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Gnabbla

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Everything posted by Gnabbla

  1. 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.
  2. 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.
  3. 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 :-)
  4. 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
  5. 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
  6. 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.
  7. Trackfile and Screenshot attached. As you can see. The compass overlay is wrong and so is the placed waypoint (1) marker sa_page.trk
  8. 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.
  9. 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 :-) )
  10. Please read my report again. It isnt about the hovering at all. Its about starting with heavy payload and loosing it still doesnt gives you access to the hover where as starting light just from the beginning does. So I had to rearm myself by just confirming the the state i had (33 fuel, no more weapons) bit after that I could. Hope its clear now Gesendet von meinem FRD-L09 mit Tapatalk
  11. I've played the "Parking Hot" Instant Action Mission in Nevada and after flying for a while (33% fuel left) and without any payload but the gunpod I did a Short landing, checked my weight in the Rearm Menu ~ (17k Pound) and tried to hover a bit, but it didn't work at all. So I reopened the Rearming menu and confirmed this setup. After the rearming/refuelling which didn't do nothing but just let it as it was. I could lift off very well.
  12. 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
  13. 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.
  14. 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
  15. 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
  16. It's the same here in germany. Kilo- Gramm/Meters....
  17. 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?
  18. 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.
  19. 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
  20. Agree and thanks for the answer. So is there anybody out there who did this mission and might give us at least a hint?
  21. 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.
  22. 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.
  23. 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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