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Everything posted by feefifofum
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New to DCS and newer to K-4, have couple o questions...
feefifofum replied to cronustr75's topic in DCS: Bf 109 K-4 Kurfürst
1. Yes, any mission designed with the WW2 inventory pack requires that you own the pack in order to play or open it 2. NVidia's ShadowPlay (part of the GeForce software suite) and FRAPS are two popular recording services. I believe YouTube and Twitch can also stream your desktop directly to their website. 3. Most likely you are overcontrolling the aircraft. The absence of physical feedback and resistance in the controls makes it difficult to effectively communicate this, but it's something you should find you become accustomed to after some practice. If you haven't done so already, setting some curves on your pitch and roll axis (20 is a good place to start) will give you finer control over small adjustments. Spend some time in free flight learning the limitations of the aircraft where you can watch the gauges and the picture outside of the canopy without worrying about getting shot. -
Hi Stu. You can find a lot of great free content in the "Missions and Campaigns" forum as well as the user files section at digitalcombatsimulator.com Reflected and Bunyap have also shared sample missions from their payware campaigns; you can find these below - Operation Charnwood P-51D sample missions Blue Nosed Bastards of Bodney sample mission
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(CO-OP MULTIPLAYER) Operation Lead Sky
feefifofum replied to feefifofum's topic in User Created Missions General
Mission updated for 2.5.5 compatibility! F-14B slots added and all incompatible mod objects removed from standard version -
(CO-OP MULTIPLAYER) Operation Hydra
feefifofum replied to feefifofum's topic in User Created Missions General
Mission updated for DCS version 2.5.5! Hornet and Tomcat slots added in both CAP and CAS roles, and all 2.5.5 incompatible objects have been removed from the standard version -
The New Soviet Republic - Cooperative Multiplayer
feefifofum replied to feefifofum's topic in User Created Missions General
Missions 1 & 2 updated to add the F-14B and correct 2.5.5-related issues! -
I know it's been reported but worth mentioning again - any audio file in a SOUND TO COUNTRY trigger is not being played.
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Would be so good if we could swap the F-15 with Hornet
feefifofum replied to metzger's topic in F-15C The Georgian War
Hi madeiner. Using the method I described you can fly any aircraft you desire. Just be sure you use the original player flight and keep your wingman to avoid breaking triggers. -
1. Scenery objects remove does not display to MP clients 2. Late activated naval units do not synchronize properly for MP clients. Boats appear invisible or wake/shadows only unless viewed from a very specific angle. They cannot be damaged. If a client leaves and returns, the position will display properly. If the boat is destroyed, clients experiencing desync will see the smoke from the burning vessel at its ORIGINAL position, not where it was destroyed. A client can correct the desync by exiting and rejoining the server 3. MP clients not accessible at the group level by scripting functions 4. Absence of a neutral coalition 5. Absence of undo function 6. Combined Arms control not available for dynamically spawned artillery. MP clients also unable to move naval vessels I'd say those are my main issues at the moment. Thanks!
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Operation Bactria (MP COOP 14), Afghanistan CAS
feefifofum replied to Habu23's topic in User Created Missions General
Take note, SOUND TO COUNTRY is the tool Habu used to separate transmissions for taskings for different flights. If you try to use more than one flight simultaneously you'll receieve some confusing taskings very far away not intended for your aircraft. A workaround that would not break the MP capability would be to use SOUND TO GROUP but making those changes is much more labor intensive as it requires multiple triggers per flight and manually reselecting the sound file. -
If you're flying naval aircraft, the tail number is used while communicating with the carrier. Not sure if they do the same if flying off of land or use traditional callsigns in other contexts.
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Nope. "Invisible" only means other AIs won't take offensive action. There is no way to make the 3D model disappear.
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A CONTINUOUS ACTION type trigger will iterate every second so: 1 switched type trigger for each coalition to check if a coalition is in the zone uncontested, which sets a flag 1 continuous trigger for each coalition that executes FLAG INCREASE by 1 as long as the coalition remains in the zone uncontested 1 switched trigger that deactivates the timer flags and zone flags, effectively resetting the timer, if the zone becomes contested or the members of either coalition completely leave the area. 1 trigger to check when the blue timer = 900 (15 min) and 1 trigger to check when the red timer = 900 and display an appropriate message.
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Yeah, all of my MP ops pretty much require at least 3 or 4 people to have a fighting chance; you could of course choose to add some AI flights but things like the SAR pickups will have to be done by a live pilot. My group typically flies flies 7-8 assorted strikers, 2-4 CAP pilots, and 2 transport pilots with KA-50 escort. You only need to worry about enemy fighters if someone is occupying a labeled CAP slot The NSR series, particularly NSR2, and Operation Wax Wings are well suited to smaller groups or solo pilots with added AI wingmen.
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Snagged them...sadly don't have as much time to play as I used to but I always enjoyed your hog ops so I'm looking forward to cracking these open when life permits. :thumbup:
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VP-Airfield Equipment 0.8.2 beta
feefifofum replied to Hawkeye60's topic in Utility/Program Mods for DCS World
The NATO objects are still working (due to being newer models.) The Russian objects unfortunately are not, but the author has been informed and is looking into it last I heard. -
Ze Dim' New Static Pack
feefifofum replied to dimitriov's topic in Utility/Program Mods for DCS World
Thanks BaD, that one slipped by me somehow! :thumbup: In that case, please disregard my request dimitriov, it seems your energy is better spent elsewhere! -
Ze Dim' New Static Pack
feefifofum replied to dimitriov's topic in Utility/Program Mods for DCS World
Hi dimitriov, Firstly, merci beaucoup for your efforts to update some of the community's most loved objects as well as add a few items of your own. I'd like to add a request, if I may; could you add a placeable LZ light along the lines of Lilkiki's lights? -
Anyone has a script that return the wind speed&direction?
feefifofum replied to Frag's topic in Mission Editor
Check out WeatherMark. -
Hi oldpop, You can change the coordinate system displayed on the map in the game options or by pressing the left alt key and Y while looking at the map, or an external view in-game. Note that the coordinates won't update to the new system until you move the cursor if you are looking at the map. They will update immediately in external views.
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Fleet Defense, Prevent Fleet from Attacking Enemy Air?
feefifofum replied to Grifter's topic in Mission Editor
No dice there...attacking the naval vessels is an automatic defensive maneuver as soon as the AI is given permission to fire. More specific conditions only exist for aircraft groups at this time. As a workaround, you could also toggle the enemy naval vessels to be invisible when you flip your friendlies' ROE. As long as other AI isn't supposed to be attacking the ships at the same time this should achieve the desired result. -
Active Slot Balancing - Proof of concept with video and mission
feefifofum replied to Pikey's topic in Mission Editor
Guys who are just finding this: This is a very old thread and the functionality has been incorporated into the MOOSE framework and updated by the original author. You can find more information here and a very helpful community here. -
Fleet Defense, Prevent Fleet from Attacking Enemy Air?
feefifofum replied to Grifter's topic in Mission Editor
At this time there is no way to limit the types of ordnance that naval units can engage aircraft with, it's all or nothing. If you wish to completely restrict the fleet from firing, click the group and click the ADVANCED WAYPOINT ACTIONS button at WP0. Click ADD, then select Set Option -> ROE -> WEAPON HOLD from the drop down menus. -
Built on that code, probably, but not related. I would look into using the F10 radio menu vs. a complex script unless you have a strong programming background.
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What one would do is play pink noise out of speaker with a flat response and take a reference measurement. Then, seal the reference microphone in the helmet and measure the difference in frequency response. This will let you generate a filter curve that you can apply to any audio file to approximate what it would sound like from inside of the helmet...at that point, you only need to worry about capturing accurate sounds when you record any other elements. It also allows you to hear the unfiltered audio if you so choose without having multiple sets of files and thus installation bloat.
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Right. In order to use the throttles for that, there needs to be a button press associated with having the throttles back, all the way in the off position. There also needs to be some kind of physical barrier to prevent you from accidentally shutting the engines off when you bring the throttles all the way back. The TMWH has a physical stop that you must actually lift the throttles out of the base and over top of. They then come to a rest on a button. In DCS, this button is mapped to a special binding the sets the throttle to OFF when the button press is detected, and when the button is released (meaning you have physically lifted your throttle back over the detent) is sets the throttle to idle. This is also why you must move the throttles to off AFTER you're in the cockpit for that binding to work - DCS isn't "listening" for the key press to initiate the process until the simulation is unpaused. With any of the logitech X series, to the best of my knowledge there is no such physical stop and therefore you would be better served simply binding those two idle/off controls to a switch on the base.