and you're good to go. Controls should load correctly everytime you start DCS and go flying Mustang, no matter if it's -25 or -30.
  12. Art-J's post in Pretty sure I own this module. was marked as the answer   
    I was not part of the Kickstarter endeavour, but from what I've read I understand rewards depend on how much you "invested"...
    https://forum.dcs.world/topic/105692-dcs-wwii-rewards
    ... plus, you should be able to log in to your account and check what you've got access to:
    https://www.digitalcombatsimulator.com/en/personal/backer/
  13. Art-J's post in MT SSAA Not Working! was marked as the answer   
    Yup, a known issue currently:
     
  14. Art-J's post in TF-51D problems with in-flight radio communication menu. was marked as the answer   
    With easy comms off you need to use PTT (push to talk) button to be able co communicate mid air AND on the ground. It's a separate command that needs to be assigned in game controls menu. "Ordinary" communication command works only on the ground, with cockpit open. That applies by the game design to all clickable aircraft in DCS, although PTT command is sometimes named differently between them.
    By the way, the TF Mustang has its own dedicated sub-forum here:
    https://forum.dcs.world/forum/819-tf-51d-free-with-dcs-world/
  15. Art-J's post in Cant revert to older version. was marked as the answer   
    @Nihilicious At first glance it seems you're typing the command correctly (after all, the process is initialized and connection to master server is established).
    I suspect you're just trying to dig up too old of a corpse and the message in the log really means what it means. ED keeps only a few of recent, older builds on their servers for a while (a while being two-three months maybe? Not sure). Then they're permanently deleted to make space for the next ones. Searching for better VR performance you might be lucky with one of 2.7.17-2.7.18 builds, but the one you gave in your example is from summer of 2021 - and thus it's looooong gone.
  16. Art-J's post in BF 109 was marked as the answer   
    Nothing in the 109 was changed in recent updates apart from cooling system. Controls and flight model work as they've been for a long time. Are you sure you haven't switched between game flight mode and simulation flight mode in gameplay options by mistake? Also keep in mind both these modes use separate control assignment tables (called "easy" and "real").
  17. Art-J's post in Active Pause was marked as the answer   
    ^ Options -> Controls -> UI Layer, first command on top. Apparently new default combo is LShift+LWin+Pause.
     

  18. Art-J's post in external tanks clip through the 3d model was marked as the answer   
    They're shown correctly on my rig. Both for AI and player's plane, on both Spit variants.
    Do the usual stuff - disable mods, run repair&cleanup, etc.
  19. Art-J's post in P51D Cockpit Display was marked as the answer   
    Reinstalling is rather a last resort solution, usually not necessary. Runnig a repair command (linked to in start menu shorcuts for DCS) helps in most cases. 
     
    Neither of above works, however, if source of the problem lies somewhere in your personal settings folder, because this one's not affected (ergo "fixed") by reinstall or repair. I suspect that's what happens here. The location is C:\Users\[your user name]\Saved Games\DCS (or DCS.OpenBeta - you should have both I presume if you installed stable and Open Beta DCS side by side?). If the view in your stable version is OK and it's messed up in OB, then I'd compare their respective \Config\View sub-folders and make sure the latter is the same as the former.
     
    If that still doesn't help, you can temporarily rename/remove other sub-folders and see what happens (...or just copy all content from Saved Games\DCS to \DCS.Openbeta if you don't care about separate logbooks, campaign progress or whatnot). Experiment at your will, just make backups first.
     
     
     
  20. Art-J's post in TF-51D Trim Tabs Movement Direction was marked as the answer   
    No, as Frederf noted, they are animated and work correctly, at least in simulation flight mode. Do you use game flight mode maybe? Although I think trims don't work in that one at all...
     
    Anyway, in both Mustang modules (and other warbirds for that matter) they work as expected. Keep in mind the rotaries in the cockpit indicate not the tabs movement directly, but the airplane response to their movement:
    a) rudder rotary right -> rudder tab goes left -> rudder goes right -> plane yaws right (and vice versa);
    b) elevator rotary forward -> elevator tab goes up -> elevator goes down -> airplane pitches down (and vice versa);
    c) aileron rotary right -> left aileron tab goes up -> left aileron goes down -> plane roll right (and vice versa).
     
    Just tested in latest Open Beta version of the game.
     
  21. Art-J's post in Cold start issue with ground crew in Nellis (and other airbases on Nevada map?) was marked as the answer   
    I'd start with checking the usual things in the mission editor:
    a) is the airbase set to the same coalition colour as your aircraft?
    b) are the aircraft radio frequencies set correctly for the chosen airbase (if they need to be set that is - I don't own either of these planes so dont know how radio works in them)?
     
  22. Art-J's post in External view was marked as the answer   
    Edit the mission, go to the plane properties and select any loadout other than default "mission loadout" created by Fast Mission generator. These two thingies will disappear then.
     
    @NL or BN - this is what we can see as default loadout for P-51D-30 after Fast Mission is generated. Tested in latest 2.7.1 build. I don't even recognize which module these chunks came from 😄:
     
     

  23. Art-J's post in Spinner disappears when up close in F2 view was marked as the answer   
    ^ He did note it was one of default liveries.
     
    Checked the same mission on my PC and the spinner is rendered OK at all zoom distances. You said you did a repair. Purged the old shader files after updating as well?
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