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Everything posted by Captain Orso
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FARP on an Oil Platform
Captain Orso replied to Captain Orso's topic in Scripting Tips, Tricks & Issues
Yup, I see in the ME, both the Gas and Oil platforms have supplier selections, so just like and airport. Too bad they didn't give them a radio too. -
FARP on an Oil Platform
Captain Orso replied to Captain Orso's topic in Scripting Tips, Tricks & Issues
Hi Buur, thanks for the reply. So without doing anything, the platform simply allows rearm and refuel? -
Is there anyway to set up a FARP on an Oil Platform?
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Yes! You must restore your DCS installation to it's original state, otherwise some very unpleasant things may occur, of which I will not go into detail, because it's boring. Once you have completed an update, you ought to check if your mods are still valid, and that will depend strongly on what kind of mods you are using. If you are modding you key-binds (..\Joystick\default.lus, etc. you can easily use a free tool such as WinMerge to compare the current DCS file with your modded file. Thinks like kneeboard files should never be an issue. Mods like community aircraft, or Civilian Asset Pack, etc, you can check where you downloaded them from to see if they report anything. Beyond that, you can just give them a try again to see if they don't cause a crash or something unexpected. At any rate, after checking what you can, simply use OMM to reimplement your mods and carry on.
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Set OMM to run as administrator.
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Announcing the F-4 Phantom for DCS World!
Captain Orso replied to Cobra847's topic in DCS: F-4E Phantom
Does that mean, I have to go out and buy some Vegemite...? -
Announcing the F-4 Phantom for DCS World!
Captain Orso replied to Cobra847's topic in DCS: F-4E Phantom
That's astrological. Since the astrologers make the calendars since thousands of years, they always put it at about that time, depending on a bunch of... astrology... thingies But for sure, spring is coming -
Announcing the F-4 Phantom for DCS World!
Captain Orso replied to Cobra847's topic in DCS: F-4E Phantom
.. ahem... meteorological winter ended yesterday... -
At least it doesn't have anything to do with MASTication I was going to say the other mast- word, but I've already been warned once
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I have it in the ME on the PAYLOAD page. It has its own columns with the header MMA. Why MMA, I have no idea. The Apache is scrappy, but Mixed Martial Arts scrappy? Check the main screen after starting DCS if the version number in the lower right corner is 2.9.3.51704. That's how I caught it. If not, rerun the update and check the log that it actually finished correctly. If you do have the correct version, run a repair is per this page: How to repair/cleanup or update DCS World?
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As my old boss used to say, "you've hardly finished doing something right, than it works"... *sigh*. I managed to update my dedicated server installation, but not DCS_openbeta, so of course OB wasn't WAD All cleared up now. Thanks for the replies!
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Has anyone been able to find this? or am I the only one... again.....
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I don't really think they would do that. It would require ED giving their source code out-of-house, and I cannot imagine any software house making such a move.
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Tacview, the ACMI for DCS World – Official Thread
Captain Orso replied to Vyrtuoz's topic in DCS Modding
Thanks for the explanation. Looks like I'll be looking forward to 2.0 then Yup, I know those clicks; <ctrl><left-click> for Primary Object, <ctrl><right-click> for Secondary Object. Often times I select a Maverick or so, and ride it down to the target for the excitement--I know, I'm easily entertained--and by then the firing aircraft has scooted off into the distance already. I could 1) just scroll the Primary Object list back up to the firing "object", or 2) zoom out, look for the firing aircraft--I haven't gotten that far off, yet--and <ctrl><left-click> it. A hotkey to press, which would directly return to the parent firing object--next parent object up the list--would simply be much easier than the above, because 1) I'm lazy, and B) see 1). -
Tacview, the ACMI for DCS World – Official Thread
Captain Orso replied to Vyrtuoz's topic in DCS Modding
The new Tacview looks great. I'm loving it. I have a couple of general questions though: 1) When I open a file by double-clicking it in my file manager, which loads it in Tacview, the Primary Object pulldown is always focused on one of my flights in that file. How does Tacview know who I am and to load that exact object? 2) How can I search for Objects with specific strings in them, like my "DCS MP nick name"? Sometimes online I fly more than one type of aircraft and on very crowded servers it can be difficult to find all of ones own flights. 3) After setting a missile I fired as the Primary Object, is there a quick way--a hotkey--to return focus to the parent aircraft? It seams I always have to return to the pulldown, scroll up, and select the parent aircraft again manually. -
You did not follow the installation instructions. The download is a RAR archive containing the directory 'Su-30_EFM_V2.7.3\', above which are all the file and directories belonging to the mod. The directory 'Su-30_EFM_V2.7.3\' must be copied into 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\Mods\aircraft\'. If you want to uses OMM to manage this mod, you must do one of two things: 1) Create the directory structure OMM can use to build your mod installation package, or 2) Create a channel specifically for aircraft-mod downloads without '..\Mods\aircraft\' directories directly preceding the actual aircraft-mod directory; eg 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\Mods\aircraft\' Personally I would prefer 1) bc is is universal and allow having all aircraft mods in the same place. Also, this channel seems to already exist for you, from my understanding. To do 1) simply create a directory, with the name you will use in OMM to manage the package, for example '..\SU-30\', in a convenient location. Underneath 'SU-30\'' create 'Mods\'. Underneath 'Mods\' create 'aircraft\'. Now unpack 'Su-30_EFM_V2.7.3.rar' directly into '..\SU-30\'Mods\aircraft\'. Select you mods channel with 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\' as the target. On the main page of OMM, select the 'Tools' pulldown, and select 'Mod Package Editor'. In the Mod-Package editor window, click the folder with the gear laying on it to open the 'Build from directory' cialog. in the 'Open mod directory' window Navigate to '..\SU-30\' and select it. Make any changes in the window in accordance with OMM operations, and click File -> Save As.. Click Save. Now you can install and uninstall the SU-30 using OMM as intended.
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What I think a UH-1H MLU absolutely have to include: 1) All switches conform to the current DCS standard; <Left-Click> = switch upward / to the left / forward, <Right-Click> = switch downward / to the right / aft. 2) Dials: <Left-Click> = turn one step to the left, <Right-Click> = turn one step to the right. 3) Scroll-wheel down = turn dial to the left, scroll-wheel up = dial to the right. 1), 2), 3) When a switch or dial has reached its furthest possible movement, additional input does NOTHING, NO TOGGLES, movement only conform to the DCS norms PERIOD. 4) All dials, twist-knobs must be bindable to a physical dial / twist-knob, and (On)/Off switches to simulate using a dial. 5) ALL two or more way switches must be bindable to two or more way switches; for example the Pilot Sight currently only works with a keypress. It has no OFF or UP state, so it cannot properly use an assignment to a toggle switch. 6) Graphics have to be cleaned up. I use VR (an Oculus CV1 still) and I can only read many instruments and texts by pressing my nose against the instrument panel. Admittedly, the CV1 is now at the low-end of VR equipment, but still, there is much room for improvement, because even on my 2K monitor it's not that much better. The Cold War Era has been approaching for a long time now, and the F-4E is just around the corner, along with the MiG-29, MiG-23, MiG-(one of the teens {too lazy to look now}], the Kola map... things are moving. Common ED, don't sleep through this opportunity! It's almost free money!
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The experiences I made, which moved me to post this RFI were on the Enigma Cold War server. On the Multiplayer - Select Role page, when using the Search field, DCS starts searching with every key-press. If you wish to search for a string ten characters long, immediately upon entering each character, the search function kicks off and further input is blocked until the search is completed, which because of the very large number of slots on the server can take 5 to ten second per character entered. It can take 30 to 60 seconds or more to simply complete the search for 'FARP 6-11 '. This is unacceptable and could easily be solved by starting the search only upon pressing <Enter> or clicking on a button. It would also eliminate useless search-runs and reduce work-load on the server. What would also be user-friendly would be if the search and column filters remained in effect when returning to the Select Role page, even if the search and filter process would have to be repeated, it would save having to enter the same things every time. Also, having a column filter row selected when clicking anywhere on the row, instead of just the small box, would be very user-friendly. Make the checked box a simple indicator, along with highlighting the row.
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I cannot find Orbx on Discord. 1. Please post a permanent invite--not one that expires after a week--that anyone can use to join you on Discord. 2. Nag Discord until their ears bleed that they fix Discord so that you can be found, so that anyone can easily find you on Discord. 3. Profit.
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In-Game Scratchpad Mod Available - Works Great In VR!
Captain Orso replied to Fubarbrickdust's topic in Virtual Reality
LUA is the Object Oriented programming language in which much of DCS is written; also this mod. I will be the last person to tell anyone they cannot learn programming. It requires following systematic operations, and using basic logic and sometimes tactic to achieve a goal in a reasonable fashion. Some people can pick it up very quickly, while others have little talent for it. In layman's terms, think of instructing someone to go to the post office. Depending on the programming language, you might have to describe every last tiny detail, starting with, "breath in, breath out", "shift your body weight to over your feet, extend your leg muscles, maintain balance, stand...", or if the language is more forgiving and understanding, your instructions might simply be, "leave the house and walk to the post office, go inside, pick up the package, which is waiting there for you". LUA is somewhere in the middle, I think, but I don't really know LUA more than a tiny bit. -
In-Game Scratchpad Mod Available - Works Great In VR!
Captain Orso replied to Fubarbrickdust's topic in Virtual Reality
If you can write LUA, I'd suggest just looking at the provided plugins and copying what they do to function--how they plug themselves into Scratchpad--keep that, throw out the rest and add the functionality you want. -
Thanks sedenion!
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Thanks for take the time to even look at my issue. I do appreciate it. It makes sense--to me anyway--if you count how many navigation steps are required to reach a 'mod source', when the 'mod source' does not reside within the Hub Home. Each time using the Package Editor I have to navigate out of the Hub Home to then navigate into the 'source home' and then drill down to the source of the mod itself. Starting at the 'source home' saves navigation steps every time I have to update a mod, and that is all I'm trying to achieve, saving some time and work. Having a defined starting point per channel would save on the steps to navigation to the 'source home', because opening the Package Editor for a channel, one would be starting at the 'source home' already, every time.