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Everything posted by Captain Orso
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And now for something completely different...
Captain Orso replied to Captain Orso's topic in DCS: Combined Arms
The thing is, before I make a wish, I want to know what ideas others have. I think the very first question is really, do people really come to DCS to drive tanks? It hat really what players want? Should there be missions just for CA, with dozens of slots for an armored battalion with dozens of tanks, APC's, all the AAA, and SAMs, all manned by players sitting inside them--even multiple players in one vehicle--is that what players are asking for? I cannot imagine the ED will ever make DCS-CA into anything that will draw in the numbers of players like you see playing something like War Thunder, or Arma III, or whatever. But if vehicles driven by a player, the same as players fly airplanes and helicopters, is not what players are coming to DCS to do, what is the point of investing time and money into developing it, when the resources could be used for other aspects of the ground war, that would actually appeal to players? -
And now for something completely different...
Captain Orso replied to Captain Orso's topic in DCS: Combined Arms
Thanks for the reply Callsign112. The reason I would sacrifice First-Person vehicle operations, it because it would make a battlefield UI that much more complex and difficult. Leave out FP control and more time and effort can be put into the battlefield UI. It's also ideology. I don't want ED to every be able to say, "well, if you don't like how the AI is doing it, just jump into the vehicle and do it yourself". NO, I want an AI that doesn't need me to constantly take it on the hand. Honestly, if you want to play tank commander, there are games which do it, and will always do it, far better than DCS. Yesterday, while guiding only 4 pickups, and then 4 APC's it dawned on my, if I could control them like I do in Steel Division, what a blast this would be, and not a chore and a disappointment. -
From my experience--admittedly in CA fairly limited--the concept of manning every single vehicle to get it to work intelligently is simply not a viable option. While in the air there are maybe a dozen aircraft of all types, on the ground should be many, MANY times more vehicles and infantry units. The idea of controlling them all with the tools CA offers is simply not reasonable. Consider, if manning a single AAA or SAM unit on a battlefield is going to make a noticeable different, then the game is broken from the beginning, because all the AI ground units are little more than statics and targets. In stead of trying to man every single unit personally, what if the interface were made so that it was more like in other games in which you are meant to be a battlefield commander and command many, if not all, ground units. I didn't say control, bc I'm talking about something other than getting into a vehicle and driving it or operating its weapons. I'm thinking more in the lines of Steel Division or Wargame: Airland Battle. There are hundreds of YT videos demonstrating game play, so I won't try to describe it in detail, bc you can see better examples than I could ever describe. I came up with this idea yesterday while playing with my squadron-mates. I wanted to setup a mission for them in Apaches to hunt insurgents in a town, while the insurgents snipe at them and then scurry into hiding again. The biggest issues are 1) Vehicles don't move intelligently. They get hung up on buildings, don't have any concept of trying to keep out-of-sight from the enemy, don't have any idea of pulling into position to fire at them enemy and then ducking away again only to pop-up somewhere else. 2) The UI for CA is miserable at best. On a scale of 1 - 10 of how ergonomic and logical the controls are, I would give CA -2. ================ My question is, would you trade sitting in a vehicle and looking through the gunsights for a UI that would make using CA an actual fun experience? What do you think, and what would be your favorite solution.
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Here are some notes I found in some of my sceneVR-lua's: -- -- scene.<variable>:setLivery(<LIVERY>,<LIVERY FOLDER>); -- scene.m:setLivery("485th FS", "P-51D"); -- scene.m1.transform:rotate(0.0,0.0,11.6) -- do not use if at all possible -- Use These!! -- scene.mX.transform:setOrient(0, 0, 12.5); -- [Role],[Yaw >0 CClockwise from above],[Pitch in ° >0 Up -- scene.mX.transform:setOrient(0, 0, 12.5); -- Nose Facing Front -- scene.mX.transform:setOrient(12.5, 45, 17.75); -- Nose Turned Counter Clockwise 45! -- scene.mX.transform:setOrient(-12.5, -45, 17.75); -- Nose Turned Clockwise 45! The double dashes as the first non-space characters in each line denotes them as comments. Check and see if your codes are not actually setOrient(-10,-90,0) and setOrient(0,90,-10) -- no minus before the 90.
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The angle you are setting is relative to the world and not the object you are manipulating. So if changing the x-axis to -10 causes the nose of the F-14 to go down, if you turn the F-14 90° to either side, instead of the nose going down. the wing now pointing in the direction the nose was previously pointing, will now be dipped the same amount and previously the nose, and the nose will now be level to the ground again. Those are the principles of manipulating the attitudes an aircraft. They make it exceedingly difficult to arrange any airframe, which doesn't rest with its fuselage absolutely parallel to the ground. I know, I created a scene with P-51's parked on one side of the hanger, situated with their noses at a 45° angle to the hanger exit. It took me hours to understand what I described above, and then adjust the airframes correctly.
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There are a couple of other things to consider. Are you using DMS (Degrees, Minutes, Seconds) or DDM (Degrees, Decimal-Minutes eg 34° 14.2143'), or MGRS in which case without Precision Northing and Easting are each 3 digits, while with Precision Northing and Easting are each 5 digits. If you are entering a WP you will use as a target, you MUST enter the altitude, otherwise your targeting will suffer from the parallax effect, which can force your aim off my maybe a hundred by a hundred yrds, (the greater the altitude, the greater the parallax effect. Set Precision: HSI -> Data OSB button B2 (bottom, second from left) Press to box and unbox Precision. Boxed is high Precision. Select between DMS and DDM. HSI -> DATA -> A/C (T1), R5 to toggle between SEC and DCM. SEC=DMS, DCML=DDM.
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Awww
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I missed all the fun, bc I was busy with fixing my mission Can the Easter... um Halloween Egg be reactivated after the 1st of November?
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This is making me insane. Mission is on Normandy map, with FW-190-A-8's attacking an airfield and Spitfires scrambling from another airfield to defend. If I set the attacking air group to Ground Attack, I cannot designate the defending AAA units as a target, only static objects. The AAA are somewhat dispersed, so it is impractical to designate each location individually, and have the entire group attack each one, one after the other I can set the 190's TASK to CAS and then set the AAA as the target (although it's absolutely not a CAS mission), but the attacking 190's often ignore the AAA targets and go after other targets; I'm not even going to start in about trying to get them to divebomb, because it's impossible .... no I wasn't going to go there. Setting TASK to CAS I can get the 190's to ground attack first the AAA and then parked P-51's (late activation, not static), but when the Spitfires arrive, the 190's refuse to engage them. They just fly around in circles and try to avoid getting shot(!!) Setting the TASK to CAP and the 190's will attack the Spitfires when they arrive, but it's impossible to get them to do ground attack before the Spitfires arrive Anybody know a solution?
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Thanks for the replies, guys! The issue was that the mission I was editing was old. Apparently since last year, some changes in the ME screwed something up. To have an unburdened mission to present as a bug-carrier, I recreated that part that wasn't working in a new mission, and suddenly it was working, but only in the new mission. I note also that the FA-190-A-8 will not fly faster than about 290 IAS no mater what and I was definitely expecting more. I currently don't actually have the FW-190-A-8 so I don't know how fast you can have it cruising, but 290 seems slow to me, but whatever. Thanks again guys
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I'm plotting a group of AI FW-190-A8's. I want them to do a kind of pop-up attack. They should fly toward the pop-up point with the highest possible speed, so that they can climb as quickly as possible to perform their attacks. Problem. WP0 settings are: Speed: 340 AGL: 100 WP1 settings: Speed: 340 AGL: 100 WP2 settings: Speed: 330 AGL: 4000 I have spectators allowed in the mission, so that I can observe the aircraft and make adjustments. I start the mission and join as spectator, and the free cam is attached to the lead FW. I immediate see the speed dropping to around 250 kn and can hear the engine going to idle. Speed stays at about 250, and the engine sounds like it is at idle, until the lead reaches WP1, where I can hear it immediately increase the throttle (rpm jumps up) and start to climb. The climb is slow and speed drops further to under 200 knts. WHY?! Why does the engine go to idle right from the start, and maintain minimal speed, although it is set to be 340 knts? What do I have to do to make it work like it is supposed to work?
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The animation for the towel rack is also already somewhere in the code... somewhere Jump to 0:58 for the show Sure would be sexy
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I guess not
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Correct. I didn't test this, so I don't know - maybe. There is a timer. I've heard different statements on how long it is, from 60 seconds to 10 minutes, that a truck needs to be in range of the launcher for the reloading process to start. Once a launcher is reloading, IIRC it continues until completed, and it cannot fire at anything in the mean time. See my previous paragraph. I believe once reloading starts, there is no turning back. If the launcher is only waiting for reloading to start, I believe it will still operate normally.
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cannot reproduce and missing track file ADV-RSET ?
Captain Orso replied to Raven (Elysian Angel)'s topic in Bugs and Problems
Selecting the BIT page changes nothing for me. Running FCS BIT also doesn't change it. BTW on the FCS on the AIL line all the boxes (two left and two right) are crossed, and it says AIL OFF at the bottom of the page, but in F2 view the ailerons seem to be working normally. This occurred after the engine went out on the ground after landing because of a lack of fuel. After refueling and starting the engines with ground air, the status was noticed. -
Is there a quick and simply way (maybe a keyboard shortcut) to center the ME view onto a specific (selected) waypoint of an aircraft?
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True, but after how long? AlaskanGrizzly did outstanding work on KBB, of that no one can honestly contend. From his posts since starting the project, all of AG's free time has been taken up by a growing family and challenging career. I personally cannot expect him to keep up with DCS developments under these circumstances, and there are a whole slew of new aircraft on the horizon. Maybe they will all be accepted by KBB as right from the get-go. Maybe not.
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KBB is not being managed very actively. New aircraft are sometime not recognized, and sometime crash KBB if you try to add them. You can use OMM to manage kneeboards in '.\Saved Games\DCS{.openbeta}' folder within Saved Games as its own Software Context. Then just manage your kneeboard content as with mods, adding what you want, removing what you don't want. But as Sedenion stated, you cannot remove the charts from the kneeboard with OMM. If you really want to, you could delete them from the installation folder, but every update will just install them.
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Ambient lighting, which is realistic. I was just starting out with the Huey last year, and flying on the PG map out of Al Dhafra, mostly deploying unit (CTLD). The urban areas are so darn light-up at night, it's almost like flying in the day. So I wasn't terribly worried that the cockpit and passenger/cargo bay were as bright as day. When I got out over open desert, the ambient lighting inside went off suddenly, like a light switch had been flicked. Then I can across a farm, way out miles away from everything (something like 1 or two buildings lit up), and when I got to within about 500 meters from them, suddenly the inside of the Huey lit up again like a 50 k-watt searchlight was blasting in through the windows. Total emersion kill. Sometimes I think the people who design this stuff need to get out of their basements and see the real world. Just jump in a car and drive through a city at night and you wont find the interior of your car lit up as brightly as in the Huey.
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Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
Have you confirmed that the 'C:/Users/johns/Saved Games/DCS/Mods/aircraft/A-4E-C/bin/A-4E-C.dll' file is actually present? That should have been the very first step. If it is present, is it actually the correct file? It should be 198,280 bytes in size, and be dated 6 Mar 2022, 01:29. -
I'm not willing to read all of your diatribes. What I've read up to now is like a petulant child. The one theme in your posts is that you know nothing--absolutely nothing--but the verbal diarrhea just keep coming. I'll not going to lose a second of my time trying to explain where and why you are wrong. You are simply not worth it.
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Please make it look like a map of Normandy from 1944. There are sources to download actual scanned Department of War relief maps in various scales with the actual roads, villages, bridges streams, woods, towers, railroads, electrical lines, hill tops. The are literally thousands of photos of every important location in all of Normandy. There is NO reason for anything generic or generated. I want to recognize all the places I've seen in films and photos since I was a child - Sainte-Mère-Église, the Vieville draw, Carentan, St. Lo, Pointe du Hoc, Arromanches-les-Bains, Villers-Bocage, Caen, Benouville, Ranville, Falaise - I could go on and on. I want to be able to recognize what I'm seeing, and above all, I want to be able to take a map from the era and use it to navigate, to fly from England and once over the continent, use landmarks to navigate - church towners, roads, notable buildings, railroads, electrical lines - everything pilots really used during the war, and which are taught to use in training films on how to navigate using only visible references. I am excitedly looking forward to this new developments
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In-Game Scratchpad Mod Available - Works Great In VR!
Captain Orso replied to Fubarbrickdust's topic in Virtual Reality
Why would you need it in the ME?! You add the waypoint to the aircraft and that's it! It is now in the list of waypoints of the aircraft.