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Captain Orso

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Everything posted by Captain Orso

  1. I was just thinking, it would be nice if I could set a default location for mod source code, so that I don't have to navigate to it every time I make a change, which sometimes can be a lot of changes if DCS made some code changes on their side. Maybe an additional tab on the Channel Properties page, next to Network Repository. Just of you ever have the muse and the time Thanks
  2. I have NO idea how accurate the DCS Snake Eyes fall compared to Real-World™ Snakes Eyes, and I'm not contesting that in the least, only the visuals. Edit: With more and more Cold War jets being introduced, I think the Snakes Eyes are going to become more popular than ever. I grew up seeing them in the nightly news on TV. Better to get them fixed now than when, for example the brand-spanking-new F-4 Phantom II appears and suddenly there are dozens, or even hundreds of videos on YT showing shovels popping open and hitting the airframe or other bombs and just looking bad.
  3. Okay, gebonged Mk-82 Snake Eyes - DCS vs actual footage
  4. Actual footage DCS - 0.25 slow motion DCS - from a different angle - 0.25 AND 0.1 slow motion --- The shovels deploy far too early and too slowly. The actual footage shows the bombs gaining a larger separation from the aircraft before the shovels deploy, and when the shovels deploy, they are far quicker. In DCS they actually may be clipping into the aircraft; it's hard to be 100% certain, but it does look like it with drops from certain ejectors.
  5. The complaint is that currently the shovels pop out far too soon. Look at how far each bomb has fallen before the shovels pop out. The shovels are well clear of the aircraft. Now look at how DCS does it Edit: also the shovels in the Real-World™ pop out much quicker.
  6. Not possible. It's like saying, you were reading Lord of the Rings, and you moved your bookmark to a new page, and when you picked up the book again, it was Midnight's Children. Whatever mod manager you are using, check again which scenevr.lua is being placed. In fact, look inside ..\DCS World... at which file is present.
  7. Thanks for the reply Rob10. I don't know what you mean by CCS (Command Control Steering). It's not documented in DCS for the F/A-18C. As far as I know, A/P does not utilize the UFC ON/OFF button. The only thing I can think of close to what perhaps you mean by "Command Control Steering" is Coupled Steering Mode (CPL). which can align with a waypoint, TACAN, or the ASL (if one is active). I'm using none of these. I do have BALT set, but roll I am controlling with the stick. As soon as the bomb is released, the opposite wing starts dropping. Either I have to hold the stick against the wing dropping, while keeping the TGP on target so laser targeting will work.
  8. No matter what I do, either through the keyboard or through HOTAS, the results are as above, press and hold only results in 1 up 1 down and never any more. Multiple presses results in the same thing, because as soon you I release either key or switch, it reverse immediately to 0 0. NOTHING HOLDS, and NOTHING GOES BEYOND 1 1. One thing I just did notice. I've only been doing this with 8*GBU-12s. I just tried it with 8*Mk-82s. I dropped a singe bomb, and... the aircraft remained 100% stable; no tipping or anything I'm not usually upset about success stories, but... WTF!!
  9. This is making me crazy, and it has from the beginning. I have an unbalanced load because I dropped a single GBU, which is 99.9999999% of the time when you use GBUs. I'm trying to hold course while staying on target with the TGP laser, and the Hornet keeps tipping over. I pull up the FCS page and observer while operating Trim Left Wingtip up and see in the FCS Aileron row '[up arrow] 1' in the left columns and in the right '1 [down arrow]', but only as long as I hold the trim switch. As soon as I release it, it revers to 0 0 and the Hornet starts tipping again. Also, no matter how long I hold the trim switch, it NEVER goes above 1(!!). Is this what everyone understands as WAD (Works As Designed)?
  10. Sometimes sight-seeing is all it's about, and all the reward you need
  11. LOL yeah, as I said, I found the solution two and a half years ago, but forgot to report it. I though somebody down the line might make use of my experience, for than just general amusement
  12. Thanks for the reply. I'll have to make a video with some snake eyes dropping off an ED aircraft, like the F/A-18C and post it as a bug. I'm sure they'll get right on it. They always listen closely to my feedback.... Hhhhhaaa yes, Happy New Year anyway
  13. THANK YOU!! LOL I did my apprenticeship on a SYS/370 running VSE My colleges did Univac with punchcards until they decided to go "online", but there were still boxes of punchcards in our storage room. We used them for writing notes on. In fact I still have a stack of them for the same purpose Make files came MUCH later when we started migrating to AIX, and then to HP-UX, but my then I was out of programming and doing SysAdmin. I've done some extensive work with shell scripting, but I never got into C and god forbid and OOP . I do want to learn LUA sometime, but I haven't found the right state-of-mind yet - probably a bullet through my brain would do the trick So I think I figured out what I needed to find out. All I really wanted to do was add the community mod UH-60L into the CSAR demo. I was trying to do it through the dcsCommons both through simply changing the variable in a trigger and then through a config zone, but dcsCommons doesn't use a config file for 'troopCarriers' and changing dcsCommons.troopCarriers didn't help, bc csarManager changed it in its config zone, so I changed the csarManager config zone and BINGO it works Many, many thanks for all the assistance!!
  14. Ah, yes, that is because the ME is too dumb to do it's job. Way back when I used to do application programming, compilers ALWAYS picked up the actual version of every included library call in the code. People would have been up in arms and kicking IBM in the bal... *ehm* nether regions, if they expected you to go through your code every time and delete and read add every library call you added to you code, just to get the newest code. So, in the light of that, yeah, it kind of does make sense. THANKS OBAM... EAGLE DYNAMICS!!
  15. The retarded bombs are not at all correct. They deploy their drag-arms too early and too slowly That being said, it is a WIP, so...
  16. Thanks for the reply. In the documentation it constantly refers to making settings--it seems to me--in the 'config zone' and then goes not to never, ever, anywhere explain what a 'config zone' is, or how to use it. For all I can discover it's a trigger zone you can enter to gain access to some secret F10 radio menu list of choices, but that my just be my imagination running away with me. Could you please explain this, so that the un-enlightened masses might understand it.
  17. That's a whole box full of work, there. I have one suggestion and one request. Suggestion: For demo missions, don't use DO SCRIPT for lua files. That's IT on foot. Having to open a lua file, copy everything over to the ME and insert it there is anything but user friendly, and a source for errors. Using DO SCRIPT FILE is simple and even hard to do wrong. Request: There are some veriable in scripts, which users might want to enter. I only know of one personally, but there might be others. In 'dcsCommon.lua', the variable sets the aircraft which can be used as transports: 'dcsCommon.troopCarriers = {"Mi-8MT", "UH-1H", "Mi-24P"}'. If you want to add, for example the UH-60L community mod, it must be added here. But editing files is not necessarily a good idea. the variable can be modified through the ME trigger command used to load the lua file to include the UH-60L very easily. This and any other variables, which might be useful--I'm counting on you to know which ones, better than I--ought to be included in the Guide. Smooth sailing to all, into 2024!!
  18. After nearly 40 years in IT, I can confirm the principle, never touch a running machine. The exception is, if you are unsatisfied with your current status. If you are satisfied, leave this thread, never look back, and
  19. It seems to me that even open, clear, field causes 'ground clutter'. From my yet limited experience--about 30-40 AGM-114Ls fired under the control of FCR on MP training server from 4YA--about 1/3 of the Hellfires miss their target; some by only feet, some by much more. It's no wonder they had to implement a score card into the software for picking which targets yet need some TLC (Totally Loud Caboom!! the exclamation points are implied in the abbreviation).
  20. It has to be something you can do at any time during the mission. I do not even know where I will spawn until after I've looked at the F10 map so see what area I will be operating in and what FARP is nearby. Yesterday I did that, I cleared the first two target areas--the second being an airfield, which I captured. I refueled and rearmed at the airfield and headed off to the next airfield to capture, taking a route completely different from the first. So, as I stated in my previous post, the best solution would be to be able to recalculate the database at any chosen time.
  21. You are forgetting that in MP there are no preordained routes; only the route you create yourself. The simplest solution would be to add all the units on the map in order of distance from your starting point. Another more sophisticated solution would be to allow for the player to create his RTE and then, per button-press, have the database be populated be distance from any point on the RTE. In fact, so that the player can have a educated idea of how to plot his route, allow the player to press the populate button first, using only he present location for distances, and then build his route with the information on hand. The as above again using the route added by the player, and distances from route waypoints. This might cause new CMs to be discovered, so allow the player to repeat the process until he is satisfied with the results. It can't get better than that, other than possibly adding filters to ignore certain unit types, if the map is so highly populated, so that important units (SAM, AAA, etc) are less likely to be left out, while some supply truck might be. Ofc this will take work to implement, so I won't expect the issue to even be publicly acknowledged for at least "two more weeks"
  22. Currently all the relative objects placed by the ME are populated into the COORD database automatically, up to the maximum number per type of point. I've never looked into how this is organized, but I suspect something as simple as numerically per the unit id. On big maps on MP server, this leads to your Apache being loaded down with point, hundreds of miles away, you will never see or even come close to, while units fairly close by on the ground are not inserted into your COORDS DB. It would be awesome if when you spawned into an Apache it simply tabulated all the points and calculated the distance from your aircraft to the point--should be a trivial calculation per point--and then sort the table of objects by closest to furthest, and only then populate the COORDS DB. This would insure that only the most useful points were in the DB.
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