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Andrew8604

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  1. Thanks for answering my questions, Rudel! I guess the answers to the future mods VSN might make would be "Maybe...maybe not." If they made the F-104 and the F-106, I suppose they've considered the ones I mentioned. I just get excited. LOL. You're right. I need to try out the F-106...A & B!! That's enough right there for a while. I guess I was just hoping for an answer like, "Yes, we're thinking about them. But it will be some time yet...if we can even do them." I suppose I just answered my own question. F9F-5 Panther. I wish it had an authentic 3D cockpit and not the 'placeholder' A-10A cockpit. But I understand. It's a lot of work! It sure is COOL seeing the F9F's flying around as AI aircraft, though!!
  2. Is the cockpit not clickable on the F-106? I haven't tried any of your VSN aircraft before. Do any of them have clickable cockpits? Any plans for making mods for the F-101B Voodoo and the F-102A Delta Dagger? How about going beyond Century Series with mods for the F-89J Scorpion and F-86D (or L) Sabre Dog? How about the F-6A (F4D-1) Skyray? And the F-86H Sabre?
  3. Have you tried placing three Samuel Chase's in a line about 4000' apart, in-trail, going about 12 knots, on the Marianas map, and then have about 6 flights of 4 Fw190's with "Zero" skins attack from high-level with 250kg bombs? They make diving attacks. Maybe a Fletcher-class mod destroyer (or 2) a mile to port, on a parallel course. And then man the 5" gun on the center ship and try to shoot some of them down? It creates quite a show. Unfortunately, when you man a gun on the Chase (the only ship on which you can man a gun), AI does not operate any of the other guns on that ship. That's why you need the other ships nearby. And in the middle of that, add a few Ju-88's with "Betty Bomber" skins to make low-level torpedo attacks. You'll have a Pacific theater airshow. There's a mod ship of the USS Pensacola heavy cruiser. If you add that, it helps a bit with anti-aircraft fire...or an Iowa battleship. But not all guns fire on those. We need Fletcher-class and Sumner-class destroyers and Cleveland-class and Oakland-class light cruisers in DCS. Where we can man one of the Mk37 directors to aim the ship's battery of 5-inch guns or Mk51 directors to aim one or more 40mm twin or quad mounts...and yet have the AI continue to operate the guns we don't control.
  4. Here's a training film on all the steps involved in firing the main battery (8-inch/55 guns) on a Baltimore class heavy cruiser. Would probably be a similar procedure on all ships, including light cruisers and destroyers. If implemented in DCS, the procedure would probably be much simplified in terms of communications. The names of the stations involved are stated here.
  5. DCS: Task Force WWII Pacific Theater of Operations (PTO) Support Module - much like a WWII Naval operations version of a combination of Supercarrier, Combined Arms and WWII Assets all rolled into one with complete VR support. Primarily focused on circa 1944 systems. These would include search radars, surface warfare and anti-aircraft gun mounts and their gunfire directors, as mounted on US Navy major warships of WWII in the Pacific: carriers, battleships, cruisers, and destroyers. I've been working on this request for a while. Seeing the announcement of the USS Enterprise CV-6 and the Hellcat, I figured it's time to post it as best I can. It's an extensive and complex request. I realize it wouldn't come to fruition for at least a couple years...at least! But I just couldn't stand seeing the DCS picture of the fast carrier Enterprise CV-6 being escorted by a slow Samuel Chase and LST. Enterprise and Intrepid (Essex-class) will need proper escorts with functioning sets of radars, gun directors and properly functioning guns. And why not let players man the radars, guns and directors in a far better way than currently implemented in DCS for the Samuel Chase? ...and with VR support. Features: - WWII straight-deck carrier operations (also applicable to Korean War era). - Detailed models of Yorktown, Essex, Independence and Midway classes of fleet carriers; and Sangamon, Casablanca and Commencement Bay classes of escort carriers of the US Navy. As well as several classes of Imperial Japanese Navy carriers. - Carrier operations phases - aircraft launch operations - aircraft spotted aft on the flight deck and launched from catapult(s) and when deck space permits, the forward half of the flight deck. - aircraft recovery operations - aircraft spotted forward on the flight deck and in the hangar deck to allow aircraft to land on the aft half of the flight deck with the arresting gear. - underway replenishment or at port - aircraft fill the flight deck to allow room for initial storage of supplies on the hangar deck. (if desired) - animated deck personnel to move aircraft back and forth on the flight deck, hangar deck and elevators. (if feasible) - animated launch and recovery personnel on the flight deck and in the ship's pri-fly (or equivalent) control stations on the island. (if feasible) - animated ordnance men and refueling men to service the aircraft. - WWII Fleet Operations - Detailed models of Battleships, Cruisers, Destroyers and submarines; as well as oilers, cargo and transport ships. - CIC (Combat Information Center) on carriers, battleships, cruisers and destroyers [intended for operation by 1 or 2 DCS Players] - a search radar scope, PPI display, with combined airborne and surface targets, and landmasses. - plot board (similar in function to F10 map view) to keep track of assets and targets. - As flagship: Player (or AI) can command speed and direction of ships in task force, as well as formations and other commands to ships. - Ship's Gun Fire-Control System (GFCS) - Gun Mount Director Control Stations - radar (A-scan display?) to determine range and bearing to surface targets for gunnery solutions, fed into ballistic computers to determine firing azimuth and elevation. - also for directing 5-inch AA guns against airborne targets. - Optical range finders as alternative to radar. - 40mm gunmount remote director, Mk-51. Used to aim one or more 40mm twin or quad mounts. Lead computing optical sight. - 20mm guns with gunsight on individual gunmounts. - DCS players can each operate one of the gun directors, 20mm gunmounts or CIC. Directors, guns and CIC not occupied will be run by AI. - Also applies to aircraft carrier CIC and GFCS. Although I would like all the classes of ships of the Pacific Theater in DCS, the main ones would be the fleet carriers mentioned above and the South Dakota and Iowa classes of fast battleships. As escorts for the carriers and battleships; the Baltimore class of heavy cruiser, the Cleveland and Oakland classes of light cruisers and Fletcher and Sumner classes of destroyers. This would be an essential starting point for US Navy ships. There would also need to be a like set of Imperial Japanese Navy ships, perhaps all run by AI, initially. But here's my compiled list of US Navy ships (not including carriers) that I believe operated in the Pacific Theater in the 1944-1945 timeframe as escorts to fleet carrier (fast carrier) battlegroups and Task Forces. I've included the "old slow" battleships, although they would be their own task forces or part of the escort and shore bombardment ships for amphibious task groups, including the slow escort carriers. I do not expect this whole list to be included; although, many of the ships in a class are nearly identical...only name and number, and sometimes camouflage being different. (Ships to be modeled in DCS as they appeared in 1944, or 45 as indicated) - USN Battleship classes: Old "Slow" battleships - 20-21 knots - Wyoming class (12") - Arkansas BB-33 1945 - New York class (14") - New York BB-34 - Texas BB-35 - Nevada class (14") - Nevada BB-36 - Pennsylvania class (14") - Pennsylvania BB-38 - New Mexico class (14") - New Mexico BB-40 - Mississippi BB-41 - Idaho BB-42 - Tennessee class (14") - Tennessee BB-43 - California BB-44 - Colorado class (16") - Colorado BB-45 - Maryland BB-46 - West Virginia BB-48 "Fast" battleships - 27-33 knots - North Carolina class (16" - 28kts) - North Carolina BB-55 - Washington BB-56 - South Dakota class (16" - 27.5 kts) - South Dakota BB-57 - Indian BB-58 - Massachusetts BB-59 - Alabama BB-60 - Iowa class (16" - 33 kts) - Iowa BB-61 - New Jersey BB-62 - Missouri BB-63 - Wisconsin BB-64 - USN Heavy Cruiser classes: (These were the only USN Heavy Cruisers in the Pacific in 1944-45) - Pensacola class - Pensacola CA-24 - Salt Lake City CA-25 - Northampton class - Chester CA-27 - Louisville CA-28 - Portland class - Portland CA-33 - Indianapolis CA-35 - New Orleans class - New Orleans CA-32 - Minneapolis CA-36 - Tuscaloosa CA-37 - San Francisco CA-38 - Wichita class - Wichita CA-45 - Baltimore class - Baltimore CA-68 - Boston CA-69 - Canberra CA-70 - Quincy CA-71 - Pittsburgh CA-72 - Saint Paul CA-73 1945 - USN Light Cruiser classes: - Brooklyn class - Nashville CL-43 - Phoenix CL-46 - Boise CL-47 1945 - Honolulu CL-48 1945 (4 twin 5"/38 turrets) - St. Louis CL-49 - Atlanta class - San Diego CL-53 - San Juan CL-54 - Cleveland class - Cleveland CL-55 - Columbia CL-56 - Montpelier CL-57 - Denver CL-58 - Santa Fe CL-60 - Birmingham CL-62 - Mobile CL-63 - Vincennes CL-64 - Pasadena CL-65 - Springfield CL-66 - Topeka CL-67 1945 - Biloxi CL-80 - Houston CL-81 - Vicksburg CL-86 - Duluth CL-87 - Miami CL-89 - Astoria CL-90 - Oklahoma City CL-91 1945 - Amsterdam CL-101 1945 - Wiles-Barre CL-103 - Atlanta CL-104 - Dayton CL-105 1945 - Oakland Class - Oakland CL-95 - Reno CL-96 - Flint CL-97 - Tucson CL-98 1945 - USN Destroyer classes: - Gleaves class - 66 ships - those in 1944 configuration - Fletcher class - 175 ships - those in 1944 config - Allen M Sumner class - about 47 ships - 1944 There were many more older classes of destroyers, in smaller numbers. Just too many to be modeled, I think. I believe the above were the most significant ones.
  6. Thank you! I wasn't completely without DCS for the weekend, as I have a 2nd PC (no joysticks hooked up to it yet, though) that I use to give friends and relatives rides in multi-crew modules, like the Huey, C-101EB and Mirage F1-BE. Just hadn't gotten around to the F-15E yet. Has its own DCS account and its own set of paid scenery and (multi-crew) modules...because that's my understanding of what's required to do multi-crew. Expensive and rather tedious to set up with people who are not knowledgeable about VR goggles, DCS and aircraft ...but cool when it works! No one can say I don't do enough to support DCS and 3rd Party Developers.  Interestingly, DCS works fine on this PC with Windows 10 Home (22H2), Quest2 and the same version of DCS Open Beta. I'm not sure if it has the same Meta/Oculus update. I turned off Auto-update as soon as I could. It said an update began downloading on March 25th. Didn't say it completed or installed. Although, it looks like a lot of those same files in the Oculus folder have the 3-25-2024 timestamp, so I think it updated. Maybe the difference is Win10 vs Win11? My 2 PC's don't have the same hardware, though, either. One's an i5-11600K with a Geforce RTX 2060 card. The one where DCS now doesn't work is the Win11 PC with i7-13700F with a Geforce 4060Ti card. So, I was making warbird airshows with the AI piloted A-20s and P-51s in Nevada. Pretty cool when you put two flights of 4 aircraft in a racetrack pattern at about 500' AGL right over the airport and sit in an open-top Jeep and watch it all from the ramp!
  7. Public Test Channel was not and is not enabled. What is "pancake"? I mean, I made some for breakfast, but is the usage here referring to normal 2D video mode? If so, it is true. I cannot get DCS Open beta 2.9.3.51704 to get past the "15 year" splash screen even with the Oculus Runtime Service stopped. Last good run of this current DCS version was on March 20th with my Rift S headset...it ran fine, then. I didn't try it again until March 30th, where it is now, crashing at the 15 year screen. (And I was already having DCS withdrawal symptoms going 10 days without flying. Now it's unbearable! Ha ha.) I think there was also a Windows update between the 20th and the 30th. I'm running Windows 11 Home 23H2. I tried running DCS Repair...didn't help. Well, I hope the DCS fix will solve my problem. Just a few days to wait, I hope. Thanks for the help, you guys!
  8. I did all that. I went into Oculus and disabled automatic updates. I stopped the Oculus VR Runtime Service. I copied the downloaded files to the C:\Program Files\Oculus\Support\ path. And then I rebooted. It still doesn't work. Is this the end of DCS working on Meta/Oculus hardware?
  9. Don't seem to have enough switches in the back seat to start the engine from there. But I did get the engine started on a subsequent try from the front seat. Seem to have to move the throttle to idle before 300 RPM. Seem to have to hold the starter button until the RPM needle comes alive...then let it go. Then it was a nice flight with dual crew, giving a person a jet ride, in VR!
  10. I can't seem to start the engine in the BE. It works okay in SP, but in MP the engine just false-starts and shuts down at about 1100 RPM by front seat instrument. The engine RPM passes so quickly from 300 through 600 RPM, I can't get the throttle out of cut-off fast enough. And if there's a discrepancy between pilot and instructor RPM, which one is the true RPM indication? Is it really this demanding in the real aircraft that the throttle must be moved to idle within the 1 second that the RPM is between 300 and 600? Or is it, perhaps, longer than 1 second from 300-600 RPM during startup in the real aircraft? My second pilot is a novice. I'll try to sit in the instructor seat and try it. Also, it seems I only get one attempt at starting the engine. If that fails, the engine won't even crank anymore. I have to restart the server to try again.
  11. From the GIB pictures, it's basically just a big-ass, gas-guzzling, faster, F-5E (or F) with a proportional ordnance increase, AIM-7s, and a radar that has a few more modes and longer range...I hope a longer range. ....GET OUTTA MY WAY!! I want it!! (Now don't take me seriously and rant about all its features that I neglected to point out. ) It'll be out April Fool's Day. But since that's just a joke, sometime later in April. ...and of course, that's just my GUESS. But seriously... I see a lot of instruments in back like we see in the F-5E. But that's the way it was. She's from that same era. Don't worry! I mean, I'm not even going to fly her. I'm just going to sit in that back seat, in VR, on the ramp with the canopies open and just grin and know that it is COOL! And sit back and take a nap in the sunny breeze, laced with JP-4 fumes. Relax, people...it won't be long now. (...where's my F4U? I think I can hear the Blacksheep Squadron theme song!)
  12. Thank you, guys!! I ended up moving videos from the SSD of the "stable release" PC, clearing enough room for a parallel install of Open Beta, and it offered to import the modules and maps...which duplicates them on the SSD. I can delete the Stable version later. Then it worked. And it worked quite well! Both players using VR! All except for voice (intercom/VOIP) between the two players. Each has a USB headset. Both microphones test good in Windows. PC2 player can hear their own voice through the mic. PC1 player cannot hear self. Neither can hear each other but all other sounds in game are heard just fine...including a radio transmitter on a vehicle playing a 30-min-long, repeating ".ogg" music file to give a homing signal for the Huey's ADF. Both players can hear the music, located on the "acting server" PC 1. I'll work on getting some screen shots of the steps it takes to make this "Multiplayer-in-same-house" work and post it here later for anyone else that wonders how to do it...including that the versions of all DCS installations on participating PCs on the LAN must be identical, as well as same module to be flown and same map...and any other mods involved in the mission to be used.
  13. Thank you! I will try that. But I figured out perhaps the likely problem, I have two different versions installed. Latest Beta on one PC and Latest Stable on the other. I bet that will not work, right? If so, one or the other must notice the version mismatch and just says something like 'Failed to connect'. Maybe it should say "Failed to connect to server -- program version mismatch." That would be very helpful. Apparently, I should upgrade the latest stable to the latest beta. But there's another problem. Rather than offer to convert the installation to either Beta or Stable, it only seems to offer to create a parallel installation...but at around 300+ GB, I can't fit two installations on a 1 TB SSD with the OS and a few other large programs! On the other PC is the Beta version. With the full set of Terrains and 90% of the Modules, plus 25 GB of skins and mods, it's a 550 GB installation of DCS!! No way that can fit twice on a 1 TB SSD, even without the OS. They're going to have to allow the option of placing Terrains on a 2nd HD, since they are the biggest and can't be used simultaneously anyway. I'd imagine the Kola map will be around 70 GB and a proper Vietnam map probably another 70+ GB. I saw a recent post by one of the Forum moderators that the plan is to go to an all-stable release system and (I think) a closed beta. Open beta was meant for some users to be able to participate in the testing, but apparently a great many of the servers all went to the beta updates path, leaving few servers for the stable users.
  14. I want to run two clients in Multiplayer within my Local Area Network (LAN), 192.168.0.113 and 192.168.0.118. I have two PC's each with DCS installed, with their own DCS account. The two PC's can ping each other on the LAN. Let's call them PC1 and PC2. Each has their own paid copy of Nevada Map and UH-1H Huey module that work in single player under their own accounts. Can one of the PCs with DCS act as a server in Multiplayer so that the other can join? It worked in Version 2.7. But I haven't tried it for more than a year and I've forgotten exactly how I did it before. Now I have upgraded to latest version of 2.9 Open Beta ...because the DCS website says Open Beta 2.9 is best for Multiplayer. When I open Multiplayer on PC1, I choose New Server, create a server and password, uncheck the box for Public server...and then it won't let me change the IP address. It doesn't let me change the IP address no matter what I select. If I accept the public IP address that's already in there and launch a server with the Public box not checked, it seems to work. I can occupy a seat in the UH-1H from PC1. But PC2 cannot find the server. What am I doing wrong? I can't seem to find instructions on how to use Multiplayer within a LAN.
  15. So, F-104A first. Then followed by F-104G, F-104S and maybe circle back to the F-104C for whenever the Vietnam map comes out. But if we have an F-4C or D by then, as well as the F-100D, you probably won't really want the F-104C. Unless the C is so close to an A that it would be easy and a no-cost upgrade to owners of the A module. I don't think the CF-104A will be very popular in DCS, since it's mainly just a nuclear bomber using LABS (or if I'm wrong, I'll hear uh-boot it ). This is just my guess of how they should do it, based on all your comments. Yes, I think getting an F-104A first would be cool. We'll learn how to fly the F-104 using that. Then bring out the G and S for some real fun...I guess. They'll do what they want to do, anyway.
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