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Captain Orso

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Everything posted by Captain Orso

  1. Found it! I'd like to give this a little bump. I was wondering why I couldn't see any kinds of radar locks or anything I might attribute to a lock. I'm training SEAD and being able to see when search radar is seeing me and when I'm being tracked would be immense training help, but since the quoted post is already many months old I don't imagine a solution will be forthcoming in the near future. So baring radar tracking display, is there any way to for example set a bookmark live in the Trackview recording that I can use to recognize events, like when RWR starts getting radar hits, or RWR says I'm being tracked? Probably not, but asking costs this much =><= Oh, one more thing, SA-10 SAM's 5V55R missiles have a range of just under 40nm and the lethal dome trackview shows is 27 nm, which is way short of reality.
  2. If the package had any kind of version control it would make controlling the version... ummm... easier :huh: ... besides as has been noted, the download link is... pushing up daisies :bye_3:
  3. Since the update to OB 2.5.6.43503 on Sa., 15. Feb. when this mod is installed, the mission editor hangs while opening a mission.
  4. Only as an FYI, in ME on the left toward the top, the icon with two flags, one waving to the left and one to the right, allows you to enter how many observers, tactical commanders, joint tactical commanders and game masters are allowed on each side. Set at least one of them above 0 and you will see it in the select slot menu.
  5. "The amateurs discuss tactics: the professionals discuss logistics.” — Napoleon Such a weak argument, Raisuli, and ill informed. There is no debate on either one or the other, which reduces your argument to a strawman. You might as well just say that you're not interested in auxiliary ships, because that's all your argument comes down to. As a target, auxiliary ships make great targets. They're generally easy to sink, and if you sink enough, no fleet can maintain operations, or an invasion will become unsupplied and the invading troops go hungry, become weak and in short order have to be withdrawn or surrender. If you cannot get your supplies to the beach, you've already lost; game over.
  6. I believe I've actually seen a video on what kind of escoring tasks you can configure with MOOSE. Amazingly excellent the results, but I don't know lua scripting, and IIRC to even understand the MOOSE documentation, you first have to understand lua. So it's not really a solution for the masses. A CAP over a moving taskforce, or a safety helicopter during take off and landing operations, is a rather standard task, and as such, ought to be part of DCS carrier operations in general, and easy for everyone to implement.
  7. :doh: DOH! yeah, ummm... mine too :helpsmilie: Sorry, that was a brain fart in your general direction :D
  8. Update 2.5.6.43503!! With Update 2.5.6.43503 the me_route.lua file experience many changes. You MUST update your moded lua file with these changes, otherwise DCS will NOT start.
  9. Is there finally going to be a follow task for the SAR helicopter to actually follow the moving carrier? Also, CAP orbits which can be set up either circling the carrier or at a specific bearing, or direction, or between carrier and a threat direction?
  10. Stennis ATC will not be changed (heard from ED). Airfield ATC will be change, but differently than the SC ofc and later than the SC (at least the way I understood it). There will also be a difference between WWII and modern, which only makes sense.
  11. You have to bind the emulated button-push-actions, actuated through putting your throttle levers to their cut-off positions, to the cut-off switches in your settings. When your throttle levers are configured with the idle-to-cut-off indents, when you move a throttle lever back passed the indent to the cut-off position, it emulates button 29 or 30 being pressed; I think the right lever is button 29 and the left 30.
  12. Use <Alt><Shift><Esc> to cycle through the display options, one of which is no-display. The next time you start DCS it will display automatically again, and if you want to display it again during the same session, simply use <Alt><Shift><Esc> again until you get the display you wish :)
  13. There is not a trim-reset by name, but there is a defacto trim-reset, the Emergency SAAHS Disconnect Switch. It not only switched both SAAHS to Off, but also resets all trim to neutral.
  14. I have no idea if you are actually using some functionality of target, but if you are not, I would suggest leaving it completely off. I have never used it, and will never. Unless there is something very specific that you can only solve with target, it's just one more point of failure with no value at all.
  15. Hi got pissed off at not being able to lock-up that one bogie and punched the screen :P
  16. I kind of suspect that the idea of ED putting a ready room in the new SC's is specifically so that you can walk from there to the deck and climb in your Hornet. If it doesn't work that way, I will be at least mildly disappointed.
  17. Cool, thanks for going through all the effort :thumbup: Question: was the target pre-designated or TOO? I would make only two suggestions: 1. Use Simple Range Script. It will tell you the exact number of meters each bomb hits from the center of the target. Along with the 476th's target range objects, they make doing such testing a breeze. 2. I have no idea how the percentage is calculated, neither in Real-Life™ nor by RAZBAM, but with the target always exactly on the fall-line all variation which might occur through the bomb having to turn in toward the target were there a lateral offset, are already eliminated. I find the minimal variations between 1 and 100% more closely resembling general variations any weapon might experience in freefall, for example if you used CCIP and a dumb bomb instead. I cannot believe without real-world evidence that the difference between 1% and 100% is measured in inchest to a very few feet. There should be more difference.
  18. Doh, I think I misread his post :music_whistling:
  19. Check your axis assignments. I've seen so many times that especially rudder pedals per default have their axis assigned to every other axis object. You have to go through and delete all the excess bindings, and then everything will work as you wish.
  20. Switches with more than just two states always move upward or to the right with right-click and downward or to the left with a left click. Switches with just two states toggle when clicked (if it is already On it changes to Off, if Off to On, if Up to Down, etc.) which, if you are not certain of the stated from looking at the switch, can lead to unwanted changes. In reality no one ever just reaches to a switch and dumbly flips it from whatever state it is in to the other, if you know which direction you want to have. In fact it's a typical thing to actually touch the switch and push it in the desired direction, just to insure it is switched they way you wish. It would be very useful if two-way switches worked the same; left-click to flick them upward, right-click to flick them downward, and if the switch is already in the desired state, no change is made and everything is as it ought to be. Would this be possible?
  21. What?! Since when do static anything do anything other than just stand there and look good. If you want aircraft to do something, you'll have to use AI aircraft. You can have them start, fly a few circles in the sky and then land, if you want some deck action.
  22. Who ever said that we are taking prisoners... :noexpression:
  23. The issue is with any analog device assigned to the TDC. The issue is not a general issue, it is a specific issue. If you slew the TDC with an analog controller far away from target vehicles, it slews smoothly. If you slew anywhere close to a vehicle --which is the whole concept-- it goes crazy-laggy. I think it has to do with the code looking to lock to a target vehicle as a point target.
  24. Really, if it's just you and your buddy, grab TeamSpeak, one of you plays server and you guys can chat all you want without interference from the rest of the world. Actually you can use Skype as well... in fact if it's just the two of you, I'm sure there are about a thousand solutions like Skype, TeamSpeak, "Discard" (LOL so unintentionally true :lol: ) and I can't even remember the half of them. I got to know SRS on Hoggit servers, and Hoggit is spot-on with SRS, because they organized everything for SRS already. One freq. for ATC (sometimes human, otherwise players announce what they are doing on takeoffs and landings, so others are aware), GCI (sometimes human, otherwise the standard Overlord announcements and queries), a gen comm freq., one specific for CAP, one for CAS, one for Harriers, one for Hogs, and if you really just want to chat with your buddy, you can agree to an open freg, turn your in cockpit radio to that freq, and chat to your heart's content without disturbing anyone else. AWESOME. All that without having to switch out of DCS once. The only advantage something like TeamSpeak has is that if the mission restarts or the server, and you are in your own private chat room in TS, comms are not affected. Disadvantage, you cannot easily invite anyone else. I'm not using the DCS built-in, because it doesn't offer the functionality or comfort of SRS yet, and I really find it sucky that they will eventually steal SRS's limelight that they earned long before ED decided to finally get off their collective asses and do something finally. I guess they needed the SRS guys to show them how to do it first.
  25. Thanks for the offer :thumbup: I tried it out and it worked without Master Arm switch asserted.
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