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Gizzy

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Everything posted by Gizzy

  1. Do you have VAICOM installed? This happened to me..... stuck at 10%.... If so, close VAICOM and do not use VA until Holywood fixes it... Run DCS Repair and it will find 2 extra files.... authorise deletion.... Then all worked for me.... If you fire up VA with VAICOM again the same stop at 10% will happen. Hope this helps some...
  2. Tanker KC135MPRS invisible in normal view BEYOND 1.6nm https://forums.eagle.ru/showthread.php?p=4210712#post4210712
  3. Tanker KC135MPRS invisible in normal view BEYOND 1.6nm in VR (REVERB at native max resolution) AND 2D in SWScr 3440 x 1440 Persian Gulf Map 16000' Good weather 2D screen shots below - same in VR Graphic capture below 32GB RAM, 17-6700 @ 4.5MH 2080ti If other plane visibility is the same, many aspects of the game will be unplayable.
  4. Had a similar issue a few weeks ago... turned out the 'environment' 'home' setting was adrift.... it was for whatever reason way off to the left... it can be checked by firing up STEAM VR and putting on the headset.... you will see the night sky and ground base lines... the arrow on the middle base line should be pointing straight forward in relation to your controls. If not, (mine was way off to the left) when in DCS you reset reset VR view 6DOF will be limited or even reduced to 3DOF Reset 'HOME' from within Windows MIXED REALITY PORTAL under 'MORE' then 'SETTINGS' then in the windows settings screen > 'ENVIRONMENT' then 'RESET MY HOM'E and foll0w the instructions. Worked for me.... YMMV
  5. Snap views are usable in VR albeit not in the same planes as 2D. You can set snapviews defined by cockpit camera move commands for up / down / left / left / right / back for example which will set where your viewpoint is. AN example would be set up a snapview for full down and full forward for best view of the ka50 TV screen or full right and a bit forward for the ABRIS or up and forward for the HUD etc.... You cannot set angles though as they are dictated by VR... May help in some circumstances. PM in discord if necessary Fargo...
  6. :thumbup: Great support, thanks...
  7. Snap.. On reinstall ... unable to load 'VAICOM PRO for DCS World.vap'
  8. MGRS square number text not displaying on the ABRIS map whilst in MP. In SP the text displays fine. Makes correlation between F10 map & Abris Map very difficult and consequently of course route planning in MP play.
  9. (1) Go to your main DCS screen, settings, then MISC. 7 Items down ENSURE FORCE FEEDBACK is unchecked - having this checked is often the major problem, if it checked the Gazelle will be a demon and impoosible to fly stable. (2) Map a HAT switch to your DCS SA342 TRIM NOSE DOWN, NOSE UP, NOSE LEFT and NOSE RIGHT. (3) Calibrate your joystick / cyclic (4) Run a mission with a hot start gazelle on the ground. 'PULSE' your HAT SWITCH 3 down and 2 right, leave it centred and do not touch it. (5) Engage about a 1/4 right torque pedal (6) SLOWLY raise your collective and the aircraft will slowly rise totally under control WITHOUT touching your CYCLIC, give it a bit of nose down and away you go, simples.... The advice of reducing Y AXIS to 60% in pitch and roll is sound. I would even advise 40% in pitch for novices. Even then only move the cyclic millimetres in flight. As you become more experienced experiment and increase Y AXIS. Below is a simple quick video... look at the diamonds in relation tot he cross in the control window... Hope this helps... https://youtu.be/CKK0eFxGgJc Edit: Once up and away, reset your trim.... likewise in the early learning stages for a good hover then touch down, it can help for landing, reset trim, then 3 down, 2 right...
  10. Works fine, applies to the whole group. Was more useful when we had ZPU -1 to 4 as MODs which of course no longer work with the ED change - that leaves the lethal ZPU-23 which is a bit of a handful for the Huey but the script helps some.... I've added DIMs .50 but not tested them yet. --Suppression Script by Marc "MBot" Marbot v20Dec2013 do local SuppressedGroups = {} --Table to temporary store data for suppressed groups --Function to end suppression and let group open fire again local function SuppressionEnd(id) id.ctrl:setOption(AI.Option.Ground.id.ROE , AI.Option.Ground.val.ROE.OPEN_FIRE) SuppressedGroups[id.groupName] = nil --trigger.action.outText(id.groupName .. " suppression end", 2) --Info for debug end --Function to run suppress a group local function SuppressGroup(tgt) local delay = math.random(1, 3) --Time in seconds the group of a hit unit will be unable to fire local id = { groupName = tgt:getGroup():getName(), ctrl = tgt:getGroup():getController() } if SuppressedGroups[id.groupName] == nil then --If group is currently not suppressed, add to table. SuppressedGroups[id.groupName] = { SuppressionEndTime = timer.getTime() + delay, SuppressionEndFunc = nil } SuppressedGroups[id.groupName].SuppressionEndFunc = timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function else --If group is already suppressed, update table and increase delay local timeleft = SuppressedGroups[id.groupName].SuppressionEndTime - timer.getTime() --Get how long to the end of the suppression local addDelay = (delay / timeleft) * delay --The longer the suppression is going to last, the smaller it is going to be increased by additional hits if timeleft < delay then --But if the time left is shorter than a complete delay, add another full delay addDelay = delay end SuppressedGroups[id.groupName].SuppressionEndTime = SuppressedGroups[id.groupName].SuppressionEndTime + addDelay timer.setFunctionTime(SuppressedGroups[id.groupName].SuppressionEndFunc, SuppressedGroups[id.groupName].SuppressionEndTime) --Update the execution time of the existing instance of the SuppressionEnd() scheduled function end id.ctrl:setOption(AI.Option.Ground.id.ROE , AI.Option.Ground.val.ROE.WEAPON_HOLD) --Set ROE weapons hold to initate suppression --trigger.action.outText(id.groupName .. " suppressed until " .. SuppressedGroups[id.groupName].SuppressionEndTime, 2) --Info for debug end --Handler to get when units are hit SuppressionHandler = {} function SuppressionHandler:onEvent(event) if event.id == world.event.S_EVENT_HIT then local tgt = event.target local tgtType = tgt:getTypeName() if tgt:hasAttribute("Infantry") or tgt:hasAttribute("Static AAA") or (tgtType == "Ural-375 ZU-23") or (tgtType == "Mobile AAA") or (tgtType == "AAA") or (tgtType == "APC") or (tgtType == "ZU-23 Emplacement") or (tgtType == "Toyota_bleu") or (tgtType == "Toyota_desert") then --Check if hit unit is infantry, static or mobile ZU-23 SuppressGroup(tgt) --Run suppression of hit unit (group) end end end world.addEventHandler(SuppressionHandler) end
  11. You are far too simplistic and dismissive. DCS alludes to cover a wide period of time form WW2 to date and is used as such by many. In certain eras, Vietnam for example, the Huey most certainly was a gunship and indeed was operational as such until 2003 by some countries. Of course, .762 in mini gun should not take out tank and BMP2's no doubt but the modelled .762 minigun which should be set to around 4000 rpm is not modelled correctly against soft trucks POL trucks etc... often requiring excessive time on target. The main issue was Ai firing mini guns - they were too accurate keeping the rounds on the one spot - they still are. Never fire the mini gun but if you have used .762 in sustained fire mode from say a GPMG (around 2000rpm) against light trucks you would understand the Huey is well and truly neutered Not every one flies fast modern jets... even if ED has been for some time focused most resources in this area.... And as for Rockets against infantry their 'kill' range is laughable. They are useless in game.
  12. If anything that is the result of stupid ai programmed accuracy with door gunners and whatever damage model the target has been dealt. No dispute on that point not that I ever engaged tanks with a Huey BUT the current setting appears to be an excessive over reaction - which is very noticeable if you have ever used .762 in sustained fire role... The mini gun with a top rate of 6000rpm however I believe set at 3-4000 rounds per minute - is totally destructive against soft skinned vehicles... not like the current offering. Please, refer it to be reviewed by SMEs if possible.. On a similar vein the HE rockets have always been terribly ineffective despite a fantastic graphic of the explosion. Put 50 troops 1 metre apart and fire 1 rocket into the middle. 1 maybe 2 may be killed. DCS presumably ignores fragmentation and only counts direct hits thinking that all of the Caucasus terrain is made up of the softest and deepest Irish bog that contains all blast and explosive damage :) Wishing all health, love, wealth, happiness and just everything your heart desires but especially DCS simulating accurately everything for all and still be as cheap as it is now ... :thumbup:
  13. Update 31-10-19 "DCS World Bullets of M134 minigun will be less powerful." Very significantly reduced the effectiveness of the UH1H in gunship mode. Sure at very close quarters you can have some success but have never known the mini guns to be so useless since the module was released. Never fired the mini gun but certainly .762 GPMG in light and heavy modes - thankfully they were not 'tuned' by ED :( Maybe with with dual cockpit consider bayonet mounts:music_whistling:
  14. Confirmed. It's a mess! Absolutely terrible FPS drop in the last update. i7-6700 WC OC running at 4.5 GHz 2080ti 32Gb RAM M2 Drives z170 pro gaming MB 130FPS to 60FPS flying the Huey in rural NOT urban at 50' .... loads of micro stuttering. SuperWide GSynch monitor pushing 3880 x 1440
  15. Had similar issues after the last series of W10 updates - but whatever way things interact MSI afterburner and its FPS injector was the issue. Closed that down and SRS was good in all respects...
  16. Hi, You may be interested in Combined Air Group [CAG] an open EU time orientated DCS community with a different twist. CAG encompasses both fixed and rotary wing airframes in a friendly shared environment with a goal to provide a realistic simulation based on real procedures that have been adapted to ensure enjoyable playability within the constraints of DCS and normal peoples abilities. Although the aircraft are military there is no military rank structure and we work hard to create an environment based on friendship with minimal rules - Inflated ego’s are to be left at the door when checking in. CAG has several operational flights which train and fly together in missions regulary. A flight is just a name for a group of pilots specialising in a particular airframe, style of flying or speciality such as ATC. When there is sufficient interest, further flights may be formed. We have several trainers, many experienced pilot / mentors and new guys are welcomed and development encouraged. An extensive training program is available for most airframes. Currently we operate regularly 6 flights Pegasus (AV8BNA), Omega (F18C), Bikini & Buccaneer (UH1H0), Stalker Mi-8, Outcasts (SA342) with a 7th, The Degenerates a catch all for those who fly with the M2000, Ka50, F5 etc. 24/7 servers are UK with a good grasp of English language essential and pilots are based throughout Europe Hungary, Greece, The Netherlands, Germany, Switzerland, Austria as well as UK and Ireland. Fire a PM at me mate if interested further.... :) Some pics.... https://www.dropbox.com/s/yexl09jkoqg9ysl/CAG-some%20pics.zip?dl=0
  17. Thanks for posting shinwawg :) cured my SRS crashing problem on selecting a new favourite.... instant fix.... saved me a lot of hair... cheers :thumbup:
  18. Excellent sincere statement... thanks...
  19. Yes, same problem the other week on the PG map. Airfield set to 0 but Helos set to spawn at 50% in ME but they actually spawn 0%.... The Airfield settings over ride the airframe individual spawn settings...
  20. Thanks for the response FeeFi.... No this is not the old EDM's thats the problem ... been there, done that... this is something similar and probably connected. I started with a minimum MODs and after days of testing unfortunately even just 1 object of say the latest 476th pack or 1 object from DIMs pack will cause issues over time with the dedicated software... The last test I had just 3 single containers from the 476th and after an hour of a soak test the huey RH gunner was dead on spawn... I did not even look at the other airframes as from experience with time all those issues will creep in. The crazy thing is that on start all is good... add time, even with no one on the server, and it creeps in... It seems to effect only airframes with 2 engines (F18C, Mi8, Ka50) or the Huey with multi crew.... the RH gunner and co-pilot randomly die and / or the cyclic does not work correctly.
  21. Any MOD in mission run on dedicated server software currently causes some airframes to, I suppose, de-synch is the best word, over time. These would be... 1) Ka50 (hot or cold spawn) right engine vibrating then catching fire 2) F18C right engine not reaching minimum idle speed on spawn 3) Mi8 Left engine vibration warning light then failure 4) UH1H co-pilot and RH gunner dead on spawn and normally appearing 20 -30 minutes after start. MODs used 476th range targets, DIMs FARP objects, civil objects etc... even just one object present will cause the 'de-synch' Of course, I realise that MOD induced issues are not bugs nor would I waste EDs time looking a fix, BUT has anyone else came across these issues or are happily running object MODs with the above airframes?
  22. Some really weird issues appearing in missions with some dual engine or multicrew airframes. They do not appear straight away, check soon after mission start and all is good but then then as time progress they appear one by one. MODs were used and in SP all appears good. MODs were Civil objects, Insurgent jeeps, Helipads, Naval equipment, DIMs FARP objects and HMS Hermes. Slowly reduce the MODs and you slowly reduce the instances of airframe failure but the mission will only become 100% stable if no MODs are present. Running CTLD and CSAR which appear fine and no issue. These would be... 1) Ka50 (hot or cold spawn) right engine vibrating then catching fire 2) F18C right engine not reaching minimum idle speed on spawn 3) Mi8 Left engine vibration warning light then failure 4) UH1H co-pilot and RH gunner dead on spawn A real strange one....
  23. Your choice... all I can say is mine 67mm and I have no issues at all so far.... YMMV though... The straps on the other hand are a little 'neat' I'm tall and big... the straps are on their absolute minimum, top and sides, and it is a neat fit.... but in truth that area is easily fixed with a home made velcro extension...
  24. i7-6700 OC 4.5HGz 32GB RAM Windows 10 home 2080ti FE OC 10% HP Reverb Steam VR Beta WMR Custom resolution set at 188% > 2212 x 2152 per eye DCS STABLE & OPENBETA Textures high terrain text high civ traff off water high heat blur off shadows flat only res cockpit d. 1024 MSAA x2 Depth of F. off Lens off motion blur off SAA OFF clutter 50% Trees Vis 70% Preload 100% Aniso Filt off Terrain Obj Flat PD = 1.0 DCS STABLE AV 45 (fairly stable FPS from 40 > 50) DCS BETA AV 68 (rapidly changing FPS from 50 80) NVidea Driver 430.86
  25. Confirmed. I SP it works fine, you can contact ATC request taxi for example and runway lights go on... in MP Server same test file ATC is dead... no response.... hence no lights...
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