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dok_rp

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Everything posted by dok_rp

  1. Thanks a lot Weaponz248... that was clarifying. :smartass:
  2. Hello guys, I was looking for pictures from the LAU68 at Flickr and I've stumbled upon the particular one attached. (All credits go to Courton for the amazing picture. Some things got my attention: 1) The Ripple/Single switch at the top of the launcher. What's the purpose of this switch? Isn't this done cockpit-wise? :) 2) The little bar at the back of each launching tube.I always thought those were the rocket fuses, but it seems they are an integral part of the pod itself. What would their purpose be? 3) The rotating knob at the right lower side of the pod. There's an "I" then an "A" and then it goes from "1" to "7". Is that some sort of ripple selection? Sorry for the many questions, but since I thought the picture was very interesting, I thought of sharing it. Thanks for any help. :smartass:
  3. I'll just leave it aside for the time being... need to learn more about the topic to even be able to grasp the very basics of it, but since it's still a WiP, maybe we'll get updates to it in the near future. Still, a great little feature. :)
  4. Thanks guys... I have a few other observations and questions... I hope I don't sound too stupid to you... 1) I've also noticed something else. Even though some wind speeds are displayed outside the created system, you're only affected by them if you enter the system. I was getting consistent 0 m/s wind speeds in the CDU and then I discovered that I was actually flying outside the system itself. I guess this is a minor bug from the Dynamic Weather Editor. 2) Now, I hope I don't sound too dumb... But can I assume that Pressure deviation is always negative in a Anti-cyclone system? And positive in a Cyclone one? 3) A few posts behind, some other users were talking about creating two systems in an Anti-Cyclone area and "by fiddling with the appropriate parameters" create rain and even snow. There was also mention of simulating an overcast area, even though the Dynamic Weather editor does not support such feature if not set in the entire map. So, is there something I am missing? I've tried a few different settings with an Anti-Cyclone area and two systems, but all I got were too strong winds and no rain. :( Any help would be appreciated. :smartass:
  5. A few questions about the Dynamic Weather System. Hello guys, Since the documentation on this feature is very small I'd like to ask a few questions if you'll allow me. 1) What exactly is the PRESSURE DEVIATION figure responsible for? Does it set the pressure differences between two collateral grids? Or is it something else entirely? What I've noticed is that using the DEFAULT values, the game will generate weather conditions that are not usable, since we'll get winds that are way too strong (higher than 100km/h). I was able to get usable wind strengths when setting the Pressure Deviation Values by hand and experimenting. What puzzles me is that sometimes I get nice winds by setting Pressure Deviation to a value of 10, for example, and sometimes by setting a value of 400, some other times by setting a value of -500, for instance. It doesn't make any sense to me. Could someone shed a little bit of light on the reason this happens? Well, that's it for now... hope I don't become a nuisance, but I'd like to learn how to use this feature so to make missions with more variable weather. Thanks again. :thumbup:
  6. The kickback from that weapon is a monster in itself. That's the main reason I don't like to use it. Usually to be effective I have to get to close and personal, and at that distance the 30mm cannon is a better and more accurate choice IMO. I usually prefer to carry S8 rockets, since they numerically interesting and from up close and personal can get the job done. :)
  7. Couldn't it be possible to fill out the missing chunks with the vector-type maps from Black Shark? Or maybe adopt them altogether in the A10 sim? I mean, eventually both sims will be linked and it'll be easy enough for ED to update the Shark maps, since they are vector images from the mission editor. Now, when that happens will the A-10 remain a leg behind with those black chunks from the cartographic maps? There are some areas that the map is missing completely. If so, that'd be sad. =(
  8. I was just about to post this this very moment. I am familiarizing myself with the commands and setting up mu X52 so I can memorize the what-switch-does-what type of thing and I've noticed this "issue" too. Some areas of the map are just plain black when you zoom in. Are these really supposed to be black?
  9. I have another problem. When flying under bad weather, a graphic normality appears in front of the cockpit of the A10. I am posting a Screnshot of the problem. Could anyone provide some assistance? :(
  10. Hello guys, I've always used THIS MOD to remove cockpit scratches. However, I've just done a fresh installation of the game and installed the same mod. The problem now is that all I have are greyish textures instead of the cockpit glass and besides from the outside the cockpit glass is transparent. Is it possible to fix this problem? I didn't change anything on my system. I just did a fresh O.S install and have installed the game a few minutes ago. :( I am attaching two Screenshots to illustrate the problem. Any help will be greatly appreciated. :thumbup:
  11. Indeed you are right. I didn't know that even by opening the mission with the Mission Planner to change waypoints I would completely and utterly destroy the mission. Not just waypoints, but unit placement and everything else. What a weird implementation, I must say. Can't think of a use for such a feature. Would that be a way of punishing someone that would like to change the waypoints of a given mission? Never had I seen such a thing. Anyway, thanks for the suggestion. I downloaded it again and it worked, however, I opened one of them again with the Mission Planner and it got corrupted yet again. Will have to download it one more time.
  12. All of them, actually. When I open the mission planner all I have is an empty map. I tried editing the mission in the Mission Editor, but all the waypoints seem to be on top of each other, and if I delete the aircraft group entirely and create another one, I end up breaking the mission synchronization. Am I doing something wrong? Is there a correct way to install the missions? Thanks again for the help. :)
  13. Hello Mr Dragon, I'd love to play your missions. I've downloaded them and placed them in the missions folder. However, when I load them, no waypoints are set to my helicopter. Is this the way it's meant to be? My game is updated with the latest patch. Any help would be greatly appreciated. :)
  14. Real Ka-50 pilots use them too. Not using them does not make you better than anyone, just a lot more reckless. :thumbup: The Ka-50 is the only single seater attack helicopter in the world and for one they've implemented systems to help the pilot fly the machine with ease and focus on what it's been designed to do: blow stuff up and come back to base. Flying without the stability augmentation systems on would be like driving on icy roads without your chains on. It sure takes cojones to do so, but the chance of you totalling your ride just rises 10-fold. I for one never take off without them off and take great pride in doing so. :pilotfly:
  15. I'm gonna try that. Thanks Boberro! =)
  16. Hello guys, I am having a hard time trying to disable the integrity check thingy. I am going under Config/network.cfg and completely deleting the lines under integrity_check, but the game still performs integrity checks no matter what and simply resets the file to its original configuration. Is there a way to completely disable this feature? Thanks. :thumbup:
  17. Hello guys, I was browsing around youtube and I came across these interesting videos depicting real shots from the HUD's of the Su-27 and Mig-29. Since there are very few videos on the internet on the matter, I wanted to show these ones here. On the first one there is some interesting symbology on the HUD which is not available in Lock on. I wonder if someone who's familiar with Russian or with these modernized HUD's could give some information on that. Another interesting thing is the jamming signal in the beginning of the video. Never had I though that it'd clutter the HUD that bad in real-life. I imagine there must be a way to de-clutter it as it seems a little obstructive to the pilot. This is the Su-27 video: The second interesting video is from a R-73 firing exercise. There are two things that struck me silly in this video: 1) The micro-instant turbulence the plane goes through the minute it crosses the smoke trail of the missile. I didn't know it interfered with the plane. It was a little detail that impressed me. 2) The enormous vibration the plane is put through when the pilot is pulling G's away from the launch. It's quite impressive the amount of force those wings must have been submitted to. This is the video: Since they are pretty interesting videos I thought of sharing them. I am very sorry if these same ones have already been posted before. I did a quick search and found nothing on the matter, so I decided to post them. However, in case my search was not thorough enough, I apologize. :pilotfly:
  18. Up to this very day, DirectX 11 has not increased and inch in the compromise Image Quality x Frames per Second. I have a Phenom X4 955 @3.7GHz and a Radeon 5850 @1125 and 775MHz and the drop in FPS you get from switching from DirectX 9 to 11 is simply appalling or mind-boggling to put it better terms, whereas the improvement in image quality is all but noticeable. In areas which are designed having the new API in mind there is significant difference, specially when it comes to tessellation. However, the loss in fps is so dramatic that it's hardly worthwhile. Directx9 has a lot to offer yet, since it has only become truly optimized in the last few years. I really hope this new conversion does not mean they will simply forget about optimizing the game for DirectX 9. I have downloaded the Benchmark demo for Lost Planet 2 yesterday and playing that game in Directx 11 is simply and utterly ridiculous. They just threw tessellation at everything and while I can get pretty and steady 60+ fps with everything maxed out using Directx 9, when I switch to Directx 11 the highest I get is 30 and it does get down to the low teens!!! :doh: Considering the work-around ED still uses to render water, I don't even want to see the result with a tessellated "water-world" running under Directx11. If they don't reeeeeally optimize and improve the engine the way it needs to be improved the results will be laughable at best; that considering many of the results the game industry with far better experience with DirectX11 has been delivering. Well, let's wait and see, but I'm definitely not keeping my hopes up. :pilotfly:
  19. Ok... if this was supposed to be a joke, I truly fail to grasp its meaning. What was the point of this saying?
  20. I also like them for calling out targets and missile launches. Other than that, I don't rely on them too much as most of the time they'll end up in catastrophic failure and I'll lose my spotter. Better keep him safe at your side and use him only when the situation allows it so, which means, when AA threats have been dealt with. Until then, I prefer to keep him on a tight leash. The AI as it is represents much more muscle than brain-power. Better use it that way too. Fly safe! :pilotfly:
  21. Hello guys, I was watching some footage on youtube from TOW missiles being fired and it seemed that the smoke they produced was barely visible, unlike the full burn smoke produced by the TOW in Black Shark. So the question is, are TOW missiles really smokeless or is it just a feature included in DCS to make our lives a tad easier by making them clearer to spot when launched at us? :pilotfly: Not that it counts as a great example, but when launching the TOW at Operation Arrowhead, it burns for 2 seconds or less and then continues completely smokeless. After I saw that I got curious and started looking for videos to see how it works in real life. Since the DCS series is a high-fidelity recreation of all these weapon systems and I got some contrasting examples of this system in particular, I wanted to ask here in the forum, for there are people here who never cease to amaze me in terms of military expertise. :smartass:
  22. Starforce on post-FC1 products are also as intrusive as it can be while still pertaining to ED's DRM philosophy. No drivers are installed and you don't even lose activations if you remember to deactivate the product. As far as intrusiveness is concerned, the horrendous ad-riddled steam and the ad popups are much more intrusive IMO, when compared to the new non-installing online-activating starforce drivers.
  23. My GOD, those screenshots do Black Shark no justice!!! That sim is much prettier than those poorly chosen SS's designating it so. And also, where are those mouth-watering Glowing Ammram videos to really tilt the table on ED's favor? They are a must-show!!!
  24. Hello! I've read the GUI manual and followed the minimalist instruction it gives at creating templates. I want to create a few templates for missions I am making, but I can only include one vehicle in the template. These are the steps I am following: 1) Insert a vehicle in the map. Give it a custom name to its group as well as unit name. 2) Insert the other vehicles that I want to include in this template. 3) Select the first vehicle of the custom-named group. 4) Click on the Create Template Button. 5) I choose the country and give the template a name. 6) Save the template. Now when I add the template I've just created, all I get is the first unit that I've inserted. So, could someone offer a little more detailed explanation on how to create a template? I'm really frustrated at this process. Another thing: Is it possible to create templates for static objects? In some of my templates I'd like to include buildings. Is that possible too? Thank you in advance for any help. :thumbup:
  25. If I am not mistaken, that happens when you have created incomplete routes in the mission editor; when you start mid-air or when you don't create a landing waypoint. Try and create a complete route for your aircraft with a takeoff, navigation and landing waypoints and you'll be able to cycle normally.
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