

decipher
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i hope its ok if i share these pictures directly in the huey forum section. i think fans of the DCSWorld Huey module can appreciate this! Last Sunday they had the "Heliday 2016" at a local airlifting company in the sleepy german town of Ahlen. Apparently they are still operating some original Bell 205 models, also a bunch of 212s and other models. they are also some kind of official repair contractor to textron for europe. there were lots of other helicopters and stuff to see (Lots of Jetrangers, a bk117, Bell412 and even a Super Puma), but i am not really the picture/video guy and rather want to enjoy the moment, instead of fiddling with camera/smartphone... so just some impressions: D-HOOK - Bell 205A-1 - this looks familiar! the Grey Bell 212 (D-HGPP) is landing, D-HOOK and D-HBWP (Augusta/bell AB-212AM) in the foreground a LOT of people wanted to fly with a Helicopter... D-HOOK is loading the troops :) after waiting for 2 hours in line, in the scorching sun with no shadows to hide... i sat down in the middle seat right behind the Cockpit of D-HOOK. i was staring at the instruments and how the pilot handled the huey much more than watching the beautiful landscape... it was such a great experience to actually feel the huey fly. how it starts to shake and rattle and you feel the lift. he did some pretty nice 30° turns where you could look straight down through the side windows onto a lake, while flying around 1,300 feet at 80knots. loved it. Radio menu -> Cargo -> load Troops there are much better pictures and also a couple of videos from people with their fancy cameras all over the web i guess, if you are interested try googling for "heliday 2016" or "D-HOOK".
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oh yeah i actually meant player fighters, not AI. like acdelta57 said kinda. so that a bored player in a fighter will check "air targets" menu in skynet and see "[CAP1] CAP request from [player] X press F4" or something. basically just like asking in chat, just... integrated in skynet as a proper mission.
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there might be a language barrier problem here with pepin. maybe a translation is needed? everyone can change from imperial to metric with the skynet script, it is clearly written i think even in the log-in welcome message. open multiplayer chat window, say hello to your team, type -opt unit - enjoy metric or imperial display in skynet script! ........... i love flying the mig21 and it really can be frustrating when you are constantly just getting shot down by BVR missiles from modern fighters that you never even saw on the radar or anywhere, but i don't think one server should try to offer a specific setting for everything. that is the beauty of having a "dedicated" server list. you can have specific servers for ww2, or aerobatics, etc. the more i come back to open conflict the more different things i like to try, but sometimes, when i just want to fly without weapons i will rather join the virtual aerobatics server (for example). then i come back to open conflict and practice bomb / rocket and gun runs with the f-86, while the A-10 pilots laugh, or i switch to the huey and rescue some pilots who got reckless! big part of the charme of open conflict is the community. mostly nice guys, very skilled veterans paired with eager beginners, always fun. ........ i wonder how interactive skynet can be. i was thinking about how i would like to call in a CAP, while i delivered parts to the field hospital. maybe there is a way to automate this? like... would it be possible to request CAP so that it appears maybe in the "air targets" menu, or a new menu "CAP". like i tell the script my starting and target location, or my task and it will generate a dynamic new menu entry for fighter pilots to see with a description of the area, etc. hmmm. just thinking out loud here :)
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it will definetely change performance somehow, since the lua files do change some settings. it is not magic or placebo, you can just compare the old and new files. so for example it seems that starway reduces some render distances of stuff in the mirrors, which would suggest that this might enhance performance (if you had mirrors enabled before too). he also changes a lot of stuff with the shadow settings, so this will change how shadows are rendered farther away from you etc. i don't know how exactly these settings work, but they seem to be seperate for outside and cockpit view and he changes them for all the various option settings (shadow quality flat, low, etc). the shadow file might have typos in them, the original ends with }, and}; but starways shadow.lua does just use } } ..... i am not fluent in lua. no idea if that is a problem or not. on my pictures you see the original dcs files LEFT, starways files RIGHT. i don't know much about lua, so starway can probably explain all his changes much more detailed (excuse me, if he already did in one of the 50+ pages before in this thread :)
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don't forget that by "dcs 2.0" you mean specifically the nevada map, which is at a higher elevation than the caucasus map. therefore any helicopter will behave differently, due to the difference in altitude and its effect on engine power etc. this is not due to any differences in the DCS 2 codes or anything, just due to actual physics!
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i agree! i made a quick track with latest openBeta to demonstrate wide angle IR lock on behavior. we could also post this on leatherneck bug tracker website. https://leatherneck-sim.mantishub.io/ mig21_r60mIR.trk
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Playing on the most recent OpenBeta version, can confirm this weird behavior of IR missiles. they lock on to basically everything that's somehow in front of of the plane, even when its way off to the side (far left/right/up/down) of your nose.
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right, also each aircraft handles waypoints differently and of course there is also a red side! i only saw it from the perspective of the vehicles i use on the blue side. then again, the more you fly around between the certain locations of open conflict, the more familiar you get with specific routes that work best for each personal style of flying. then you have aircraft like the ka-50 with the abris nav system, where you can program your own routes directly, basically i just copy the coordinates over from the skynet info menus and set that up before flying. (the manual says you can actually save routes PER MISSION to the dcs folder and re-load it, but i am not sure if thats possible for multiplayer missions. ) it would definitely be cool if skynet was able to inject waypoints dynamically, depending on the situation/mission you pick. another thing i like about open conflict is the playerbase! it is not as brutally competitive as some other servers around... lots of friendly, helpful people and almost always someone who is up for co-op impromptu missions.
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While flying the medic Huey and re-supplying the Front Hospital (actively trying to evade and flying around the enemy artillery convoy), i thought that having at least some pre-set way-points would be nice - they show up on the huey kneeboard map - for practical navigation. They are easy enough to add in the mission editor, but i guess you would have to add them manually to EVERY different client vehicle spawn and that would be pretty time wasting and tedious. another thing i thought about and i don't know if something like that isn't even already implemented in open conflict (and i just didn't saw it yet)... a little more involved CAS mission. like a friendly AI convoy or infantry group that gets ambushed by enemy AI ground forces and calls for air strikes / CAS. either way, enjoying open conflict very much :)
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warning system sounds great, hope that doesn't put too much strain on the server scripts? i see it as a representation of your HQ/base warning you over radio, that they picked up enemy fighters on the radar, which seems pretty realistic.
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from what i remember playing on one of the Blue Flag rounds with a group of helicopters on teamspeak, if you go below a certain speed, you will disappear from the f15 (etc) radars. our modus operandi was, if enemy fighters where spotted somewhere, we would immediately go into hover and/or land to avoid detection and request fighter support.
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should be noted that at the moment, at least in openbeta and alpha (don't know about stable version), the external sounds of the mig21 are bugged and not represent the full potential. there are engine sounds missing etc. reported by various people.
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same behavior as with the radar hotfix (before) the latest update (and also in 2.0) - reported by several people in the hotfix topic, also no black puffy smoke when turning off afterburner, and i think the sound for dropping fueltank might also be missing (the audible clonk).
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Rain will be visible _behind_ the Pilot seats in the passenger / gunner department of the cockpit as seen in the following screenshots. (please note only the contrast of the screenshots was modified to make the rain particles more visible) will also be visible when the huey flies, but the rain is NOT visible in the front cockpit around pilot/copilot, only behind them (marked by red line in screenshots)
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a quick official statement about this would have been nice, but i guess its always extra stressful during update fridays. was anything from the hotfix included in the latest openbeta updates. if so, were some of the problems mentioned in this thread already adressed?
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:thumbup::pilotfly: [ame]https://www.youtube.com/watch?v=FM42Sp1Pqlo[/ame]
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rescued gunbunnies downed pilot somewhere in the mountains, hover pickup worked great and was the only way, very tilted ground!... even managed to return home unharmed...magically sneaked past an enemy convoy... very exciting for heli pilots and great way for cooperative teamplay with other players, thanks mirk! tip for hover pickup: pre-open the menu up to the rescue menu (comms -> F10 -> F9), before engaging in hover, that way you can press F4 (pickup downed pilot) quickly once you are in a stable hover.
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yes you can load hvar_smoke pylons instead of the normal hvar rockets, but the activation is a little tricky. explanation from different topic: http://forums.eagle.ru/showpost.php?p=2149167&postcount=6
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radar seems to work nicely now, had no problem with that, but i can report that this hotfix also messes up my engine sounds in external view. before applying it (in 1.5.3 beta) engine sounds in external view were audible, now the engine is silent in outside view(still can hear evreything else, wind, afterburner, etc). same behavior (missing exterior sound) i already observed in 2.0 after the last official patch. edit: the hotfix might have a negative impact on framerates, but that could just be a subjective experience, not completely sure. edit 2: might not be related directly, but i am experiencing the non-functional Aso-2 Flares again a lot more often, i can't find a definite trigger for this, i reloaded the same mission from editor, once flares work, other times flares won't work...
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highly appreciated that you take the time to offer these hotfixes "under the counter" directly for us to use, without having to wait for the official DCS updates... i wonder what the official comment from ED is about these kind of updates from 3rd party devs. having to deal with three different, public versions (stable, beta, alpha) must be a real pain for devs, especially when updates to those can break some feature of your product at any given time...
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i don't see a topic for this specific problem in the dedicated bug report forum. It would probably be a good idea to create one with objective reports and pictures/videos all cleanly sorted. this might help the Devs to replicate/analyze whats going on.
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if someone thinks there is a problem with anything and has some sort of data to support the claim it always should be reported. anyway... in the direct comparison with real life pictures it really does look odd, but you would think they have the exact sizes down to the cm (or.. inch).. correct, since in 3d modelling you can work completely precise... maybe they scaled the crew models down to make it easier to animate them? so the won't clip through parts of the cockpit or something... just blindly guessing... probably interesting to compare the sizes with the help of the editor, with different vehicles and infantry units etc. lined up edit: then i googled around a bit myself and it really depends on the pictures.. like this. i dont want to say japanese people usually are smaller or anything... but JGSDF huey... looks a bit more in scale to the dcs huey sizes.
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oops. yes of course! :music_whistling:
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LOVE your guides. always the first thing to read, when i get a new module, or re-learn an long unused module again before starting to fly. all the necessary info clean and easy to look up and straight to the point, brilliant work! the only thing i don't like about them is the widescreen format, because that way they don't just fit into my kneeboard and i always have to cut them up to make startup reference kneeboard pics, that are readable inside the DCS kneeboard display :) sorted in folders so that i only see the specific kneeboard images for the aircraft i am flying - always great to have for startup etc.