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Knock-Knock

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Everything posted by Knock-Knock

  1. Looks like you have zoom assigned to an axis, and that is fluttering a bit?
  2. Its the new free map that we dont know the location of yet.
  3. Figured id post it here instead of the big video thread. A nice little gem that.
  4. Knock-Knock

    VR pilot body

    Ok. When its ready. https://forums.eagle.ru/showpost.php?p=4083956&postcount=609
  5. Have a look here: https://forums.eagle.ru/showthread.php?t=235229
  6. Start with flying in formation with it. Ignore refueling to begin with. Just fly behind the tankers wing tip and practice that. When you can park it there and hold it steady for a few minutes, then you can progress to the actual act. No need to try and hook up, if you cant keep the jet in place for quite some time. Fuel flow is not very fast. Stay relaxed, like very relaxed. Try and turn your attention to your bodies tension now and then, and when you feel you are tense, wiggle your toes and fingers. One of the keys to this is to stay relaxed, cause only then can you make the small inputs required. Never chase the basket. Park it behind the basket, like in formation (remember wingtip practice), and ask for rejoin. When basket is rolled out, park some 10m or so behind it, and hold it there. When steady and you are relaxed too, just slowly progress forward, and only do very very small adjustments. And dont chase the basket, just slide forward. When connected, roll up the hose a little, as in progress forward and up a few meters. Find visual fix points, somewhere its comfortable for you to look and keep looking. Fix point being something on your canopy rail or HUD and the tanker, align those, and keep it there - again, dont chase it. Small relaxed movements. Half the trick of formation flying / AAR is anticipating your own jets movement / inertia / energy. Especially when its loaded up. Stop the motion before hand.
  7. Thats pretty much normal DCS behavior. My initial FOV is higher than my saved FOV. Then I hit my 'zoom normal', and Im at my preferred FOV that has been saved with a snapview. 85 sounds about right for the default F-14 zoom, looking at the 'CameraViewAngleLimits = { 30.0, 140.0 }'. The camera settles in the middle of that, afaik. So 85. So nothing of the above sounds out of the ordinary. But I recommend to use snapviews: Make sure your save snapviews is enabled in your settings. Then when in cockpit and your zoom has defaulted to the 85. Edit: Oh, and center then pause TrackIR if you use that, or similar. Use * (numpad) and / (numpad) to adjust FOV. RSHIFT+RCTRL+* (numpad) and / (numpad) moves camera for/aft RSHIFT+RCTRL+8 (numpad) and 2 (numpad) moves camera up/down 8 (numpad) and 2 (numpad) adjusts the orientation up/down (pitch) When happy, save the snapview with RALT+0 (numpad). It saves to SnapViews.lua file in your C:\Users\yourname\Saved Games\DCS.openbeta\Config\View folder - or DCS if you dont use openbeta. Incase you mess things up, you can just delete that snapview in saved games there, and try again.
  8. Just realized I had the terms remembered wrong. Its not PLM, but PAL I use (the 4-bar scan pattern).
  9. I had the same problem with the Viggen for a long time, but not any more. I have since then deleted my unit payloads in Saved games. I didnt pay attention if this was the actual cause or if something changed in an update, that solved it for me. But I think its worth trying. C:\Users\yourname\Saved Games\DCS.openbeta\MissionEditor\UnitPayloads Rename your F-14B.lua and see if that changes anything. It stores your custom loadouts for the various tasks.
  10. Host needs to allow certain permissions in server settings. Think its object export and player export?
  11. Oh well, I guess I can just use a Continuous Action -> Random (1) instead, and save a lot of triggers (and time). After numerous tests, it triggers anywhere between a few seconds to 6m20 was the longest I had. I wont have a ignore, well maybe if the dice falls 'my way'.
  12. Oh man, now I just have this stinging sensation that I have been fooled all along. Cause I remember sitting with AI vehicles driving into a zone with then 10 sec or so time more etc, to delay an action. But I could just have been fooled by the mission time, since I made short tests. Now for the flying on the wing, I have those trigger 'small', so I need to get in real close. Im pretty good and going very close and keeping it there, but here it triggers a waypoint change (returning to base for landing), and since AI is so abrupt, I might just keep that little bit of extra distance and not realizing I might even be outside the zone.... oh man if this is the case. i have place hundreds of triggers in those two missions, haha.... Oh man I really hope that isnt the case, cause using time since flag and having multiple choice, ouf, thats a lot of extra triggers.
  13. Nah you shouldnt either. Maybe it has been bugged then, cause it really worked like that for a period. I experimented heavily to find a way to do what I wanted a few months back (july it seems), and placing a Time More after a condition added a delay of set time, and it worked, cause I can tell a few seconds apart from 3 minutes, especially while trying to maintain a close formation. Shame if that isnt the case anymore though - for me at least. And it has been working like that until very recently. I have a small trigger zone attached to a given plane (unit inside moving zone), which triggers a random flag (1 to 4). Each value is then tied to a time more. 30, 60 and 90, while the 4th doesnt exist (want no change/reaction). Now I would fly next to a plane (intercept), close, inside 164 feet, and it would randomly 'react' after a given time, depending on what flag values was picked. Some even as much as 5 minutes, and others just a few seconds. And it worked. Attached shot of what Im trying to explain.
  14. I just prefer the pure focused 15C over the E, so yea, I really really want one too :)
  15. No it hasnt. An empty condition with a Time More works from mission start. But place a Time More after another condition, and it would be time since that condition (thats broken now). I have two very trigger heavy mission based around this, and it worked like I describe. Now it doesnt, thats how I discovered that something was a bit off. Well actually while making a new similar mission.
  16. Well the AI ships dont have collision with the static ships, but the given plane/heli do, but not with the super structures. Guess that its only a problem for the none-carriers that have a heli on deck?
  17. Yea I have been experiencing the same today. As soon as I enter visual range basically, they will attack.
  18. Edit: Can ignore this. Appears I have fooled myself for quite some time. In latest OB, it appears that the TIME MORE trigger condition doesnt work correctly anymore. Instead of time more since condition, its time more since mission start now. For example. FLAG IS TRUE (1) -> Message to ALL (Flag 1 is true) TIME MORE (20) 20 seconds into mission start and Flag 1 is true, the message will appear. Not 20 seconds after Flag 1 is true (as it used to be). I know I can use Time since flag, but the above is just a test example, cause I was pulling my hairs as to why things didnt work. Ive attached that described test. Pay attention to the messages and mission time. time more.miz
  19. I believe the Radio override switch has to be in 'HOT MIC' (middle position) on the ICS panel (just underneath the Autopilot switches)?
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