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sideshow

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Everything posted by sideshow

  1. I don't know if I'm doing something wrong, or if it's a bug, but on mission 6, 406 disappears on the boat. The status doesn't say it took of, or crashed, just that the engines started. I visually watched it hooking up to the cat. I went to my cockpit to check altitude, and by the time I switched back it was gone. Also, 405 does not meet at waypoint 2. He just keeps flying east. By the time I'm set up for the missing man, it's just me and 410. Am I supposed to wait for the other jets to take the cat first?
  2. Did you check and see if he had weapons still? When I did this mission, I went after the truck, and had him hit the house. I noticed afterwards he had no bombs left. I bet he dropped both the GBU and the JDAM on that first target.
  3. At the risk of getting stuck in an infinite loop here... Because you taxied to far past the cat.
  4. RAZBAM briefly had a 135 with that hose adapter in the game. For whatever reason they were unable to get it to work, so it was dumped in favor of the KC-135 MPRS we have now. That was also done by RAZBAM.
  5. It’s a bug. Certain red lights on certain modules will illuminate for no reason. Effects AI, user controlled and static objects. If you hop in a hornet you’ll notice one of the red lights on the left wing is on. Within a certain distance of zoom it shuts off. Someone else posted regarding this bug and f-15s in Nevada.
  6. I've done a few repairs, as well as deleted the F-18 module and reinstalled it. both did nothing. I also deleted the F-18 completely out of the coremods and mods folder before running a repair, in hopes of it installing all new files.
  7. I had Open Beta installed on an SSD, which was running out of room. I found another thread on here, which said all you have to do is copy everything from one drive to another, and change the shortcut paths. Everything went smoothly, except now the pilot and wings for the F-18 are invisible. I don't have any mods enabled, and the first copy of open beta, still on the other drive, works like normal. I've done multiple repairs, removed and also removed and reinstalled the F-18, both did not fix this. I have numerous other modules that don't have any problems with them. Anybody experience this or have suggestions?
  8. I purchased hall sensor upgrades from vipergear.eu a while back. They bolted straight in, and much better than the old pots. They also make a strain gauge setup for the stick, haven't tried that yet.
  9. These guys make a pressure sensing replacement for the cougar. Should replace the gimbals. I purchased their hall sensors for the stick and throttle. Works really good. vipergear.eu
  10. It would also be nice if the tanker would adjust it's speed for slower aircraft like the A-10.
  11. Really excited for this!! :pilotfly:
  12. This would be huge for the 3 position switches. Similar to the way the mode switch is mapped on the F-16.
  13. Still have my old cougar sitting in a closet. Recently upgraded it to hall sensors, but don’t use it. Foxy software was really good. I used it a lot on BMS.
  14. Looking at the new key binds, to simply release a weapon would now require three binds per cockpit, for a total of six, being that you have to now set forward and rear cockpit binds individually. You've got a bind to raise a finger guard, a separate bind to push the pickle button/trigger, and a third bind to close the cover. On a real stick this is a no brainier, being that the guard is placed directly over a button, and is manipulated very easily by flipping the guard out of the way and pushing the button in a single action. In sim, one needs to find multiple binds that aren't used, set them as guard lifts and lowers. As an added "benefit" these buttons have nothing to do with the trigger / pickle button, being that they don't actually cover it. This is an issue where simulator hardware limitations and the need for reality in sim clash. Prior to implementing something as simple as a finger guard, I wish the Devs would ask themselves if the modification is something that adds value to the simulation experience, versus adding an unnecessary handicap. simply animating the guard moving, at button press, would have sufficed. It would also save multiple new key binds for being necessary.
  15. Are there plans to create special options, specifically for the C-101, to disable this? The F-18 has a similar option to disable the finger lifts. If I read your response correctly I would have to use simplified flight models for all jets just to get rid of the finger guard option in the 101?
  16. I was able to slew the camera, and get the AGM-62 Walleye locked on to targets, with and without the datalink pod, from a ground start aircraft. However, the weapon would not release. Put an air start jet in the same mission, and everything worked as advertised, to include weapon launch.
  17. I think the problem may be with one of the .luas in the config folder. Last time this happened I made a copy of the entire DCS.openbeta folder after doing the shuffle, and setting everything back up. If I get this error again I’ll just copy my saved one over.
  18. This has happened to me a few times. Something gets corrupted in the open beta folder. The one under the users/saved games folder. I save my joystick profiles, missions I’ve created, and any mods. The. Delete the entire DCS.openbeta folder. Launch DCS and it will replace the folder and sub folders. Kind of like getting rid of the metashader and fxo folder, but the entire thing. If you don’t want to delete the folder, just copy it to a second location
  19. I do all of the same. And for a little added realism use the throttle pinky switch to kill the external lights.
  20. I'm getting this same stuttering after the last OB patch. I've updated my Nvidia drivers, and deleted the Metashaders and FXO folder. Still same issue. Looking left or right causes this stutter for me in VR. I'll get the hourglass until it sorts itself out. GPU shows I'm getting 45 fps though.
  21. I've had luck with unarmed ships, anything with SAMS is another story. Seems like the Harpoon doesn't acquire a target until around 8 miles. At that distance it can't dive into skim mode before being shot down. Also, I know the harpoon is very much WIP, and things will most likely be tweaked. Also, I'm not claiming to be an expert on the AGM-84, and have no idea how far out they'd be able to pick up a large ship in real life.
  22. I agree. This is my pet peeve. I don't even think you get a full 10 minutes. It seems like the mission starts time the second engine comes online.
  23. Unlimited ammo would be sorta realistic in a training environment since IRL you’d put the stores in SIM. In that mode the hud traces out the path of your bullets on the display. However it’s most likely impossible to do this in DCS and still register kills against the AI.
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