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Everything posted by feefifofum
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Considering a Reverb, do I need a new PC?
feefifofum replied to cuervo111's topic in Virtual Reality
I'd recommend looking into a RAM and video card upgrade prior to going down the path to VR. Of the sets, I've heard the Reverb offers the best visual fidelity but there are some major issues with tearing/smearing when things are happening quickly. If you're willing to cough up for it I think the Index is the best set on the market right now for all around resolution/performance/content. I am using a Rift S and find it adequate for reading/spotting and the price of entry is much lower. -
Nothing happens in the mission editor unless you tell it to happen. You must define targets and victory conditions and create triggers to detect when they have been accomplished. If the target building is a scenery object in the map, you'll need to write some code to detect if it has been destroyed. If it is a static object you have manually placed, you can use the UNIT DEAD trigger condition to determine if the object has been destroyed.
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When can we expect to see a Data link rework
feefifofum replied to TaxDollarsAtWork's topic in Su-27 for DCS World
Oh boy, now you've done it... -
My money would be that you are changing the aircraft start time at WP0 instead of changing the mission start time. What this means is you've accidentally told the game "begin simulating the world at 8AM, but this aircraft's sortie begins at 8PM" so you would have to wait 12 in-game hours for the aircraft to become available. Handy if you're trying to schedule a series of staggered AI flights, not so much for what you're doing. In the left hand toolbar, click on the briefing section (looks like an image of a notepad) to change the time and date of the entire simulation. Leave the start time values for individual aircraft at their default values and everything will start as soon as you unpause the sim.
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Do you want this sound to be played over a radio channel, or in the background of the game world at all times?
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VAF Operation Khachapuri V1.0
feefifofum replied to VAF [136] Striker's topic in User Created Missions General
EDIT: RTFM'd, please disregard! -
Aircraft Carrier Missione Editor Question
feefifofum replied to FlankerMan's topic in Mission Editor
As said, click the tank icon. That will display an image of the unit to give you an idea of its dimensions. As rudel says, parking for player or AI aircraft that will actually be operated in the mission is limited to a few positions that are automatically assigned. If you just want to place static objects for scenery purposes, place the static then click "offset fixation" and select the carrier as the link unit. -
Air units not visible on mission choice until airfield is taken
feefifofum replied to Adamastor's topic in Mission Editor
Search for Ciribob's simple slot blocker, that should turn it up. EDIT: Here -
Not understanding why ctrl + F11 isn't meeting your needs? Use an F key (or your position on the F10 map) to get the camera at the desired starting position then uncage it and freely move at the desired speed while still keeping motion-relative headtracking...works great for filming. Or are you just wanting to get there faster from the ME vs. hitting the green check and launching the sim?
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Hi Pete. As draconus suggests, your issue most likely stems from default control bindings providing erroneous inputs which cause your aircraft to stall. DCS will try to assign values to all controls connected to it, and cannot distinguish between the brakes and joysticks as an example. The result is, you'll frequently find thrust, pitch, and roll bound in multiple controllers. Open the options menu, select controls and F-15C. Choose "axis commands" from the category drop down menu and the screen should populate a list of your connected controllers and the available bindings. I'd first recommend clicking each controller's column and pressing the clear button to delete default bindings from each device you have connected. You can then double click on a binding in the appropriate column and assign the control. For example: In the Thrustmaster TWCS column, double click "Thrust" and move the throttle. DCS should detect the movement and assign the control (or you can choose it manually from the drop down menu on the new screen that has opened) Some other quickies to get you flying: "B" will cycle airbrakes "F" will cycle flaps "G" will cycle landing gear "W" will apply wheel brakes
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Nice...do I smell another event industry professional? ;)
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Bad performance with air rescue helicopter missions
feefifofum replied to davidp57's topic in User Created Missions General
Yep that's plenty of PC. Have you tried the usual suspects? Update all video/audio drivers? Delete the "fxo" and "metashaders" folders located in c:/users/YOURUSERNAME/Saved Games/dcs.openbeta? Run a cleanup and repair? -
Script files, custom audio files, and briefing/kneeboard images are included inside the .miz but each player and the server machine will need to have the custom object pack installed.
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In-game, you can decide which stores to carry per-pylon (and per crew position as well in the Huey) by right clicking on the blue window below the pylon number after requesting rearm/refuel from the ground crew. In the Mission Editor, you can define custom loadouts which will be available to select from the drop down menu for any similarly tasked helo. Select a Huey, select the loadout tab, and click the "NEW" button at the bottom of the screen to create and name a new loadout. With respect to operation in-game, you most likely have an incorrect weapon type selected on the selector panel or the master arm in SAFE.
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Bad performance with air rescue helicopter missions
feefifofum replied to davidp57's topic in User Created Missions General
"Outside of missions" is the key element there. That means there is no AI pathfinding occuring, no script conditions being monitored, no AI visibility checks, and all kinds of other processor-intensive real time activity... I can't speak to poly counts of specific objects, but I use most of those mods without issue in my own missions. That said I do have a reasonably beefy video card. If you post your system specs folks might be able to offer some insight as to what the issue might be. If you're seeing major framerate dips when units are added to a location the most likely culprit is memory. -
ROE Question - WEAPONS HOLD, RETURN FIRE
feefifofum replied to TheHighwayman's topic in Mission Editor
Remember too there is a hierarchy of actions; if your ROE settings are beneath an orbit action, for example, the orbit will prevent the ROE actions from occurring until the aircraft breaks its orbit. -
On a vaguely related note, the excellent deltasim thumbstick mod for the Warthog does in fact work like a charm if you're not afraid of voiding the ol' warranty.
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The aircraft, naval, and ground units available varies by country. At this time, I don't believe Iran has access to any naval assets as none have been added to the game yet. For OPFOR naval units, use Russia or China for the time being.
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VAF Operation Khachapuri V1.0
feefifofum replied to VAF [136] Striker's topic in User Created Missions General
Oooh I love it when I don't have to make this kind of content myself. :thumbup: Thanks for sharing! Is there an "end" or does it just keep going as long as people are flying? -
Mission creating with various client jets
feefifofum replied to TheTrooper's topic in Mission Editor
All core aircraft are available to use in missions regardless of whether the user owns the module. The only items which are access-restricted are maps and the WW2 assets (as well as any user mods you may download.) -
Sniped! Everything Grimes just said. :thumbup:
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They have to be given a specific target with the "Intercept" role. "Fighter sweep" and "CAP" are generic roles whose default actions include search-then-engage type tasks.
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The largest factor is whether the unit is capable of detecting you. The sensor suite on the aircraft as well as any logistics for the aligned coalition will determine how easily you'll be detected. Placing a long-range EWR or an AWACS should help direct them towards you consistently. One other thing to consider - last I tested, AI did not react properly to multi-client groups. Fighters would only attack the flight lead; the workaround was to place every aircraft in its own individual group and I never stopped building things that way after finding the bug.
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It shouldn't have any effect on playability. The "Player" setting will force the user into that aircraft slot as soon as the mission loads, and will allow access to some additional features such as items in the scoring system pertaining to structured campaigns. The "Client" setting will require the user to select the airframe, even if there is only one "Client" slot, after the mission loads.
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It has to do with how the game tracks mission success/failure. The campaign scoring system looks for ranges of values in different flags, among other things, to determine the player's score and whether the campaign will progress.