

michelip
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I agree (from watching many WW2 videos of the Pacific theatre of Ops.) that parked Corsairs on land rarely have wings folded. The default appearance of Static Corsairs in M/E Objects should be lowered wings. Static Corsairs on carriers should be folded. Regards, Mich.
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I feel that the Corsair's cockpit F1 view is too close, even when fully zoomed out and view set fully back. It would be good if we had the option of zoom setting them back a bit further so there is a good view of both the gunsight and the main panel. I realise that the view we have is realistic, but in a sim. we lack the ability to use our eyes to freely glance around and so the above suggestion would be a good compromise. Regards, Mich. .
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Military Assets for DCS by Currenthill
michelip replied to currenthill's topic in Static/AI Mods for DCS World
DCS badly needs some more unarmed AI human figures particularly for the WW 2 mission builders. We need such figures mainly to populate airfields. There is also a need for them to have different postures. Some examples that spring to mind are: Standing, leaning, sitting and squatting; Airmen, Ground crews, Officers ( non animated if semi- animation too hard) Standing Ground crew using hands to beckon aircraft into parking, ( say for 10 secs) then raising arms to signal stop (say for 5 seconds) - These should be semi-animated, like some carrier deck figures. With those 2 animated actions in the one file, we could use triggers to activate them as aircraft approaches parking ramp as follows: Plane triggers ground crew beckoning when pilot 15 metres from park spot. After 10 secs. his arms are raised for 5 secs. Pilot brakes and stops. I can think of many more examples, but the above would hugely improve realism in M/E. Regards, Regards, Mich. . -
Military Assets for DCS by Currenthill
michelip replied to currenthill's topic in Static/AI Mods for DCS World
Thank you MAXsenna. -
Military Assets for DCS by Currenthill
michelip replied to currenthill's topic in Static/AI Mods for DCS World
Hello all, Because of the lack of choice in the DCS Mission Editor personnel object list I am interested in learning how to make, or modify, static human figure mods for DCS. I have never modded and so I would begin with static 3d figures and, hopefully progress in due course to static humans with the kind of limited animation we see in some of DCS Carrier personnel. I feel that the realism of DCS is compromised by the lack of unarmed humans doing such tasks as ground marshalling aircraft, standing, lying, sitting and crouching, stretcher-bearing.. (and the list could go on forever). The placement of such statics would greatly enhance realism in mission making. I have floated the idea of ED adding such figures to ME over the past few years, but with no response. Can anyone tell me if there is anywhere I could find tutorials or guidance for the above purposes? Forgive me if this is the wrong place to post on this subject. Best regards, Mich. -
Civilian personnel and population
michelip replied to NightFlier's topic in Static/AI Mods for DCS World
There is clearly a lack of decent animated human figures for mission makers. I thought ED might have almost got there with their semi-animated Carrier personnel (and the cow), but there is nothing since then except pilot models. When one looks at the movements in DCS AI Infantry etc., again the quality is poor. Given the impressive advances in human animation in other games, I just cannot understand why we mission builders have to try and be creative with these clumsily designed wooden human objects in DCS when the creation of quality animated human figures must surely be within ED's capabilities. Just imagine the creativity that even a few of the following suggestions could give us: Modern and WW2 unarmed airfield personnel ( mechanics, drivers, airmen, ) standing, walking, squatting, sitting on ground, gesturing, signaling to pilots during aircraft ground movements, standing holding a bike, a couple of types of dogs, and the list can go on. I really think that ED do not appreciate the importance of mission creation in their sim. If they would only try, they could keep us mission builders happy with just a few of the above. Mich. -
It's my understanding that, when AFCS Altitude hold is engaged, the Phantom will continue to climb or descend according to the rate of ascent / descent at the moment of engaging it. I am finding it is very difficult to achieve a zero rate of climb, and even with an error of a few feet per minute, the altitude becomes very inaccurate after a few miles. Is there any way to lock Alt Hold to the aircraft's altitude at the moment of engaging it? Regards, Mich.
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Problem triggering "Sound to Group" with F10 > "Other" key
michelip posted a topic in Mission Editor
I have successfully set up an ogg sound file to be triggered using Comms > F10 >" Other". The file plays well when test-played in Triggers > Actions and it shows in-game in the F10 > Other menu. The problem is that when I press its activation key (F1) it will not play. Can anyone help? Regards, Mich. -
Triggering Radio voice transmissions with Trigger Zones ?
michelip replied to michelip's topic in Mission Editor Bugs
Thanks razo+r, I had been trying to achieve it using "Radio Transmission" as the Action, without success. Then I tried "Sound to All" and it works well. -
I would like to use a Trigger Zone to generate a sound file radio voice transmission to Unit or Group. An example is where a Helo is in the vicinity of friendly troops obscured by jungle and wants them to: a) ignite a smoke marker, near the LZ, and b) simultaneously broadcast a message advising that they have done so. Can anyone tell me if this is possible ? Mich.
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Thanks guys - Rudel - Do you have to make a folder for them? e.g. "Sound" or do you just copy /paste put them into the MIZ with all the other MIZ text? Mich.
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I have several audio files which I could previously trigger in M/E missions. Now, in DCS 2.9 I am unable to find where to place my audio files within DCS. The path used to be Sounds >Speech > Sound > ENG > Common > ATC. Player > Messages, but I can't find this path now. Can anyone tell me where imported Audio files now go for triggering in M/E? Thanks, Mich.
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Mike Force Team started following michelip
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CHINOOK Parking Brake - Will not lock
michelip replied to michelip's topic in Controller Questions and Bugs
Hi MAXsenna. I have tried your suggestion but it's not the solution. I am now wondering if my left brake pedal is not going full travel: It shows "98% in" - Could this explain it? Thanks, Mich.