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Everything posted by slug88
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You definitely can in FC2, presumably it is and will be the same for DCS.
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Problem with Ironhand's tutorials
slug88 replied to shackman's topic in Lock On: Flaming Cliffs 1 & 2
I might be way off here, since it's now been years sinve I've played LOMAC/FC1, but I don't recall that there was ever a way to get custom audio or messages into trackfiles or missions in the old versions. Custom voiceovers, messages, triggers, et al, are features of DCS and FC2. Therefore, my guess is that there should be a supplemental document with the track file, which you're to read as you watch the track. But, once again, it's been years for me, so that might be completely wrong :). -
Furthermore, where did you read that the 64bit version would come out after the 32bit? It sounds like they'll both be available simultaneously.
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Not sure if this is what you guys are talking about, but you're able to launch a single Vikhr before the laser cooldown cycle (count down timer on the HUD) completes, probably as a sort of emergency measure. In fact, you'll even get a Launch Authorized before the cycle completes. I believe that SOP is to wait for the cycle to finish before firing, and if you do this you should be able to launch a pair just fine. I suspect that waiting for the timer to finish is beneficial for firing single Vikhr's as well, as it might extend the laser's lifespan. Edit: I now realize that winz said pretty much the same thing, although much more succinctly. So yeah, what he said :D.
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That's how it's supposed to be, as of v1.02. From now on, you'll get Russian language audio if you're fighting for a Red coalition (which will be most of the time in singleplayer), and English audio for a Blue coalition. If you want to have English audio even when you're flying for Russia, there are mods out there that change it back to the way it was before the patch. There's a thread on this forum that discusses all of this, shouldn't be too hard to find by using the search function. Edit: not the thread I was thinking of, but it addresses your issue. http://forums.eagle.ru/showthread.php?t=54725
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Panning the view around aircraft
slug88 replied to shackman's topic in Lock On: Flaming Cliffs 1 & 2
I use the mouse to pan around in external views and it's pretty damn fast. -
Then it probably means that your wingmen aren't aware of any targets to engage. You can send them Datalink Points which will guide them towards targets you may have spotted.
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That depends completely on the order you're trying to give. AFAIK there's nothing you can do in the mission editor that will affect what kind of orders your wingmen can carry out. What orders were you attempting?
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There were lots of other issues on my end, and I would guess for others as well. Things like being able to hear cannon rounds impact the ground from 100m away from inside the cockpit. Plus, even if the old sound engine didn't have its share of bugs, the new one is just so much more realistic (low-pass filtering in the cockpit, sound delay due to speed of sound) that it's a major step forward regardless. As for your initial post, I believe the quitness of the Vikhrs is intentional and realistic, while the engine sound cutting out is indeed a bug. Oh, also, if you want to make the Vikhrs (or anything else) louder, you don't have to edit the sound files, you can just edit some config files. Look for a thread called something like "New Sound Engine FAQ".
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Just to make sure, you're playing FC2 with the latest patch? FC2 and DCS are both multi-threaded now, with the sound engine getting its own thread, so there has been progress in 3 years. Furthermore, those games take even more advantage of multicore processors if run in a Vista or W7 environment. I'm assuming that you're not still running XP on that machine, right? :)
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Yeah, there's at least one other such error I'm aware of in the English cockpit. The laser mode selector at the front panel (not the one at the left hand side WCS panel) is labelled Standby/Normal in the English cockpit, which doesn't make any sense given the actual functionality of the switch, and is completely different from what's written in the Russian cockpit. Not to take anything away from the effort of the people who made the English cockpit, of course, I'm sure many here would say that it's absolutely instrumental in their ability to enjoy the game. But it does have some issues. Should be very easy to fix with a simple mod, I'd think.
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That video shows a massive improvement in smoke effects compared to what we have now. Hope that part's representative of what we're getting in DCS! (Remember, that footage is all TBS, not DCS.)
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It works for both DCS BS and FC2.
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Yes. NoCoudShadowsMod, find it on LockonFiles.com.
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No problems inputting new INU points here.
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No problems with W7 64 here either, denzilangoff.
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That is awesome. And scary!
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Are you sure its your stick? Its normal for the Ka-50 to build up a rightward roll as you gain speed, which you have to trim out to maintain level flight.
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Collective is what should be mapped to your z-axis. The only times you'll be touching the throttle are during start up/shut down procedures, and possibly during in-flight emergencies. For more info on the relationship and differences between throttle and collective, there is the very comprehensive manual that comes with the game ;).
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You have to select "Axis Commands" in the drop down menu, then it'll take you to a page where you can bind the collective to an axis. The page you're on right now only allows for binding of key strokes.
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Regarding the problem above, are you guys binding the seeker to mouse axes, and then controlling them with ministicks on your HOTAS? If so, I had the same exact problem with unstable seekers. I solved it by setting bands to the HOTAS ministick, and binding keyboard keys to the bands to move the seeker instead. E.g., for the up band, i bound ;, for the down band, I bound ., and , and / for left and right respectively. This way I could control the seeker head on all AC with complete precision on all aircraft.
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Never mind T-72's, I've taken out quite a few M1's with the S-8KOM. Have seen others do so in multiplayer on several occasions as well. You just need a couple of direct hits. Getting the top or flank armor helps as well I believe.
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Frankly I'm very skeptical hearing that some reported that the mod didn't fix the issue for them. If they actually installed the mod right, there's just no way that they'd have issues with cloud shadows, because the mod removes cloud shadows altogether. Perhaps some people are having other issues, and misreporting it as this one. Also, mods most definitely work with 1.02, and have worked from day one with a bit of tweaking. With the recent release of Modman 7.03, most mods work 100% without any tweaking at all. By the way, that fix that you linked is the very mod that I'm talking about, that post simply explains how to install it manually, without the use of Modman ;).
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Jason, are you aware that there is a mod which fixes the cloud shadows bug without disabling haze (located on LockonFiles, called 'NoCloudShadows mod')? Further, are you aware that disabling haze breaks a lot of other graphics features? The sounds are better in that they are much more realistically simulated; high frequency sounds are barely audible from within the cockpit, while low frequency sounds are still clearly audible. This means that you will no longer hear the whine of your wingmate's turbines when he's close, but on the other hand you'll now hear the immense roar of a 500kg bomb exploding from even a km away. The speed of sound is also now modeled, so there will be a delay for hearing sounds produced far away. Also, the bug that you mentioned is fixed. In short, the sounds are, imho at least, better in every conceivable way :D.
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"Vergeev Group" campaign demo version
slug88 replied to FGSchtuzer's topic in User Created Missions General
It was :). Very much looking forward to this.