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Everything posted by Captain Orso
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P-47 Startup / Takeoff/ Landing lesson
Captain Orso replied to Reflected's topic in DCS: P-47 Thunderbolt Tutorials
One point, before energizing the starter, you should flick the starter switch up to engage and then immediately to off again. This seats the starter brushes on the commutator. If you don't do this and the engine doesn't start on the first try (bc you've forgotten to turn the fuel selector switch to MAIN, for example), the engine may not start at all. -
WHAT?!..... WHAT?! I CAN'T HEAR ANYMORE! WHAT?!
Captain Orso replied to Captain Orso's topic in General Bugs
Edit: Rant deleted. Okay, the world volume only affects the volume when the camera is positioned outside the aircraft, but doesn't affect the sound coming from outside into the cockpit. That will work, I guess. Thanks guys. -
In all seriousness, when you get killed, DCS throwing you over to an external view of some random aircraft is dangerous to your physical health- LITERALLY, not figuratively, LITERALLY. The loudness of the aircraft outside cam view can endanger your hearing! In MP, when I often have the volume turned up slightly so that I can hear the radio messages properly, after getting killed I've been thrown to the external cam view of a tomcat in full afterburner. The sound is deafening - LITERALLY, I'm not joking. I'm playing in VR and cannot simply throw my headset off, and I should not have to. Going from a normal cockpit sound level to having afterburners blasting in your ears IS DANGEROUS to your hearing. No game should ever do this to their customers - EVER! Something must be done to stop this, for the health of your customers.
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I've been testing in SP. I've tried in the dedicated server, but it won't wait for you to join as observer to load the scripts, and then they range script doesn't work.
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I haven't found it necessary to make the targets immortal, yet, but thanks for the tip. I'm not actually using normal vehicles for targets, because I'm using the 476 vFG Rage Object; mostly these two: The strafe pit does get chewed up sometimes, but good luck trying to get enough bombs close enough to the shipping container to do any actual damage to it -- ah ah ah, no lasers, no GBU's -- only using CCIP, or ... warbirds *gasp* When you add a script-file to a mission, the file is read from your disk and it's content is physically added to your mission. If you later change the original script-file, to implement those changes into your mission, you must go to the trigger and re-add the script-file to your mission, to instruct the ME to read the file again. If the ME is not doing this, then it is a major bug and must be reported. Honestly, I've spent so much time on this without any actual perspective of success, I'm going to try this solution out - MOOSE for DCS World - Ranges, and if I'm not forced to do back-flips to get it to work, I'll just move on to this.
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I Draken, I only just noticed that you updated your last message - you don't get notified on updates, only on new posts . Many thanks for your testing the mission and your reply! I actually did read somewhere that the Max and MinAlt are in meters (should be commented in the script for clarity ). MinAlt doesn't seem to always make a difference, but generally I set it to 1, because I'm mostly using these missions with warbirds. I believe you can set MinAlt to 0 too, but I didn't want to take the time to test that at this time. Static objects live longer, because... DCS .... . I usually use 476 vFG - Air Weapons Range Objects - Downloads - 476th Virtual Fighter Group. I took all the object out to make the mission usable for everyone. Yeah, the mission is setup for warbirds. A longer lead-in for warbirds is not necessary at and leads to the test subject making very long, straight approaches, which are not very good in actual combat. I'm really perplex, why the mission works for you within the Range Script parameters. Are you running it in SP? I'm starting to think that DCS is holding some parameters that break running the mission if you edit, run, edit, run, etc while making adjustments.
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Suggestion: Dedicated Server Sub-Forum
Captain Orso replied to Captain Orso's topic in Forum and Site Issues
Hi Bignewy, Many thanks for your reply. Not the place I'd have thought to talk about technical issues with the Dedicated Server product, but okay, I guess one can go with what one has -
Thanks for the reply Draken! Okay, my triggers were ONCE - TIME SINCE or whatever. I changed to MISSION START aaaand, no difference. I'm running SP for these tests. Scripts load before I join a slot. F10 menu works. When I fly into zone, it isn't recognized, and therefore bullet hits on the target are not registered. Also the "Rolling in on... " messages are not displayed. I've removed all non-standard objects, so anyone can start the mission. The only aircraft are P-47's, so if you don't have that module, you'll have to edit to add your aircraft of preference. Mission attached. Draken, if you, or anybody else who wishes, could have a look at this, it would be much appreciated. Cauc Training Ranges 01.08.miz
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How about a sub-forum with the theme Dedicated Server.
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Hi Draken, how did you do that? I'm using the newest versions of the scripts and still have to join as an observer first or else the first aircraft doesn't register any hits.
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The flight manual never states what the maximum take-off weight is. It does however have a chart on page 115 describing the stall speed for different weights with different stati (gear up or down, flaps up or down), degrees of bank in the turn, and what the stall speeds are. The weights in pounds listed are 9,000, 10,000, 11,000, and 12,000. If 10,582 is the maximum take-off or operational weight, then why waist any thoughts on 11,000 or 12,000 pounds, which would never be carried, because they are beyond the maximum? If 10,582 is not the maximum take-off or operational weight, then why does the ME say that it is, and display the % above 10,582 in red and greater than 100?
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I've run into this while trying to setup a mission. If the Max weight is supposed to be changing with the loadout -- I can't understand what that is even supposed to be representing -- it is certainly not doing it in my ME. The MAX is set to 10582 and I can select whichever payload I wish and it never changes. If I load with 68% fuel, 100% gun ammunition and 10 HVAR, the total weight goes to 11,213 lbs, and below that % displayed is 106 in red. I really think something is not right here.
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Ooooooookay... found an ancient mission on NTTR with Mist 4.3.72 and RangeScript 1.1, but older than the last 1.1, because this 1.1 has no MinAlt references, and it still works, although I have to first join as an observer until Mist and RangeScript are loaded. I added a P-47D-40 and everything still worked as before. I continued and added Mist 4.4.90 and RangeScript 1.2 and everything still works, but it still only works if a non-aircraft slot is filled first. I've created a new training range map, this time on Caucasus, because who has Normandy anyway. My Normandy training range map originally had 4 P51s for gunnery practice, 4 for rocket practice, and 4 for bombing practice, all of them airstarts, plus a couple of naked Spitfires (one round wing, one clipped wing) and a P51 on a nearby airfield to be able to set them up anyway you wish. Since my VFG started playing around with the P-47 I decided to add that to the mix to so for each of the above airstart groups I added a P47 group also with 4 each, except for the rocket groups, I added two of them (one for HVARs and one for M8s). This is the mission in which the RangeScript doesn't work. I'm wondering if it is on the total number of client aircraft -- although I'm only flying in SP and therefore only one aircraft is active at a time. I'm going to try to up the new training range map to equal these number to see if that is the issue. If it's not, it may simply be that having carried that mission for so many years and over the years having edited it so many time, probably on many beta versions of DCS, that somewhere in there some bugs have crept in that the current editor just doesn't see or know to fix.
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The issue with having to join as an observer or whatever was solved long ago. In the triggers that load the Mist and rangescript lua files I've added a report that they are loaded, and they always load. I haven't used this mission in a long time -- been learning Harrier, A-10, and Hornet -- but my VFG wanted to try the P-47 so I added that to my training mission and I suddenly find it not working
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I have Mist 4.4.90 like forever too but I'm not seeing any reports when flying into the strafing zone. Also there is no F10 menu at all. Do you have the Normandy map, and the Spitfire, Mustangs, and P-47 Thunderbolt? If yes, I'll send you my mission to try... what the heck, attached. Nmdy Training Range 05.5.miz
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I loved using this script for so many years. So sad to see it dieing like this.
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Pressing and holding <Right-Shift><Insert> causes the Priming Pump plunger to constantly cycle between locked and unlocked. The same behaviour is of course seen when assigning a switch to the bind, and since the single On and Off binds were written with "pressed" instead of "down", and there is no opposite of "pressed" defined in DCS, there is no way to assign locking and unlocking the priming pump handle to a switch that works reasonably. Anyone have a solution to this?
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Many thanks for the reply, Sirrah. I actually used VAICOM years ago, but I had issues with it that could never be solved, so I stopped using it. Is it possible to implement VIACOM for VoiceAttack only to get the kneeboard functionality?
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For the love of god!! A courtroom stenographer would be challenged to take down the nine line in DCS in one go. Now try to do it in VR, writing blind 10 fingers system into the scratchpad mod while flying... Probably the easiest solution would be to leave the nine line displayed text up for at least 60 seconds. Next easiest might be to have a "pease repeat" key immediately after the text having been read. The very best solution would be to have the nine line automatically added to the kneeboard. How hard could that be? Common, your pros, right?
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Management Summary: Enter the waypoint height correctly and everything works. Thank you to everyone who took their time to have a look at my issue. It really had me stymied. I went back and looked everything over an over and re-ran the mission many times, until I realized that the FAC is giving the height/altitude in feet and I was entering it in the waypoint in meters... <- Me Many thanks again.
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".. using Litening II TGP for lasing" I'm not changing the tracking mode. It's still in SCENE mode. If you change the tracking mode to area track the LOS/crosshairs ground stabilizes to the where the crosshairs are pointing at that moment, but since the crosshairs have been wandering the entire time, they are not pointing at the TGT coordinates, and that is the issue. After designating the waypoint as a target, the TGP should automatically slave to that TGT point. On the FLIR page the displayed coordinates in the upper left corner are correct and to not change with the crosshairs wandering across the landscape, and apparently the crosshair designate where the laser will point to. so the entire process is mut because the laser is not pointing at the TGT point. The more I think about this, the more I realize that this always used to work perfectly. The only difference now is that the waypoint was not entered in the Mission Editor, but rather I entered it manually after having receive the coordinates from the JTAC. But even that -- more or less -- I've done countless times, only having received the coordinates through some mechanism in the mission, or through "Satellite Recon" (using the F10 map to find a target, position your camera over the target and reading the position coordinates from Info Bar). Coordinates obtained in these methods are then entered into a waypoint and then the waypoint is designated as a target at the appropriate time. Generally I almost always I have to use the TDC to sweeten the aim but I don't recall that it is ever wandering across the landscape when I open the FLIR page. Now I cannot sweeten the aim because in this case the target is mortar infantry in woods and I cannot see them. The only thing that I've been able to get to work, was to pull up the waypoint coordinates in HSI -> DATA -> WYPT and then in the FLIR page use the TDC to move the crosshairs to as close as possible to the coordinates by reading the coordinates in the upper left corner of the FLIR page. It's a real time consuming PITA and certainly not they way it's supposed to work. But once the coordinates are synchronized like this, the laser is spot on target the the bomb hits exactly where it should.
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I'm trying to drop a GBU-12 onto coordinates given by JTAC (lasing not possible) and using Litening II TGP for lasing. I input the coordinates, including ground height, given by JTAC into HSI into waypoint #5 and add waypoint #5 to SEQ2. Returning to the HSI page I select and box SEQ2, then dial in waypoint #5 and press OSB next to WYPT to box it. Then I press the OSB next to WPDSG to box it - boxed WYPT is replaced by boxed TGT. So far, so good. Open FLIR page and the target in the upper left corner are the exact coordinates as waypoint #5 including height. However, the CCD Designated Target Diamond is not locked to the target point; it is wandering across the ground. The coordinates in the upper left corner remain exact as they were from the beginning and are exactly equal to the waypoint #5 coordinates. Of course, since the CCD Designated Target Diamond is wandering across the ground, when I drop a GBU-12 when the laser turns on, it to is wandering across the ground and the bomb hits... wherever. What am I doing wrong?
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I'm a total nuub to the Huey, but still... IDLE STOP/IDLE OFF: one button press to move from IDLE OFF to IDLE, one button press to move from IDLE to IDLE OFF, a bind to put those together as a combi-switch so that it works with TM Warthog Throttle with lower-end indent and beyond-indent switch working as both (buttons 29 & 30). This works in the A-10 with the bind added manually, in the FA-18, and in the Harrier (these are the only modern aircraft I'm flying. Only the Huey has this very odd configuration forcing you to mess with the keyboard to do things not required in the actual Huey. This can be a very easy fix. TURNING DIALS: in all the other aircraft I fly, right click turns a dial to the right, left click turns it to the left; very logical, very sensible, very... not in the Huey. This can't be that difficult to fix and make it conform to all the other DCS modules, can it?
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DCS: AH-64D - Development Report 4th June 2021
Captain Orso replied to BIGNEWY's topic in DCS: AH-64D
I only found DCS one day about 6 years ago, because I was thinking, "hey it's only been about 20 years since Jane's Longbow came out", and I didn't even have a PC that could run it at the time; had to be happy with playing Gunship and Gunship 2000 , "somebody must have put out a serious sim of the Apache in the meantime". Echoing voice fading into the darkness: "... somebody must have... could have... should have....." DAMNIT!! But I did find my second favorite aircraft of all time, the P-51D HOTDAMN!! Move over Dick Pretty and I've been hooked ever since. So I've been looking forward to putting my butt into the pilot's seat of a really good Apache sim for over 20 years. I know this module is putting many very new innovations in DCS to the test - two-man-crew, AI-crewman, ground radar, advanced weapons systems out the kazoo, maybe even an update to the IR world (I can dream can't I). So if it takes a bit longer, by-god, it takes a bit longer. I don't want a rush-job, I want a blow-you-out-of-your-seat-job. To all those who think the delays are a bad omen and are pessimistic, well that's just your opinion, man.