Jump to content

granola1861

Members
  • Posts

    140
  • Joined

  • Last visited

Everything posted by granola1861

  1. Really expected some movement on this issue this week. I've stuck the Apache in the hangar until it gets some resolution...
  2. -Still having same issue following update on 7-21-22 . Once LMC is used, the CPG dashed cross and TADS are desynced. The CPG can slave to the pilot's LOS but once deslaved it will not match the TADs movement. Track link: https://drive.google.com/file/d/10qa9lMDUZzMM9RHPWD56OJv6loiXLd_O/view?usp=sharing -Climber
  3. I try to treat missions like publications with authors. Since I'm not the original creator of the mission and it still has the same original base design, I don't feel comfortable posting unless the original mission designer gave permission. At this time I'm not reaching out for that permission. -Climber
  4. After waiting with no fixes I decided to figure out what was going on with this mission. A couple of easy fixes: make the convoy delayed inactive but still visible before activation. Add a trigger for the convoy to activate when colt reaches the first trigger zone at the convoy. Next the mortar fire text action needs switched with the guppy outpost transmission. This is why you are told to look for a mortar team before they spawn, meanwhile convoys are rolling down Cadillac. Not a bad idea to switch out some of the zsu trucks with technicals since there is a picture of technicals in the brief but none in mission. This mission seems to have a solid foundation but lacked quality control. Lots of little errors that when fixed will create a solid mission. There is a randomization trigger at mission start that I’ve used to activate some RPG sniper teams and berserker technicals along the convoy route to keep it interesting. That tight valley has me in pucker mode expecting something around every corner. Now the pucker is real. Hopefully this mission will get the love it needs and live up to one that is worthy to accompany the Apache module. Meanwhile use these tips and have fun! -Climber Edit: To fix the extended taxi/National Lampoon type road trip your wingman takes, do this. Set Colt flight to "takeoff from ground cold" and orient them to line up appropriately. You can now lift off and your wingman will takeoff and immediately begin working into formation. ATC will still respond correctly as well.
  5. I've got this issue as well. The issue start at around 18 minutes in the mission. Prior to that (from the pilot seat) the video screen (TADS) follows the tads movement and the tads cross is accurate. Around 18 minutes in (confirmed via TACVIEW) the desync happens with the video no longer tracking and the cross is locked to the video location. I can see when the CPG changes from FLIR to TV and zoom modes. We did find that when the CPG slaves to a location (SP or TP) the video and cross correct themselves only to stop tracking once deslaved. I did notice the cross moving the opposite direction from the CPG (he said he was going left and I watched it move right). FYI: both players performed a DCS repair prior to the second mission and I deleted the FXO and metashaders2 folder from saved games. I've got track files from 2 instances on the same mission but no track files from the CPG position. Sorry... Hope this can get remedied quick for a Friday hotfix since it is a game killer due to the hindrance to crew coordination. Server files too large to upload here. Link: https://drive.google.com/drive/folders/1-fh_SmglIRtYG0K3DTrHsnLIZUGVs6Md?usp=sharing -Climber
  6. Not sure if this is the optimum page or not but since I'm using it for the Harrier it seems the most logical location. I'm looking for a listing of all airfields (all modern - not WW2) with runway info (length in ft, alt in ft, and headings to use for setting up STO information in the Harrier. Even if it's not in a kneeboard format will be fine since I can do that myself. I could do this but curious if anyone already has this data available (don't want to recreate the wheel if I don't have to). I'll probably also add in a m/s to knot conversion for wind since ATC works in metric (dang you Jimmy Carter...). If anyone has this I'd greatly appreciate it. This will help keep me from going back and forth to F10 and getting the info there. I only wish that the mission editor supplied this info so I could just put it in the mission brief but oh well. Thanks again, Climber
  7. *posted in DCS wishlist first then realized this was the more appropriate location It Could be handy to be able to add notes for mission designers in the trigger section of mission editor. My thoughts would be to add "Rem" as an additional trigger type under the (once, mission start, continuous) drop down and to also add "Notes" for an action item drop down. The notes could be used in the normal action list to provide notes for that particular set of actions or describe flags and their actions. By having Rem as an action type could also be used to turn off a particular trigger line for design/testing work. Doesn't seem this would be difficult to add. I have limited programming knowledge but have always relied on Rem statements to organize code. This along with the existing color coding could help mission builders keep chaos under control. -Climber
  8. Could be handy to be able to add notes for mission designers in the trigger section of mission editor. My thoughts would be to add "Rem" as an additional trigger type under the (once, mission start, continuous) drop down and to also add "Notes" for an action item drop down. The notes could be used in the normal action list to provide notes for that particular set of actions or describe flags and their actions. By having Rem as an action type could also be used to turn off a particular trigger line for design/testing work. Doesn't seem this would be difficult to add. I have limited programming knowledge but have always relied on Rem statements to organize code. This along with the existing color coding could help mission builders keep chaos under control. -Climber
  9. Radio nav mission tested and works well! As promised I'll drop the mission file link here as well as a kneeboard page that has the navigation information included. Tip: The first two waypoints are marked by fire/smoke. Once at WP 2 turn 270 degrees and follow nav notes. I think this is a way to greatly increase beacon usage without flying directly over a beacon and with multiple beacons placed on a map you could navigate anywhere a mission could take you. https://drive.google.com/file/d/1I5D3LSrpsE_0rMGjsm7mI4Jy4nb_PNgE/view?usp=sharing enjoy! -Climber
  10. That’s why I’m waiting until the weekend to test this theory. I don’t have a multiplayer pilot available until then.
  11. OK here is one. I've set this up in a mission but waiting until the weekend where I can have a pilot while I play "monkey with the radios". This isn't exactly what I have setup but enough where you will get the gist of it: Since DME didn't exist in the 40's, getting a solid bearing from one beacon, then using the aerial turned a known direction we can get a known point (distance) along that bearing in which to perform the next step. I have a beacon transmitting on WP 1. Once over that beacon the pilot will turn to a heading of 270 degrees. I have another beacon setup a few miles North of WP 2. My idea is to turn the aerial 90 degrees right (actual heading of North looking for the North of WP 2 beacon). When this beacon goes silent I will have the pilot turn the new course. In my mind (only novice navigation knowledge on my part) this should work. Any thoughts from the peanut gallery?. If it does I can then use this technique to signal a bomb drop without having a friendly beacon provider in the vicinity of the enemy forces. Obviously the further away the "bearing beacon" not "flyover beacon" is from the turn point the greater the error will be, and that can be accounted for with practice. I've seen the Oboe mission script floating around and I'm trying to do a "poor mans Oboe", call it a Clarinet, by using my flight-path from the WP 1 beacon as one beam of the Oboe system and the second beacon as the intersecting beam. The issue is we can only truly follow one radio at a time.... unless I'm missing something big - which is likely. I've been wracking my brain trying to come up with a way to use 2 radio systems to provide a intersecting point over enemy territory without scripting and using existing DCS resources. This, if it works, will maybe be the best we have. I'm currently looking for ways to use French resistance forces to provide signaling abilities for friendly attacks. If what I have works, then I will bring the mission file here so others can use and tweak it. It may be a good RNAV practice mission.
  12. Further the ME option for adjusting civilian traffic by having the ability to turn on or off types of civilian traffic (vehicles, naval, and train). Not necessarily the ability to adjust numbers of traffic types although that would be a nice “down the road” feature. This would help for missions with user placed trains not being interfered with by civilian traffic. The editor could turn off civilian trains and maintain traffic and boating realism.
  13. So I’ve rolled back to the previous version and having no issues. I’ll choose to stay at this version until another version arrives that hopefully will resolve the issues. FYI: I’m not using any special mods other than voiceattack and Viacom pro. Not running SRS and only using single player. Listening works until in DCS and in aircraft.
  14. I'm having similar issues. The listening resumed/suspended log seems to happen so quick that no voice input is recognized. I've tried some of the other fixes but all was well prior to the latest update. Any word from the devs on this because for someone that relies on VA to play, this is kinda a game killer...
  15. Would be helpful if when setting weather (clouds, time, etc) to have a notification to say what that current configuration would be, ie. Case I, II, III. I may be wanting a particular level of clouds (once we get beyond presets on 2.7) and inadvertently get below Case I minimums. Having this notification in mission editor would be handy. Another option may be to have presets for each Carrier WX condition. At the very least maybe list the carrier condition on the current presets. Just pondering. Best,
  16. Awesome thanks folks! Ya’ll rock.
  17. New to this beast and trying to figure out something that is likely very basic. Once I've selected weapons ie the vikhr, and want to return to navigation mode. How do I put the skhval back into standby and return the hud to navigation mode? I have been navigating after the attack via the HSI but don't have wp info on the hud. Like I said it's probably simple and right on page 1 of the manual but I can't find it. Thanks in advance -Climber
  18. I only have the version sent via updates. Are there updated versions available?
  19. Ran this mission tonight and Olive is still blocked.
  20. Ran right into the back of the helo on landing!! Frustrating. Needs some serious fixes!
  21. As promised here is a link to the video created to accompany the above track file. I apologize that the voice over couldn't be heard over engine noise explaining the steps I was taking to reproduce the issue. I also apologize as I accidentally pumped the primer while cycling the lock during takeoff. Fat finger on the mouse button. This issue will occur with or without the pumping as the issue is more with the cycling of the pump locking mechanism. https://youtu.be/dYPM8vOeP50 Best, -Climber
  22. Track file showing issue as described above attached. I am currently rendering a quick video of this track file to accompany. I will post it when it is completed and loaded to YouTube. Thanks for responding. -Climber Climber primer bug.trk
  23. Found a bug: I had been having issues with gaining full power on takeoff even with turbo engaged. It wouldn't happen all the time just maybe 20% of takeoffs. I know that if the primer pump isn't locked back into place during flight it will effect the power to the engine... and that seems correct and that isn't the issue. I found that when starting (I've flown the A2A jug and used to flying it) if I leave the primer unlocked during startup and pump it during startup (should be modeled if not already for cold starts) and lock it back after the engine is started and running smooth the power will not come up on takeoff. The RPM will not even fully rise as it should. I was powering up prior to coming off the brakes for takeoff (I've started doing this to see if I was making full power prior to starting my roll) and the engine wasn't generating full power and the turbo RPM wasn't coming up as it should. I then decided to check my primer lock. Once I cycled the primer lock I was able to gain full power and the turbo began generating as it normally does. The issue is that the primer pump (if primed after or during engine starting) and locked again doesn't fully register in game. By cycling the primer lock it registered once again as fully locked. In the future my solution is to NOT prime on starting ONLY prior to engaging starter. If in the future priming is required for cold starts (environmental cold not cold start on ground as in game settings) this may need to be addressed in the coding. The need to prime to assist in starting is a normal procedure and the engine should be able to be started and run (poorly but should run) on primer alone without the mixture engaged. Like I said before I don't know if this is modeled yet or not. Love the jug and can't wait for future capabilities to come to this module. -Climber
  24. Thats correct. I understand the 4800, I was just curious if there may be some code tweaking needed from the ED side or if the need for additional boost is indeed required over the straight supercharged radial to reach 51"
×
×
  • Create New...