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Everything posted by 4H_Ccrashh
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I know that the semi-active radar homing AIM-7 requires a lock from the launch platform during the entire TOF of the missile from launch to impact. Does the AA-10 semi-active missile have the same restriction? I ask this because I was practicing against an SU-27. I launched, he launched, I press, he breaks hard to his left , beams my radar and I lose lock. He loses lock as well, the launch warning and lock tones go away in my headset. Both missiles go stupid. As he turns back into me I get a lock with a sidewinder and launch, then I blow up from a missile hit. His AA-10 that had gone dumb got smart again as his nose came on. I was under the impression that once semi active radar homing missiles go dumb after launch they stay dumb. At least my AIM-7 does. In Tac-View you see his missile go straight and dumb as he maneuvers, then gets smart again. It was going to pass down my left side but instead makes a hard left turn and hits me. I'm running the latest beta with the super carrier mod. Attached is my track and the TAC-VIEW File Tacview-20220118-065457-DCS-1 Case 1airstart ALERT 5 2_SU-27Day nice.zip.acmi server-20220118-065436.trk
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I'm hoping someone can verify this for me. I was practicing 1v2 against two SU-27 each with two Radar and two heaters. I had two AIM-7MH and two AIM-9M. After shooting down one of the Flankers I'm thinking I'm in pretty good shape. Right up until I lost site of the other bad guy. Jester is making call outs. First he says "he's out in front, Go Get 'em!!" I'm looking and don't see a thing nor does the radar. Less than a second later he says "Seven O'clock High!" I crank the jet left, nothing there! Then Jester screams "he's on our six!!" I crank the jet around again. Turns out Jester was still calling the enemy pilot in his parachute as an active adversary instead of ignoring him. I didn't know this until I reviewed the fight on TAC VIEW Has anyone else experienced this?
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Wow something so simple.. Thank you!
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I was recently watching an older video from Matt explaining how to put a carrier into a mission. When he selected the carrier and placed it on the map you could actually see the carrier in the mission builder. This made placing static objects easy. I'm my mission builder (using latest beta with super carrier) I don't see any carrier. When I want to place a static object I place it n the map and attach it to the boat. I then have to start the mission and look at the carrier to see where it is ,, go back to mission editor move the object by guestimation to where it needs to be then start the mission and look again. Rinse and repeat until it is where I want it. Image 1 is the carrier that appeared in Matt's mission building video. Image 2 is what I see in my mission editor when I place a carrier on a map.
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Here are the log files. I had four in the folder. https://www.mediafire.com/file/mrq4hgnlogty4gz/dcs.log-20210727-190236.zip/file https://www.mediafire.com/file/7z3q1srh6oxpgjp/dcs.log-20210727-192207.zip/file https://www.mediafire.com/file/4o85v8irbg74fwz/dcs.log-20210727-192952.zip/file https://www.mediafire.com/file/u97pb8w3nmtl2uz/dcs.log-20210727-203646.zip/file Hope this helps. Regards, Ccrashh
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I know this going to sound strange but I have been testing all morning to verify my thoughts. I have never flown the Marianas map with a Tomcat. Only the F-18. Yesterday I set up a carrier (Super Carrier mod) to practice touch and go's. Everything worked fine until I was inbound to the ship and tried to put the HUD in landing configuration. As soon as I did the game CTD. I rebooted and again the same thing happened when trying to go into a landing HUD. I could switch to the landing mode while on deck without any issues. After takeoff and then changing the HUD mode again the CTD. The game generated crash reports and I sent them all off to whomever they go to. At first I thought my game might be messed up after the last problem I had with Authentication failure following the latest update. That issue was cleared up with the "repair" application but still I was worried. Ok here is the weird part. The CTD when switching HUD to landing only happens when I am on the Marianas map. I have been practicing all day on other maps without any problem. Only happens on the Marianas map.
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Ran the Repair. It worked. Thank you.
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I just finished with the latest update to 2.7.4 Now when I start DCS I get an authorization failed error and I have no idea what the "China Asset Pack" is. Do I ignore it or is my game broken? I have a lousy DSL connection. It took me three days to get the latest update. To re download the whole smash will take me two weeks.
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Running latest standard version with Military AC and Civilian AC mod. Night mission Nellis AFB, KC-135 MPRS taxis to the runway and turns on lights before takeoff. The light itself is white, the beam reflected off the side of the AC and the runway is magenta. No other aircraft taking off (B-52, AWACS) have this issue.
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Help with assigning a "blue" skin to a "red" aircraft.
4H_Ccrashh replied to 4H_Ccrashh's topic in Guides & Tutorials
Figured it out. -
I am putting together some missions using the Nellis AFB map. My plan is to use F-4's as target drones. I found the correct livery. The static jets on the ramp are US aircraft and the drone skin appears correctly on parked aircraft. The actual target aircraft are not. I don't want to get "friendly kills". I looked at the .lau file for the skin and noticed that the livery was made for the countries of USA and AUSAF. I set the mission so that Australia is on the red team hoping this would allow me to put the skin on the flying drone. For some reason the skin will not go on the aircraft and when I try to assign the skin via the pull down menu on the armaments the livery is not available as an option. It is available if the flying jet is assigned to US. I know I'm missing something here.
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+1 I would love to have true "blue water" ops.
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Here are the tracks. In track one the SH-60 is uncontrolled set to start engines just over one minute in, then take off. Once clear the Hornets go. As the Hornets go the Hawkeye is just in front of the island uncontrolled, it starts engines , goes to cat 2 and takes off. No issues at all. In track two I set the Hawkeye to take off from the runway. The sim put it on the cat just like the Hornets, specifically on cat 2. The SH-60 Takes off, the JBD goes up behind the Hornet on cat 3 (not behind the Hornet on cat 1 or the Hawkeye on cat 2) but no one takes off.. In track three the Hornets and Hawkeye are on the cats. I removed the SH-60 completely. So in this case the birds on the cats should launch immediately. But nothing takes off. Of note here the the JBD's go up behind both Hornets, (not the Hawkeye) again nothing launches In track four I removed the SH-60 and the Hawkeye. Both Hornets take off immediately. Of note, when building the mission the first aircraft placed is the SH-60 set to take off from the ramp uncontrolled. I can see in the mission builder that the sim puts it on cat 2. Maybe that is why the the second Hornet is on cat 3 instead of two. If that is the case that the sim sees cat 2 occupied so it puts the other Hornet on cat three then it would stand to reasaon that the Hawkeye added last to the mission when set to take off from the runway should be over on cat 4, but it isn't. The sim puts it on cat 2. does putting the helo uncontrolled start a bug cat 2? Track five is the same setup as track one with the following change, I removed the SH-60, this let the Hornets set to take off from runway launch immediately. The Hawkeye is parked in front of the island uncontrolled set to start engines in a couple of minutes. All works well the Hornets go then the Hawkeye. A question here. I created a new mission thinking that because I put the helo deck first that is the reason the second Hornet uses cat 3. So I put the Hornets on deck first all alone and started the mission. The second Hornet was still on cat 3. Should it be on cat 2? I am not using any mods at all. This is version 2.5 (whatever the latest update is) 1.trk 2.trk 3.trk 4.trk 5.trk
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I'm experimenting with what I can get the AI to do together when spawning on the carrier using triggers to stagger the launches. The is no player controlled aircraft on deck yet. On deck waiting to launch : A rescue SH-60 that is spotted on the bow between the cats, uncontrolled and set to start engines when the carrier enters the trigger point two minutes after mission start. Sitting on the cats ready to go are two F-18's. Dash-1 is on cat 1, dash-2 is on cat 3 (that is where the sim put them) engines idling JBD's are down. They will not launch until after the helicopter takes off from the bow, which is all working perfectly. The SH-60 starts up, takes off, assumes position starboard aft of the carrier, once clear of the bow the JBD's raise up and Hornet on cat one launches, followed shortly by the Hornet on cat 3. Since there was nothing sitting on cat 2 I tried starting an E-2 to launch after the helo takes off. The game put the E-2 on cat 2. So to cover it. On cat 1 a Hornet, on cat 2 an E-2 and on cat 3 the second hornet. On the bow the SH-60 with an uncontrolled trigger start. I start the mission,, Hornets on cats 1 and 3 idling, E-2 on cat 2 props spinning at idle with SH-60 on the bow. Two minutes in the SH-60 starts up and takes off. Normally at this point the JBD's come up and the first Hornet launches, but this time the JBD behind the Hornet on cat 3 comes up. The JBD's behind the Hornet on cat one and the E-2 on cat 2 do not raise up. Both Hornets on cats 1 and 3 as well as the E-2 on cat 2 do not launch. The Hornet on cat 3 (with the JBD up) does not launch because it is waiting for dash-1 to go first. If I remove the E-2 from the mission the Hornets launch from cats 1&3 normally. Put the E-2 back (game puts it on cat-2) and neither the Hornets or the Hawkeye launch. I can duplicate this. If I start the E-2 uncontrolled using a trigger point from the ramp everyone launches. As an experiment to this test I removed the SH-60 from the mission. Hornets on cats1 and 3 , Hawkeye on cat 2. All set to take off immediately upon mission start. Again nothing launched. So it appears that with combination of two Hornets and one Hawkeye in the above cat positions nothing launches.
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use static deck crew LSO not appearing at his station
4H_Ccrashh posted a topic in DCS: Supercarrier
I see all of the other crew members on deck but there is no one standing at the LSO station. -
Ok so here is the plan.. I'm going to turn off my connection when I start DCS (so it can't update).. I'll fly a lot and make tracks.. If they continue to be accurate then I will image my Boot drive and the DCS drive (I gave it its own SSD). I'll have backups where I know everything worked. I will then turn on the connection and let updates go through,, then try to make a track. If it is messed up ,I will make an image of that DCS game.. I'll have versions of the game when tracks worked and when they did not. Then re-image the boot drive and the DCS drive with the image made when tracks worked. Start it up and see if the tracks work again.. If the tracks worked from the earlier image but not with the newer updated then we might have something we can use. Maybe we can narrow this thing down.
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How do I turn off the automatic updates? If my recorded tracks are working now maybe I should quit while I'm ahead.
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Ok, a few comments I'd like to make. The download for 2.5 was HUGE.. on a little 3 meg DSL (I live in farm country) it took two days. Although long it was smooth and DCS worked.. What I thought would be my biggest challenge turned out to be almost painless. I was previously a user of DCS 1.5. and I was expecting, (say it with me) to have to spend days reconfiguring my controls for every aircraft. Not just the controls but all of the work I did on the .LAU files so that my toggle switches on the Thrustmaster Warthog would work as before. Flip the switch one way : ON, flip it back : OFF. I had saved all of my input files and such and to my pleasent surprise they migrated flawlessly into the new DCS 2.5. First impression on jumping in my P-51 in 2.5 Graphics are way WAY better and everything runs faster.. Now I don't want to jinx myself but I made a track of a startup/ warmup,, taxi to the active , take off, once around the circuit and landing. The track saved ACCURATELY!! Dunno if this was fixed or I'm just a lucky dude who needs to go buy a Powerball ticket. I downloaded the Normandy Map and World War II pack today. I'm looking forward to exploring a bit tomorrow. Thank you to DCS. This is much better than a year ago. I hope all of the plans in motion come together.
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Ok so here's the deal. I jumped on the DCS bandwagon hard years ago. The P-51 brought me in. Since then whenever a World War Two bird was available I jumped on it.. Sometimes too soon, AKA the VMEO P-40 (nuff said there) Unfortunately things never turned out quite right.. Too many ideas,, too many intentions, too many versions of the sim. DCS 1.5, 2. whatever the day of the week or plan was working on, BETAS,,, for me it became clear as mud. So I dumped the whole thing from my puter. Well its been about a year or so since then and my wife reminded me that I had spent a lot of money on my aircraft module purchases. I accept that the dreams of IL2 size servers with formations of bombers escorted by P-51's and Spitfires pushing through to targets defended by hoards of 109's and 190's all piloted by human players (like we had in the old IL2 Days) were over. It was a lofty dream but too many cooks spoiled the soup. What I need now is simple information. I'm going to spend yet more money for the Normandy map.. What is the best version of DCS World that I need to install for that to happen? I'm down to the basics. I just want to fly my already purchased planes over World War Two Europe. I'm not hoping or looking for anything more than that. I have a good PC. Horsepower is not a problem.
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game crash on a regular basis
4H_Ccrashh replied to 4H_Ccrashh's topic in Release Version Bugs and Problems (Read only)
system specs and log Hope this is what all you need. Thrustmaster Warthog, Saitek combat pedals, and two Saitek switch panels. Logs.rar -
Since the latest patch I get a game crash while running a server and practicing with my friends. This is the crash report. Problem signature: Problem Event Name: APPCRASH Application Name: DCS.exe Application Version: 1.5.6.1938 Application Timestamp: 589c88e4 Fault Module Name: nvwgf2umx.dll Fault Module Version: 21.21.13.7866 Fault Module Timestamp: 589ceada Exception Code: c0000005 Exception Offset: 0000000000792a18 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 946c Additional Information 2: 946cdeff4a2550fa9a1177f1b083a972 Additional Information 3: 35fd Additional Information 4: 35fd711216ab3dd7b277ae6bc28f3e93
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Using the latest version of 1.5 I was watching my wing man make his landing with an external view and he ground looped, taking off a large chunk of his starboard wing. On my screen (not in his game) his landing gear folded up in the wings properly and his plane looked like it was floating above the ground. He taxied to the ramp and shut down with no rendered gear. I took off and intentionally ground looped my aircraft taking off my left wingtip and on his screen my landing gear retracted. Then we noticed that whenever you crash the P-51, ground loop or flip it (whatever) all of the other players in the server see the landing gear on the bent plane retracting.. The player in the bent bird is not raising the gear.
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I put together a mission where while me and my wingman are waiting for our engines to warm up we can watch a couple of other flights taxi and takeoff. It gives us something to look at. Take off is not a problem but when they return to land they come in the opposite direction from which they took off. I specifically assign each aircraft a spot to spawn in at start up and assign them that same parking spot to taxi back to after landing. They don't go where ordered. They start in the correct spot but after landing they don't park where I assigned them to park.
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Show me your dogfighting skills....
4H_Ccrashh replied to NineLine's topic in DCS: Spitfire L.F. Mk. IX
1v1 109 set to excellent AI -
+1 Thank you