

razo+r
Members-
Posts
12860 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Everything posted by razo+r
-
You can see them on your kneeboard when flying, so it's not useless.
-
The controller diamond being off-center at cruise is normal behaviour if you don't adjust the aileron trim tabs in the special settings.
-
Flight Path marker in HUD veers extremely to the left when in NAV mode
razo+r replied to DST's topic in DCS: F/A-18C
Feel free to upload a short track so we can see better what's going on. There are too many details missing from your short explanation. -
Do you have such a replay to upload or in general, more infos to provide?
-
Perhaps bind the keys to adjust the gain to your stick/throttle or some other buttons you can easily find. In the controls you can either use the search function in the category list to find the NVG Gain keys, or if you know them, pressing them will make your list jump directly to it, so you can easily bind anything to it.
-
You get no answer because it is the wrong tanker. In DCS, the MPRS can only refuel aircraft with a drogue/basket system. The boom is non functional, so you have to change it to the normal, non-MPRS KC-135.
-
What coalition is Anderson or in general the airfield that are missing set to?
-
Ideally you press the "buy" button next to it to add it to your account. You'll have DCS 2.0 or above anyway if you updated your DCS at least once in the previous few years. What you also need is the NTTR map.
- 1 reply
-
- 1
-
-
Like in the A10C, you create a SPI with the sensor of your choise (SOI). But unlike in the A10C, where the SPI basically stays where you put it, in the F-16 the SPI is continuously created with your sensor. Like in the A10C, you create a SPI with the TGP and it stays there even when you move the TGP. It's not that way in the F-16. If the TGP is your SOI, it will always continuously create a SPI whereever it is currently pointing at. On top of that, the SPI is basically a delta applied to your currently selected steerpoint. So if you move your SPI 1 mile west of Steerpoint 2, it will keep that offset and apply it to any steerpoint you select. So if you would then select steerpoint 3, you will see that your SPI is not on the waypoint itself anymore, but 1 mile west of it. This is where Cursor Zero comes into play. Pressing that removes the offset and thus moves your SPI back on top of your selected waypoint. SP (Snowplow) on the other hand just moves your sensor to a fixed point/distance/heading infront of you. That way you don't have to slew your cursor, lets say, 40 miles in one direction. Instead, just maneuver your aircraft facing to the point you want, hit SP and then you can finetune the cursor. The early access guide has some more detailed infos regarding those systems. Feel free to take a look at it.
-
Ask your wingman to shoot a few holes in your fuel tank to drain it quicker.
-
There are some basics for Caucasus.
-
If you want people to figure out why, you'll have to upload your logs.
-
Other ww2 european theatre aircraft - for Developers
razo+r replied to snak's topic in Western Europe 1944-1945
The problem is, the Hurricane basically being a 1940ish aircraft has no real chance to keep up with the 1944/45 monster D9 and K4 we have in DCS. Like I said, it's like the I-16 right now. Nice to have, but until it has an appropriate counterpart, meaning early 109s or perhaps even early 190s, it's not going to be the best choice to do as of now. Highly doubtfull. WWII for DCS is a niche product. Few people and fewer developers simply will not be enough to get it going. Newer players likely don't really care about props, they want mostly F-16/18 or F-35 with as much stuff to blow up as quickly as possible. And as long as the WWII setting in DCS is rather unfinished/unpolished, it will stay more of an afterthought, in my opinion. -
Other ww2 european theatre aircraft - for Developers
razo+r replied to snak's topic in Western Europe 1944-1945
Few things to consider: Hurricane is nice and all, but against a D9 or K4, probably as usefull as the I-16 as of now. And if a Hurricane would come, it would take another dozen years or so before we see an appropriate enemy aircraft for it to battle, even if it's just AI. ED still has to deliver some additional aircraft, including some bomber types, for the current Assets Pack. Their WWII team is extremely small, so small that in fact development is incredibly, painfully slow and they often have a habit to jump to the next thing before fully fleshing out/completing the previous one. -
Now this is a really vague description. How much above were you? How much below were you? Do you have a short and simple track? Wakes are not just below the wing. They grow also a bit above and then descent.
-
Are you 100% sure? Because not being able to speed up is a result of that being turned on, it has nothing to do with you being a noob... Sometimes it's turned on without someone knowing. Also check mission settings. And if you have re-checked everything and are sure it is turned off, upload a track.
-
Turn off the arcade/simple flight mode in your settings or in the mission settings. Having it turned on makes it unflyable.
-
There are no pilot models for the cockpit.
-
No Textures on Static Model in DCS
razo+r replied to the animaniac's topic in Static/AI Mods for DCS World
Are the textures that you assigned in Blender/3DS the exact same name as the ones in your texture folder? -
It is already included in the game, so you don't need to download anything. You just have to make sure your DCS is up to date. What category in static objects are you looking for? They should be findable in structures or whatever the english equivalent is. There are also some M92 assets in the unarmed ground vehicle category. Can you find these?
-
Looks more like you placed it too close to another asset, making it spawn on top of it. Spread the units a bit more apart to see if that fixed it.
-
Combined Arms does not add any functions to the mission editor itself. Combined arms allows you to control the units during the mission. So if you are having trouble with AI units not behaving like you set them in the editor during the mission, yes it can help. But like I said, there is very limited functionality coming with CA. You'll only be able to give them commands where to fly/drive, what to attack, their formation and their state (auto/green/red), that's it. So if that is worth it for you is for you to decide. It can be however quite fun to drive the vehicles themself from time to time.
-
No, it just lets you drive most (not all) units and gives you some rudimentary controll to the non-drivable ones. Yes, by the press of a button. No, I don't think you can replace the AWACS like that. Combined arms was developed long before any of that Datalink we have now. The idea was just that you can control/drive vehicles or give them orders where to go/what to shoot. Other than that, the functionality is rather limited.
-
Does your F7 key work outside of DCS normally? Are external views enabled in the mission? Are external views enabled in your settings? Are there any ground vehicles present on the map?
-
Just as a sidenote, firing from very close range can be quite ineffective, as you potentially waste all bullets of 3 out of 6 guns or even waste everything as you'll be hitting rather sturdy sections of the plane instead of where it matters. But yes, as YoYo said in your linked discussion, the Zero should go down quicker than an FW-190.