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cthulhu68

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Everything posted by cthulhu68

  1. Did you delete your snapviews from saved games folder? It looks like you still have old FOV. Compare your pic to mine. I've raised seat slightly but look at the difference.
  2. When you place ground forces, or whatever in your mission and give them routes the ME will go ahead and activate them all at mission start. What we need to do is a two step process to stop the ME from doing this. Step one of our magic trick is to make them disappear. By clicking on each group and selecting late activation on the group info panel you do just that. Nothing will spawn at mission start now. Step two, using a trigger, is how we make them reappear. The trigger screen is just asking you 3 questions. When do you want this to happen? How or under what condition will this happen? What is it you're trying to do? With trigger screen up, going left to right start by clicking on "new". Now you will see your options. You want groups to spawn at mission start so in first column choose mission start. you can also name this trigger here (ground 1). Click new in second column and scroll through the list and select random. Now a % box appears below that you can modify. In column three you choose the action activate group and then select the group (ground1). Now you can go back to first column and clone this trigger for the rest of your groups. If you have 10 other groups make 10 clones. Click on each of these new triggers in column 1 and go to column 3 to change to other groups. (ground 2, ground3, etc...) This method will give you anything from 0 to all of the groups spawning so you dont have control of how many spawn. I just quit and restart if its to few or to many but actually like the variety in my missions.
  3. Assuming you have a waypoint nearby start in pre plan mode with tgp and mav slaved to it. Toggle your MFD to something other than the weapon page so TGP is visible but mav isn't. With TGP as SOI you can now slew around to find a target of opportunity. The mav will remain slaved to TGP (within gimble limit)
  4. I've made a few missions like this and you definately get a lot of replayability out of it. A little time consuming but once you get the hang of it you can set these up quickly. You can either place all your groups first or create triggers as you go. Set up a trigger as shown in 1st pic. Click on trigger icon on left. Choose for each column: mission start, random and %, group activation and select the group. For reasons I cant explain you also need to change the activation time of each group. In pic 2 the mission start is 9:00 but I've altered group activation to 9:00 and 20 seconds / 2 (day 2).
  5. The default view is higher, and HUD adjusted to work at that height. If you raise your FOV to that height now half the HUD is off the sight glass.
  6. My guess is they'll add option to use either A-10 for existing campaigns , which would be simple to do. I dont see any of the new weapons or HMCS making a huge impact on existing missions where they would need to be changed. Its not like the A-10 now has HARMs, JSOWs, and SLAM ERs, just a little more range and precision to existing weapons.
  7. Its a bug. Happens randomly and they're aware of the problem.
  8. My understanding is once new A10 upgrade/module is released it will replace the original in the store.
  9. I'm more excited about the much improved FOV then the new weapons now. Looks great
  10. I was having similair issue on the Syria map. I could select something but wouldn't let me move it around once placed.
  11. Locking in realistic mode didn't seem to be working because a) the pipper no longer stays on your target like in non real mode, and b) in auto mode the pipper marks wrong spot. Like guided delivery you have to use manual mode and lower pipper. So those are the differences when using realistic ASP. Use Manual mode only and the pipper doesn't stay on target when you lock.
  12. Pre load radius does not change what you see or when you see it. It only minimizes loading terrain in game.
  13. Oh, so "realistic ASP" is the change mentioned on the first page? I guess its working then. With realistic off you can lock, with it on you cant. I usually used Auto mode and it seemed to work for giuded delivery but it doesn't work with realistic ASP. Setting it up manually as mentioned above worked well.
  14. Not sure what you mean. ASP settings= LNC, Shoot, Auto, Gyro
  15. No. Im on OB. Have you guys checked that "lock" command is working. In controls list does it go to lock command when you press it. In cockpit you can see the lock button move on flight stick ( just below trim).
  16. Mars Attacks asset pack would actually make me want to fly Nevada too.
  17. Strange. Seems to work for me in a/g mode. Is that what you're trying to do or a/a? I see one thing missing in mudspike manual. The missile select switch next to air/ground should be set to nuetral.
  18. You should see a little pop up window showing things you can install. Your DCS install was downloaded from here, not steam?
  19. I dont doubt what Frederf is saying either. All guided bombs have questionable physics going on. JSOWs seem even worse.
  20. I think centering TGP on target and using point track is your problem. Use area track and point at the base of target. When you target the middle of object imagine a laser pointing at it. Now imagine tha laser going through that object and hitting ground behind it. Thats where your JDAMs going since it only sees coordinates at ground level, not objects. You want to target ground beneath middle of target.
  21. I was a little hesitant to get the Syria map having only 16g of RAM and a 4g GPU. Using the settings I use for other maps, which are pretty high, I took the F-16 for a flight from Homs to Beirut and was quite surprised to be getting 40-50 FPS flying around...until I decided to check out Beirut at low level and it turned into a 14 FPS slideshow. Doing some treetop flying in the M-I8 also showed low FPS so I knew Id have to tinker with settings to hopefully get better results. I had read in some threads that lowering terrain texture helped and it did. Doing that and lowering view distance to ultra and trees to 90% looks pretty good and pop up not to bad. For the most part FPS staying above 30 near cities and lots of trees. I know more RAM and better GPU would be nice but at least its playable with a low end rig. Really is an awesome map. Thought I might have playability issues but not disappointed at all. Thanks for the great addition Ugra! I dont see myself flying anywhere else for quite some time.
  22. In Auto/CCRP you will see a horizontal line only it works differently. It will be above velocity vector symbol and as you approach target you press and hold bomb release before it intersects velocity vector. in CCIP mode the horizontal line is showing you how far out of view the impact point is so as you dive down it gets closer to impact point until you can see the cross. I think its switching back to Auto since you"re toggling to a new waypoint and designating a new target so it defaults back to auto.
  23. I see "Auto" in your 2nd pic of HUD. Seems like its switching out of CCIP mode. Are you seeing CCIP pipper with cross or just a solid azimuth line on 2nd pass? Try reselecting CCIP mode after dropping 1st bomb.
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