

Gnabbla
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Everything posted by Gnabbla
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But the grass runway doesn't seem to be modelled as a runway in terms of DCS. Sure it's there visually. But I couldn't start nor could I land on it. It's bumpy as hell and seems to be just a normal grass field when it comes to DCS simulation. Every other (or at least the ones I tried) grass runway worked fine so far for me except this one.
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[REPORTED]JDAM/JSOW PP Programming behavior with invalid data
Gnabbla replied to Gnabbla's topic in Bugs and Problems
You might be right when it comes to realistic behavior or how things should be done according to realistic procedures. But I'm playing the game and don't want to act like a real hornet driver. So, this is the bug report section. I'm sure that I've found one and that's why I did this report. Regardless of how useful it might be or needed. -
[REPORTED]JDAM/JSOW PP Programming behavior with invalid data
Gnabbla replied to Gnabbla's topic in Bugs and Problems
Watch my track file. Coordinates are precise and are accepted. You're right, I could press the UFC button twice but it's gonna be some more work. In my case I'm usually engaging and programming targets which do stand very close together (e.g. SAM Site) meaning that the elevation ist mostly the same or differs about 1-2 feet which I don't care. When you've entered your elevation, it's still selected. All I need to do now is cycle through each station or pp and press enter each time. I don't have to enter the elevation again, nor do I've to click several buttons (in your case 2* UFC Button, 1*Select Elevation, 1*Desired Unit(Feet/Meter) and the Elevation on the Numpad itself). I'm just pressing enter and that's it :-) -
This one is a bit complicated to explain. But it happened to me the last time when programming all my PP's. Due to the fact, that you cant enter the altitude at the same place where you enter you lat/long coordinates, I wanted to save time (instead of going back and forth) and decided to enter all my coordinates first by entering the long and lat and just stepping through all stations until I'm done. Each PP is overlayed with a X, because the altitude is still missing and therefor it's invalid. Which is fine. But once you enter the altitude data for one given PP to make it valid. You're going to override the other PP's as well with the Data of the first valid one when entering the Altitude data for those. Meaning that each PP will have the same long and lat coords. As I said it's a bit complicated to explain but that's why I've attached a track file. jdam_pp_waypoints.trk
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[NO BUG]TGP follows moving target even when shadowed
Gnabbla replied to Gnabbla's topic in Bugs and Problems
Watch the attached track. I'm pretty sure it can't do that. In the beginning it takes some time for me to get a point track. maybe due to the range. Then I'm going to turn back to obscure the TGP FoV. After turning back it still tracks the moving tank quite well. tgp_obscured_tracking.trk -
As the title says, TGP keeps track of moving target even when shadowed or outside gimbal limits. Once you regain visual again, it still is tracking fine. And I don't speak about a disruption of maybe a few second which might be plausible. More about like flying a complete 180 turn quite slowly (20 seconds plus) where the tgp is shadowed the whole time.
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I'm using the True North Mode in the HSI. When I do select the SA Page and select the Map. The Map itself stays fixed (according to the True North) but everything else (Waypoints, Sam Sites, Aircrafts...) rotates relative to my heading. Meaning that when I fly south to a waypoint south of me, it's is located in the North on my SA Page which becomes quite confusing.
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Even if it's the community edition, I'd like to see lights and a working ATC even there, because it would be a bit akward if not (There is the ship, can't you see the lights?, No, and couldn't ask for a heading because they can't here me :-) )
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Dear Razbam, I own both of your modules and I'm rly enjoying them so far but there is one thing which bugs me since the release of the mirage. How can the lights (especially the big ones on the back, anti collision?) look so basic like just an image overlay without any noticeable transition when the external model in contrast is so damn good? Is this some engine limitation? Gesendet von meinem FRD-L09 mit Tapatalk
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For me, this pricing model is not acceptable. The new assets should be a core part of the game or at least in a low-quality version (like ARMA does) to not unnecessarily exclude people from the multiplayer experience.. The argument that the development of new content comes not for free doesn't count for me because that's usually the case when you have a software product which needs to be supported and maintained. I do understand that ED - as a company - is interested in making sales and they should deserve it because there products are awesome, but there should be a different model than this. If the future of DCS World is having multiple Assets for everyone, I won't be able defend this for someone new to this game, nor is the person probably willing to pay more than 100 bucks at once, just to be able to "try out" dcs world in a proper scenario. The initial barrier shouldn't be that high. Speaking of other WWII Sims. 50$ will usually get me one or more maps, ground assets, a campaign and several aircrafts to fly. I now that the fidelity in DCS World is most of the time a lot higher, expect the damage model but that's something which isn't clearly visible from the outside and if you aren't that familiar with study sims at all. But by having a lower initial barrier, DCS World might become the combat flightsim for everything, pushing other competitors completely out of the market and thus selling more "copies" which will bring them more money. I've bought several modules in the past just so to support ED and did only use a few of them. I was rly interested in this whole normandy map. The price is not the problem but as long as this asset separation stays as it is, I'm not going to buy anything.
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DCS World 1.5 Open Beta Installation in "Steam Mode?"
Gnabbla replied to Gnabbla's topic in General Bugs
I've simply used the uninstall utility from steam. Can't do anything else, because it's already uninstalled :lol: I've used the DCS Updater from Skate Zilla to get all my missing modules installed. Couldn't wait to get my hands on the stick again :joystick:. Seems to work. However, would be good to know how to remove all the steam affinity in the afterwards and to not rely on external tools. Ty anyways -
Hey all, I'm trying to Install a "Non-Steam" DCS World client. I'd the steam client installed but I wanted to switch to the other one because of the Viggen and the Mirage (Which are already bought, btw.) But my problem is, that the "new" client does somehow relate to the steam one, because it doesnt offer me the module manager, nor is it pointing to the ED Store page when clicking on the buy icon on a module in the bottom bar, but instead redirects me to the steam store. The steam client is already uninstalled and I even tried the repiar functionality of the DCS World updater. My feeling is, that there might be some registry entry which needs to be wiped out. Would like to know what I can do. Thanks in advance
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It's the same here in germany. Kilo- Gramm/Meters....
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That's unfortunate, but thanks for your efforts. However, I can't understand why this has been designed in such a bad manner. Every plane is different. There is almost no documentation or support available. I would like to propose a rly simple solution. You can define a new "virtual key" in the settings interface pretty similar to the process of adding a modifier. The key is pressed when a set of conditions is met. Example: Keyname: NeutralFlap Condition: JoyButtonX IS_NOT pressed //JoyButtonX the button assigned for LandingFlaps Condition: JoyButtonY IS_NOT pressed //JoyButtonY the button assigned for RetractedFlaps All you need to do now is to select the TakeOff-Flap category and assign the "NeutralFlap" Button which can be selected via some DropDown list or sth. like that. FIN! Shouldn't be that hard to implement, right?
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Thank you very much. :thumbup:
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Guys I don't get it and need your help. The L39 lua seems to be a bit different compared to the P51 one. I just want to configure the three-way flaps switch. Is there anyone who owns a Thrustmaster Warthog and might want to share me a working example? That's the original: and that's what I did My understanding was that when the middle position has the value "4" I just need to set it to "4" when landing as well as the flight position loses the focus. Pretty sure that I've mixed up something here. Looking forward for your help. Ty in advance.
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The mission starts head on head with the enemy opponent in a L-39 probably less then 8 seconds away of a merge. Sometimes you'll even recieve a missile hit within the first seconds of the mission when he's flying straight in your direction
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Agree and thanks for the answer. So is there anybody out there who did this mission and might give us at least a hint?
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Hey guys, is there anybody who did the air to air practise mission which is part of the instant action category without labels and such? And if so, do you might hav a video or do you know already an exisiting one? Beside the fact that it's pretty hard for me to see my oponent (Thx to the big Gunsight. Luckily you can dismount your gunsight and try to aim the missile seaker without a crossair) And except the fact that you need to be under 2G to fire the missile it's almost impossible for me to get any tone. Except when flying into the sun or maybe shoot down some bombers. So how do you do it? I'm bleeding a lot of energy when I try to get behind my opponent and also I need to pull more G's when closing in while doing a turn fight. Maybe it's me or the AI Flightmodel (probably both) but at some point I'll start to stall or need to trade some altitude in exchange. But even when I hav the feeling (which is rare by the way) that I'm just < 100 Meters behind him and my Nose is straight directly aimed on his back, without pulling any G's, I can't get a lock/tone) Sry for my english guys. I'm not a native speaker.
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You wouldnt notice any change in bandwith resource requirements because right know the horizontal head angle is already part of the transmission. So you just have to add another maybe 4-8 byte value which represents the vertical angle. That's it.
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Ah, having the same issue (Game crashes for some modules after modifying export.lua) Also with the Mig15Bis from Belsimtek. So this isn't a Problem with DCS World but with IntelliVibe? I don't get it. How can a 3rd Party tool which is just listening on data from DCS World cause DCS World to crash? If that's the case, this is realy unfortunate.
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Game crashes for some modules after modifying export.lua
Gnabbla replied to Gnabbla's topic in Game Crash
I've zipped and added the Logs as an attachment. The archive does also contain my modified export.lua which is located in $HOME\Saved Games\DCS\Scripts\Export.lua I chose the Mig21 for this "Crash reproduction" The log does state among other things the following errors: 00050.425 ERROR DXRENDERER: DXDefTexture: failed to open file mig-21_exterior_genericspecular 00051.873 ERROR DXRENDERER: DXDefTexture: failed to open file mig-21-cockpit_sps_iab 00051.903 ERROR DXRENDERER: DXDefTexture: failed to open file aotest 00052.619 ERROR SOUND: invalid source_params(COCKPIT_2D:aircrafts\mig-21\engines\mig21inengineidle): position orientation 00052.619 ERROR SOUND: invalid source_params(COCKPIT_2D:aircrafts\mig-21\engines\mig21inenginehigh): position orientation 00052.638 INFO DCS: dbox failed Initialize -7 It's hard to believe that this crashes due to missing or invalid sounds as well as textures because without the modified lua file it works quite well. However, the whole dump is also part of the attachment but I do have problems to understand it properly. So maybe someone else might do it? Maybe you can just try to reproduce this error by adding intelliVIBE = true to the bottom of your lua file in $HOME\Saved Games\DCS\Scripts\Export.lua Just try to fly a Mig21 or Mig15 then. Cheers and thanks Gnabbla LogAnalysisIntelliVibeCrash.zip -
Hey guys, don't know if this is the right spot here because this issue seems to be module dependent. However, I've found two modules where this issue does occur: I need to modify my export lua script with the "intelliVIBE = true" to get my IntelliVibe working as described here=> https://www.ivibe.com/index.php?page=DCSWorldSupport IntelliVibe is basically a seat-system which tries to simulate/create physical feedback of flying events (g-forces, firing the guns, retracting the gear and so on..) Therefore it needs to listen to several events provided by the DCSWorld-Engine. This works for the following modules: FW-190 P51 All FC3 Planes A10C KA50 But as soon as I try to jump in the Mig15 or Mig21 cockpit, the game crashes. Error is "could not load debriefing". This doesn't seem to be the root cause, more likely this message occurs because there is nothing to load due to the prior crash. However, I can fly every mission with a Mig15 and Mig21 inside until I try to fly those planes. If I remove the line described above, I can fly those planes without any issues. I can't imagine what's wrong here, because it's just a flag which I set, also it's hard to believe that this flag is used by those two modules internally due to the intelliVibe name in it. Sorry, my english is more bad as well. Thanks in advance. Kind regards, Gnabbla Edit: I'm not at home right now, so I can probably go into more details late this evening.
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Hey guys, I like to create a mutliplayer mission in which you have limited resources in terms of airplanes and ammunition. I already know that you can modify the warehouse item list, but that's not what I want at all. I would like to see all the available planes already on the airport. Or in other words. Is it possible to prevent the spawning of a placed (In editor, let's say rampstart) airplane when entered by a client during multiplayer because it should be already there in an "uncontrolled" state. Or does it not work due to a different damage model between ai and player controlled vehicles because the airplane could already become damaged while staying on the ground? My other question is if you can modify combat-task-to-airplane mapping, because I would like to see the Mig21BIS in the FighterSweep task but it isn't available there. The reason for this is, that I want to add a "Search in Zone" action which isn't available in the Intercepter role. So how can I force a Mig21 to scan a given zone for any targets? All I can do is add several specific groups or units because I can't use the scan action. Sorry my english is more bad as well.