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Sandman1330

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Everything posted by Sandman1330

  1. Forgive my stupid question, but you have purchased and installed the supercarrier module, correct? If you haven’t both purchased and installed via the module manager, you can’t catch any wires on the new SC. (I think that’s the one you are using in the photo?) I’ve seen a few guys who have forgotten to install it and had this problem.
  2. MSAA is very GPU intensive. Just a shot in the dark as I haven’t tried this myself yet, but is it possible your bottleneck is not the GPU, but maybe CPU, or RAM, or somewhere else? If you have the GPU horsepower, the MSAA shouldn’t lower FPS much until the GPU is maxed out. For OP, with a 9700K and 1080, it’s possible or maybe probable that you are GPU limited, so potentially there is an issue. Can you use Afterburner or another program to verify if your GPU is running near 100%?
  3. Already acknowledged by Heatblur, they’re working on it.
  4. I noticed it too! Took a screenshot to post it but you beat me to it. It does appear in some real life photos, but it must be collapsible as a seahawk is much larger than a Huey and would certainly have clearance issues.
  5. Worked! Mostly. Once the tanker runs out of fuel and RTBs, the new spawn reverts back to the default Texaco 1-1 callsign. Should the assigned callsign persist upon respawn?
  6. :doh: Thanks. Thought it had to be something simple. I can assume this will also apply to all other customizations, such as TACAN frequency and orbit locations / altitudes?
  7. Thanks! I'm new to MOOSE, but I've got the recovery tanker working. However, I can't seem to get the callsign to change. Here is the script I am using: The S3B takes off as it should, and sets itself up in the pattern. However, I cannot for the life of me get the callsign change command to work. I've tried variations per the MOOSE help file (TexacoStennis:SetCallsign(2) for example), but nothing. Am I missing something?
  8. I think it’s because the wings are starting in emergency oversweep mode (a good thing, as it prevents spawn in collisions and is realistic) Place the emergency sweep handle forward, push it down and close the guard, then hit master reset. The CADC error should clear and auto mode will work. I had no problems once I did this procedure yesterday. PS: 1000th post!
  9. If you have the ball call bound to a key, you can call it anytime, even if it’s not available in the comm menu. I’ve accidentally called the ball while sitting on the deck. Then the LSO came back with “you’re a little low...” :megalol:
  10. Thanks G B! So one squadron always seems to get shafted with last recovery (higher altitude)? I wonder how we can make this work in DCS servers. If the AI airboss could treat it as CQ and assign altitudes it would help. Guilty, thanks for the correction!
  11. I’m going to necro this thread. Ran into this problem doing Case III on the Supercarrier. From 50 miles out, in the PG with airfields nearby and all the escort ships, the USS George Washington was pushed down the menu by all of the other airfields and ships. I couldn’t start the Case III comms flow, I had to fly in close, start the comms, then turn around and go back out for Marshall. A next page option would be ideal. In the interim, is there a workaround in the ME to disable ATC for all the escort ships? This would greatly reduce the number of options to sort through.
  12. Thanks for acknowledging the request (it’s the first time I’ve seen an ED staffer ack the many threads requesting this), even if I have no idea what it means! (Other than we aren’t going to get the feature :()
  13. Regarding Case I Marshall stack altitudes, how are they assigned? The SC manual seems to state they are assigned by squadron. Does this mean it is all assigned and briefed during preflight? If this is the case I wonder how best to go about this on multiplayer servers that are not focussed on one mission but run continuously / for training...
  14. Yeah, it seems we hold hands only if the two aircraft are created as part of the same flight in the ME (ie Springfield 2-1 and 2-2, vice 1-1 and 2-1). Conversely, if we are generated in the ME as the same flight, we are always holding hands, even if not physically approaching together. Minor cleanup stuff that I’m sure will get improved, so far it’s been a great release!
  15. Same invalid user name and password error.
  16. That bug has been present since release, I think it's only visible during AAR. They have acknowledged it.
  17. Supercarrier is mentioned here. https://forums.eagle.ru/showthread.php?p=4339032#post4339032
  18. Fair points, and well articulated. I would agree if campaigns did not require one to complete the entire mission before moving on to the next. Things go wrong in real life too, people don’t complete their missions for a variety of reasons. Life, and the war, still go on. No one achieves the perfect record that is necessary to complete some of these difficult campaigns. The dynamic campaign should be great for this, if you aren’t successful then the war goes on and you go back out tomorrow (perhaps pretending you be a different pilot, depending on what happened. But it is still a game, after all!) With the current scripted and story driven missions (which are still excellent, BtW), the suspense or stress you refer to is, however, gone the second or third time you fly the mission, doing the same things and knowing the exact location of all the triggers and enemy actions. You go through the motions again, listening to the same voice-overs and knowing exactly what is going to happen, just to get back to the point where you left off, just to kill that one infantry soldier you missed when you went winchester and couldn’t kill to trigger the next event because your wingman crashed into a hill. So you go through the entire mission again, hit all the triggers and play the script just to get that one guy. Or maybe a manpad got you. Well now the suspense up to that point in the mission is gone again, you fly the exact same script again to get back to that point, knowing exactly what’s going to happen and going through the motions. If you could save, you’d say darn, screwed the pooch on that one, learn from your mistake (if you made one, lots of times it’s just down to luck), and jump right back into the suspense where you left off. Different play styles I guess? :pilotfly:
  19. Then it would be your choice not to use it. Those of us who don’t find repeating hours of missions to get back to the point where our mission went wrong will use it, and we will all be happy :)
  20. +infinity. I would purchase a lot more single player campaigns if this were a thing!
  21. The Huey being probably one of the hardest modules to learn from a hands and feet perspective, I think being able to have 2 pilots up front, with one providing demo/do instruction, would be great for new players trying to learn the module. Later, doing more complex missions with one guy flying, the other managing the radios, navigation, and flex sights will provide a lot of realism. The gunner positions would be a lot of fun, but I don’t see a lot of depth there. I think the big improvement will come with having 2 pilots up front.
  22. I’ll be darned, thanks for that! Is it (relatively) new? I’ve been away for 6 months and I’m just getting back into the game. I don’t remember that option being there before!
  23. Phoenix does the same thing, it will go from 1600kts down to 600kts after a turn like that, and not have enough energy to intercept afterwards.
  24. That’s interesting, if that is how the crew interaction was in real life then it’s all good. However, I find it strange that the pilot would be expected to take his hands off the throttle to activate VSL during a turn fight, if the RIO also has that capability. I’d be interested to know how the real guys did it, and as long as it’s realistically modelled in DCS I’m happy :) As for having him lock a datalink target, how is this accomplished? Does he simply respond to “lock enemy target” even for datalink? This hasn’t been my experience... is there a special command?
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