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Everything posted by Sandman1330
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[DCS BUG] Tanker not responding when flying with human RIO
Sandman1330 replied to bkthunder's topic in Bugs and Problems
I’ve noticed it too, I think it is related to easy comms. It seems if you are relying on easy comms to tune your radio for you, the first call must come from the pilot. After that the radio will be tuned to the correct frequency, and the RIO can do calls from that point forward. -
I think what he means is the Tomcat (and the F15 too) are locked to USA. If you try to change their nationality to Russian so they can be red air, you can’t choose F14 as their aircraft. OP: have you tried setting the red air to Iran? Might be able to get the F14 that way.
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WebGUI seems to work again since the latest hotfix!
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Is F10 map enabled in realism settings? Similarly, is it allowed in the mission settings for the mission you are running? I don’t recall off the top of my head exactly what the settings are, but you can disable F10 via the realism menu. Maybe try comparing the settings between you OB and release versions?
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Try loading it first in normal UI. Start a new server and create your prioritized list in the game UI. Launch the mission, then exit out and start in norender. It should start the same mission that you set up in the normal UI.
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[NO BUG] RWR / Jester picking up launches on other aircraft
Sandman1330 replied to backspace340's topic in Bugs and Problems
This behaviour is realistic for radars in search mode only (nails/dirt). In STT or launch guide mode, a radar cone is only in the vicinity of 2 degrees wide, +/- a bit depending on the system. Therefore, everyone should get a nails/dirt/spotted when a search emitter goes active, but only the target or other aircraft in very close proximity to the target should receive STT or launch indications (spiked/mud/singer). This is the long standing DCS bug. At long ranges, the distance will be larger than at close range, but no way an aircraft 40, or even 10, miles away should get the threat indication unless they are directly in line front or back with the tracking beam, or many hundreds of miles away. I’m too lazy to do the trig to figure out what that distance is at 200 miles... -
And just like that my F14 career is over....
Sandman1330 replied to Andysim212's topic in DCS: F-14A & B
Haha, so even though my first go at this went very well, I went to do it again yesterday and struggled like mad. Visibility is tough with the canopy bow where it is, and the new jet wash certainly adds a new element. Gotta keep practicing! -
How to get Jester to take control of Countermeasures?
Sandman1330 replied to Mukai92's topic in DCS: F-14A & B
Even in auto, I find he is weak with countermeasures. I put flares on pilot so I can preemptively drop flares when a shot is likely. He drops them after a missile is fired, but there’s a delay and it’s usually too late by the time he does. -
The Saitek / Logitech software is very powerful, it will allow you to do things like turn axis into button presses and the like. Very handy, I highly recommend you give some of those options a shot.
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Wait for the Ryzen 3000 series this summer (rumoured to be available 7 July) before making your decision. They are coming out on 7nm, and are looking to be 5ghz+ with IPC on par or better than Intel. Rumour mill indicates single thread performance at least equal to, if not better than, intel - with up to 16 cores to boot.
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Think of it as 3 different profiles. For example, for the Hornet, A10 and most other modules, I have my thumbstick (X56) setup in bands using the Saitek/Logitech software to generate key presses. This allows me to use it as a 5 way hat instead of an axis. However, with the Tomcat, I want it as an axis so I can use it for DLC. I set that to mode 2. Therefore, I can switch between mode 1 for most aircraft, and over to mode 2 for the Tomcat, without going into the software. You could also use it for the same flight - if you wanted your buttons to do different things during different phases of flight, like takeoff/combat/landing, you could set it up that way using the mode switch.
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Probably because you are trimmed so nose high for your approach. You trim for an airspeed in the 120-130 range on approach, then on takeoff you accelerate through this speed very quickly. If you don’t trim nose down first (while still on the runway), you’ll go very nose high because the aircraft wants to maintain that 120-130 speed. Try a couple seconds of nose down trim as you select mil power and before you rotate.
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Exactly!
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During AAR, Jester's calls seem to "stack up" faster than he can say them, so you end up having to wait for his "cue" of calls to get worked through. For example, I plugged in (fairly quickly), and got a string of his funny chirps and comments that continued on well after I'd plugged in. It wasn't until after about 30 seconds of his funny comments that he actually said I was plugged. No big deal, and very entertaining, but it had me wondering if I was actually plugged or not (I was, tanker said "taking fuel").
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And just like that my F14 career is over....
Sandman1330 replied to Andysim212's topic in DCS: F-14A & B
Only tried it for a bit last night, but I didn't have any issues. Even in the Hornet, I'm in the habit of ignoring the HUD, airspeed, attitude - ignore it all. Focus on flying formation on the tanker. You could be upside down for all that it would matter - if you maintain the formation on the tanker, and make small adjustments by cross checking the basket, you'll get it. Just try to ignore everything else. Use your speed, etc to get close, then fly solely off the tanker. -
True to a point, drag caused by lift (induced drag) decreases with airspeed (lower AoA), but drag caused by the air friction against the aircraft (parasite drag) increases exponentially with airspeed. You therefore want the airspeed/AoA that gives the lowest total drag, called L/D max. This will not be necessarily at high speed.
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WW2 fighters handle very differently in different maps?
Sandman1330 replied to Aluminum Donkey's topic in DCS 2.9
Density altitude. Check the mission temperatures and sea level pressures. I’ve noticed a big difference between Caucuses and Normandy compared to Nevada and PG, less difference between caucuses and Normandy but it could still be temperature and pressure settings. -
Too bad there’s no workaround. With everything else in development, I expect this would be very low down the priority list, with no fix soon.
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As the title says, I find this if I try to take off without flaps. Try takeoff with half flaps. If you forget, you can slow below 250kts and bring flaps down, then uo again, and it works again.
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In the more full fidelity modules like the F/A-18 or A10C, you have the clickable cockpit that you can use to carry out the real world procedures, ie pull the fire handle which cuts off fuel, bleed air, and arms the extinguisher, then fire the extinguisher to put the fire out. This won’t bring your engine back, but may allow you to get home on your other remaining engine. It’s less well simulated in the lower fidelity modules like F15C. In the end, if you wouldn’t be able to do it in real life, you probably can’t in DCS. There’s no in-air repair cheat ;)
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Hmmm.... Good point. Unfortunately my scripting is even less developed (this was my first script ever!). Though I think the problem we'll run into there is, in order to identify which aircraft the player spawns into, the player still needs to spawn into it first - before the script can destroy the static. I've been experimenting with having the client aircraft spawn in immortal, then after a 5 second delay have the immortality removed, but the static still blows up and now you are just stuck in a fireball, LOL. I don't know of a way (yet) to make a static immortal... Edit: I have found this script to set immortal: SetImmortal = { id = 'SetImmortal', params = { value = boolean } } But I do not know where to put the variables. Is 'setimmortal' where I put the unit name that I want immortal? is Boolean where I set true or false? Edit2: it seems this script may not work on statics... back to the drawing board!
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After more testing, it's a no go. For some aircraft (A10) it seems to work, but others ( F/A-18 ) immediately explode. I think there's a microsecond crossover where both exist in the same location at the same time (the time it takes for the trigger to action). What I need is a way to delay the spawning of the client aircraft ever so slightly, to give time for the static to be removed...
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Yeah, in that trigger, "client unit" is the unit name the player will occupy, and 'static' is the name given to the static object in the ME.
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I think I figured it out. Once: Unit alive (client unit) - do script StaticObject.getByName( 'static' ):destroy() I've only tested once or twice so far, but it seems like the static disappears soon enough not to cause damage to the client aircraft. More testing required, but it's progress.
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Thanks for the reply! Unfortunately, there doesn’t seem to be a way to adapt this to client aircraft. I am hoping to have static or uncontrolled AI aircraft occupying the parking spots for client aircraft, until someone spawns into the client spot, at which point they will occupy / replace the static aircraft in the spot. What we need is a group deactivate command that works for statics. It exists for AI, but even an uncontrolled AI in the spot is not possible as I can’t place them in the same spot as a client aircraft. Edit: There is even a static activate command... How about static deactivate? Can I do this via a script?