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sabreman

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  1. I'm pretty sure I've had this happen with hostiles as well, I'll try to reproduce it tomorrow.
  2. A fairly consistent bug it seems, but the bottom donor half of the hafu doesn't seem to exist on the attack radar page a good chunk of the time. Sometimes I can get it to show up, but most of the times It's just the top half. This happens in both SP and MP, here's a pretty crappy screenshot of a fastmission with both the radar and SA page up, as you can see the friendlies are fully IDed by the DL but I can only see the top half. Attached is the super short track file, you can see both the intended behavior and the bug happening too afaik. Edit: Note that contacts that my radar doesn't see, behave as they should showing a small hafu of the appropriate shape/color as the donor information. sa.trk
  3. Honestly, I dont understand why people are trying to argue with a real F-14 pilot about this. The point of DCS is to simulate these aircraft with as much accuracy as physically possible, including all the sounds. So if you find the sound annoying touch shit! This is how the real deal sounded, according to people who are MUCH more qualified to talk about this then anyone else on these forums. Bottom line: This is accurate. If you don't like it either turn it down or mod it away.
  4. Yeah everything works the same way, just dont do step 1.
  5. Easy peasy solution: 1) Go into SRS settings and set "Allow INCOCKPIT DCS controlled PTT" to on 2) Go into DCS controls settings, RIO controls, Radio category and bind "Mic button UHF" to something (also Mic button ICS if you wanna use SRS for ics) 3) In game, turn on your radio (set it to t/r or t/r+g) then select the channel you want to use. Or set it to manual and tune in the frequency. Remember, the UHF repeater displays the pilots radio settings, not yours. 4) Hit your newly bound PTT button and you'll be able to talk all you want. If you wish, you can go to your "XMTR Sel VHF / UHF 2 ANT" panel (right bellow the CADC panel) and switch what radio you talk on. UHF 1 will let you talk on the pilots radio (he's still in control of the frequency and it's power state though), UHF 2 on yours, and both on both.
  6. Shame I have to post in such an old thread, but the same thing is happening to me.
  7. Two quick bugs I guess: The mach indicator goes from 0.5 to 1.0 in like, 2 intervals. Considering you spend most of your time bellow mach 1, this seems totaly useless. The RWR doesn't make any sounds at all. Is this intended behavior?
  8. According to the manual, you should be able to modify the 3 built-in NDB frequencies using the mission editor. However, when selecting a mig-15 in the editor, I don't even have a "frequencies" tab. Here's the relevant area from the manual:
  9. Well I just went and tried it again and it worked fine. Not sure what was wrong yesterday but I waited for a while (not at 100%) and they didnt turn on. Oh well, good to know though.
  10. As you can see from the bellow picture, I have the UV Rheostats up to 100%, but none of the "glowy" elements for the instrument panel are glowing. This makes it almost impossible to fly at night since you can't see the attitude indicator The lights you see are the normal flood lights and their dial is on the left panel.
  11. This is a really nice quality of life improvement (and your hud mod). It really should be included in the official updates!
  12. So I made this quick little mod that replaces the default plane you see while using VR in the main menu with the mirage. You can either replace the [DCS World Dir]\Scripts\DemoScenes\sceneVR.lua with the following code: package.path = package.path ..';./Scripts/DemoScenes/?.lua;' local sceneEnvironment = require("demosceneEnvironment") scene = {} -- ñþäà êëàäåì âñå ñîçäàííûå îáúåêòû function loadScene(scenePtr) sceneAPI = sceneEnvironment.getInterface(scenePtr) sceneAPI:setUpdateFunc('sceneVRUpdate') scene.m = sceneAPI:addModel("m-2000c", 0, 1.7, 0); scene.m:setArgument(0, 1); --front gear scene.m:setArgument(1, 0.2); --front gear shocks scene.m:setArgument(3, 1); --right gear scene.m:setArgument(4, 0.2); --right gear shocks scene.m:setArgument(5, 1); --left gear scene.m:setArgument(6, 0.2); --left gear shocks scene.m:setArgument(15, -0.2); --right aileron scene.m:setArgument(16, -0.2); --left aileron scene.m:setArgument(38, 0.9); --Canopy scene.m:setArgument(50, 0.5); --Pilot local cam_level = 1.4 scene.cam = sceneAPI:addCamera(3, cam_level , 1.5) scene.cam:setFov(90) scene.cam.transform:lookAtPoint(-10.0, cam_level, 5); scene.flr = sceneAPI:addModel("shelter_floor", 0,0,0); scene.flr:drawToEnvironment(true); scene.flr.transform:scale(2,1.5,1.5); scene.sh = sceneAPI:addModel("ukrytie", 0,0,0); scene.sh:drawToEnvironment(true); scene.sh.transform:scale(2,2,2); scene.cam:setActive() end --[0;1] local function pingpong(length, t) local tt = (t%length)*2/length if tt>1 then tt = 2-tt end return tt end function sceneVRUpdate(t, dt) end Or use this JSGME mod.
  13. Here's one that will put you by a mirage! package.path = package.path ..';./Scripts/DemoScenes/?.lua;' local sceneEnvironment = require("demosceneEnvironment") scene = {} -- ñþäà êëàäåì âñå ñîçäàííûå îáúåêòû function loadScene(scenePtr) sceneAPI = sceneEnvironment.getInterface(scenePtr) sceneAPI:setUpdateFunc('sceneVRUpdate') scene.m = sceneAPI:addModel("m-2000c", 0, 1.7, 0); scene.m:setArgument(0, 1); --front gear scene.m:setArgument(1, 0.2); --front gear shocks scene.m:setArgument(3, 1); --right gear scene.m:setArgument(4, 0.2); --right gear shocks scene.m:setArgument(5, 1); --left gear scene.m:setArgument(6, 0.2); --left gear shocks scene.m:setArgument(15, -0.2); --right aileron scene.m:setArgument(16, -0.2); --left aileron scene.m:setArgument(38, 0.9); --Canopy scene.m:setArgument(50, 0.5); --Pilot local cam_level = 1.4 scene.cam = sceneAPI:addCamera(3, cam_level , 1.5) scene.cam:setFov(90) scene.cam.transform:lookAtPoint(-10.0, cam_level, 5); scene.flr = sceneAPI:addModel("shelter_floor", 0,0,0); scene.flr:drawToEnvironment(true); scene.flr.transform:scale(2,1.5,1.5); scene.sh = sceneAPI:addModel("ukrytie", 0,0,0); scene.sh:drawToEnvironment(true); scene.sh.transform:scale(2,2,2); scene.cam:setActive() end --[0;1] local function pingpong(length, t) local tt = (t%length)*2/length if tt>1 then tt = 2-tt end return tt end function sceneVRUpdate(t, dt) end It's also attached as a convenient JSGME package. VR - Mirage Garage.zip
  14. sabreman

    New cockpit?

    But seriously, what's changed with the textures/model? Is it only the VTB or what? (I play in vr so it's hard for me to spot small changes, so please dont crucify me if it's small).
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