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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. Updated both standard and "no mods" versions to 1.1! Several bug fixes included. See original post for changelog.
  2. For things like the MiG-29A/S/G (or all the FC3 birds for that matter) that are more or less identical, you can load entire control profiles and then just go in and fine tune the items unique to each airframe (wing fold/refueling probe/emergency AB/NWS for the Su-33 etc.) Click on a controller column to highlight it and click the "load profile" button. Navigate to c:/users/USERNAME/Saved Games/dcs (or dcs.openbeta) /config/input/AIRFRAMENAME (where controls are bound) /joystick Select the appropriate file .lua file and it should copy all controls from your other airframe. Repeat that process for each controller you have connected. For other stuff, you just have to invest the time as each airframe is unique. The good news is, most of the time, it's a one-time investment of a few minutes to set things how you like and then it doesn't change unless major development happens with the module. Yes, I'm aware there was just a kerfluffle re: control bindings, before someone feels compelled to point that out.
  3. A single patch will include all required updates; if you skip a few updates you won't need to download every patch you've missed. :thumbup: With respect to video cards, the NVidia 10 series cards will be seeing a dramatic price drop in the near future as the 20 series cards are released and unless you're planning on flying in ultra-high resolution VR should offer more than enough horsepower to run the sim adequately. Like anything else in PC world, more is technically better, but I believe you start to see a diminishing return in performance vs. money spent with anything faster than a standard GeForce 1080. (around $260 used/$4-500 new vs $4-500 used/$7-800 new for a 1080Ti with slightly more RAM) If money is no object, the new 2080Ti series will run in the neighborhood of $1K and outperform anything else on the market for at least two months until the 3080Ti is announced. ;) ( ) As for HOTAS systems, also by Thrustmaster the HOTAS Warthog is an exact replica of the A-10C/F-16C stick and A-10C throttle quadrant and has more than enough buttons and switches to cover your bases on pretty much any flight sim out there. Thrustmaster is also planning to sell a stick you can swap in that is modeled after the F/A-18's (which in turn is very similar to the Harrier/F-15 stick) at some point in the near future. It's about $450 for the stick and throttle set. There are also some 3rd party companies that make extensions to give the stick a little more throw, which I'd highly recommend. I have a 120cm extension attached to my own Warthog stick that gives a throw more in line with what you'd find on a real jet, which allows for much finer control. For high-end rudders with toe brakes, you have Thrustmaster's new TPR at $500, the Slaw device at a similar price point, and the MFG Crosswinds at ~$320 depending on current currency conversion and shipping rates, all of which are of exceptional quality. For around $250 Saitek has some offerings, including a set of combat pedals modeled after the F-16, though I've found some of the parts to be of dubious quality (almost every single person I know has had a failure of the potentiometer in the toe brake within a couple of years.) If you're more interested in Russian-style controls, VKB and Virpil have some replica Sukhoi sticks and some throttles more in line with what you typically find on Eastern birds.
  4. Thrustmaster is still around, and for an entry level setup I'd look into the T-16000M. This is a joystick with a small slider for throttle control. If you find a renewed passion in the hobby, you can expand that with the TWCS throttle system (which very closely mimics an F/A-18C throttle quadrant) and rudder pedals. When/if you're ready to go full crazy, there are a number of high end controllers available that more closely replicate the various airframes you can find in DCS. Just to reaffirm, an internet connection is required to "phone home" and check copy protection every few days, but beyond that you aren't required to be online to play single player content. You might consider taking your PC into work one day and running the download during a shift, assuming your work internet is faster. A portable drive might also be an option. Hardware-wise, it's hard to say whether your performance will be satisfactory...the video cards you're running are more geared towards production than gaming, and the processor more geared towards server applications. As others have mentioned, the base "DCS World" product is free and includes the Su-25T and TF-51D so you can download it and determine if your PC is able to run it effectively. With regards to Steam: Steam is a third-party software distribution and social service. There is a version of DCS World that can be purchased through the Steam application, but the Steam version and the version sold on the digitalcombatsimulator.com website are not cross-compatible. The publisher's version tends to receive slightly earlier access to patches and support so that's the version I'd recommend going with.
  5. This does not belong here. There is a forum for posting videos. https://forums.eagle.ru/forumdisplay.php?f=88
  6. I had a friend who played 1.2 on a Surface Pro 2 without issue. Not the smoothest ride but it worked. I imagine you'd be fine for just tinkering in the ME.
  7. That was a weird one. I noticed that upon entering Boar Flight at mission start, I received Hawg flight's radio triggers, but if I returned to spectators then re-entered Boar flight again I received the proper menus. I added a slight delay between the radio commands being added and that seemed to correct the issue. Nothing you did was incorrect as far as how to populate the menus, just some kind of gremlin in the .miz. I did notice a couple minor housekeeping items, such as all radio triggers being available immediately so I removed the ability to push the armor before recieving tasking. There were also a few minor issues that would prevent this from working properly in multiplayer that I corrected: 1) Late-activated, visible before start units will not appear to move for clients in a multiplayer session, only for the host. For clients, those units will appear to remain stationary for the entire mission. The workaround is to use GROUP AI OFF at mission start, then activate the units with GROUP AI ON. 2) Client aircraft in a multiplayer session cannot be detected with group-level triggers such as GROUP ALIVE or PART OF GROUP IN ZONE. Instead, you must use UNIT ALIVE/UNIT INSIDE ZONE for any MP clients. 3) One of the aircraft was set to "Player." All pilotable airframes should be set to "Client" for a multiplayer or multi-aircraft mission. UKATC Operation Lazic FIXED.miz
  8. Yes, you can create a template of your herd using the toolbar on the left side. :thumbup:
  9. Hi moespeeds. Delete the default "CAS" tasking assigned to the group at WP0 when you place them in the mission...this will supersede all other taskings you give them and is essentially carte blanche to attack any OPFOR unit they detect on the map.
  10. Gotcha...you can disable that popup with a line of code, that's probably the best option. Run this at mission start. :thumbup: https://wiki.hoggitworld.com/view/DCS_func_setErrorMessageBoxEnabled
  11. getcoalition will return the faction of the selected group or unit. If there aren't a ton of planes and you know how many will be airborne and their names, you can simply use group.getByName('whatever'):destroy() If you don't know or things are dynamically spawned you'll need to build a table by getting the coalition and aircraft type then running a loop to destroy all objects in the table. If you want them to visibly explode vs. just being removed from the sim, then this should work trigger.action.explosion(Unit.getByName('whatever'):getPosition().p, 200)
  12. The folks who have drank the kool aid will always say that (no offense Hardcard ;) ) and in some cases it is absolutely correct and the path of least resistance...but if you're not a programmer this isn't necessarily one of them. The built in GUI is extremely powerful and should be able to handle this with no issues. I'll take a peek a little later today and see if I can find the source of your woes.
  13. Just wanted to say it's great to see another active mission builder, thanks for all your work creating these ops for the community!
  14. Place a unit and select the desired type. You will see "UNIT 1 of 1" in the menu on the right side of the screen. Click the arrow next to "of 1" to increase the number of units in the group. Each subsequent unit will inherit the properties of the previous unit unless you change them manually. I.E. place one cow, the next unit will also be a cow unless you change it. Clicking and dragging the first unit of a group will move the entire group, so be sure the first unit is where you want it. You can freely move subsequent units.
  15. There are indeed a few missing, some are also referred to by a different designation than the system they are launched from, or the manufacturer's designation vs. the NATO one. Not sure if those particular missiles are missing but I wouldn't be at all surprised to see the SA-2 absent since it's brand new.
  16. :thumbup: Glad you got it sorted.
  17. From a similar thread: https://forums.eagle.ru/showpost.php?p=3645276&postcount=2
  18. You don't need to memorize all 7000 lines of code, just load the framework and run the example code from the wiki with the zone name(s) set to your choice. https://wiki.hoggitworld.com/view/MIST_Mapobjs_dead_zones If you're not willing to dive into lua land you can always just put a single infantry unit, set him as invisible with restricted ROE and alarm state, and check if he's dead.
  19. There is a MiST function for determining if scenery objects inside a zone have been killed, this might be a better option. BOMB IN ZONE checks once per second so it is very possible to miss something in a small area.
  20. There are many countries which are not assigned to a coalition by default. Click file-> new in the mission editor and you will be able assign countries to the desired coalition and use them in missions.
  21. Create a trigger zone the approximate size of the Tarawa deck. A combination of UNIT INSIDE MOVING ZONE (plane, zone, tarawa), UNIT'S SPEED LOWER THAN, and UNIT'S ALTITUDE LOWER THAN should do the trick. Remember the altitude trigger will be expressed in meters. To determine the correct altitude, start a plane on the deck of the Tarawa and observe the altitude shown in the F2 view.
  22. I am wondering if only a finite amount of units will attack the target simultaneously for deconfliction. I won't be able to noodle with this for a few days, but out of curiosity - if you deactivate the first group prior to activating the second, will the second group engage?
  23. Many views have alternate versions if you hit the "alt" key, such as the plat cam view on the Stennis with alt-f9. Next time you're in a mission-critical dogfight, try out alt-f4. ;)
  24. Begin a level turn. Turn on autopilot master/attitude hold (leftmost button) , turn on altitude hold (second button from left.) The plane will remain in a level turn up to ~40 degrees of bank if memory serves.
  25. Generally the slot is used for player controlled GCI or JTAC in the absence of a 3rd party program such as LotATC. Players can use the distance tool and coordinate data on the map to communicate the location of enemy units to other pilots. View restriction settings affect each slot differently.
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