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michelip

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Everything posted by michelip

  1. michelip

    Carrier landings

    I have the same problem with arresting on the Essex in the Marianas WW2 map. I have spent hours practising with a wind of 28 kn. Across the deck, with full flaps and despite regular ( about 20-30) good approaches at 90 – 100 kn. The hook refuses to catch. I have tried setting flaps 2 with no benefit. I have carefully examined my replay footage on an outside (F2) view and I believe my problem is the flight model at low speeds: If on short finals you reduce speed to 90 Kn. The aircraft becomes very unstable by touchdown. If you fly any faster and try to flare a little at the last second to lower the tail, you lift off and miss altogether. Possible developer solutions: Check that there is no inherent problem with the Essex model. Tune the Corsair's flight model to allow more stability and sink at speeds under 100 Kn. Raise the Essex's wires a couple of inches. (It wouldn't even be visually noticeable) Lengthen the hook. Meanwhile, I'll continue to practise. Regards, Myself.
  2. 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.
  3. michelip

    Cockpit View

    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. .
  4. 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. .
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Wonderful news about the WW2 Pacific Theatre. A much-needed addition to the Channel & Normandy maps.
  14. I love the Bronco but I am having one annoying problem: When I taxi all three wheels violently shudder up and down until lift off. This has nothing to do with their suspension - it is clearly a bug of some type. Has anyone else had this problem? Is there a fix? Regards, Mich.
  15. 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.
  16. Has anyone worked out how to lock / unlock the CH 47's park brake? Have tried all the usual actions (depress pedal brakes, set park brake, release pedals etc.) but cannot get it to lock> Any help gratefully received. Mich
  17. I am having a similar problem when flying on "Bob" mode: When trying to ascend / descend from a given altitude the collective has no effect until about 50% travel, then it jumps suddenly to a steep ascent /descent. Calibration does not change this. I think it' a bug. Hopefully ED will correct it soon. Mich.
  18. I find the red smoke marker a visual hindrance to sling loading. I would suggest these options to E.D: 1. Allow as default a marker to operate for 20 seconds, then extinguish, OR 2. By default, place the marker (say) 50 ft. away from the cargo, OR 3. Install the ability in the Triggers Menus to enable or disable such markers, (e.g. when player enters a set trigger zone, or after a set Flag time). I believe that any of these would increase the reality of sling cargo ops. Mich.
  19. I can successfully set up a custom cockpit view but I am unable to toggle that view so as to be able to leave it visible without continuing the key-press. My method is as recommended in the videos on the subject and the set views show as long as I hold down the assigned key, but when I attempt to toggle it ( R. Ctrl + Num. 0 ) it has no effect. I don't use VR. I would like to know: 1. Is anyone else having this problem? 2. Does anyone know of a solution? Regards, Mich.
  20. I have read and watched all the posts and video info on this subject, and I am still having problems trying to taxi. This is what happens: I check brakes are OK (not wrongly inverted), Steering unlocked and on swivel, Cyclic Trim switch on "Auto", System Select on "Both". I then release Park Brake and gently increase collective (power) remaining within ground detent. There is no forward movement except a very slow creep (it takes the Chinook about 40 seconds to travel its own length). If I increase the Power setting it stops altogether. Can anyone please help? Thanks, M.
  21. Dear BIGNEWY, My purpose in writing the previous post was not so much to express frustration, as to instill in E.D. some desire to change their method of mod promotion and prerelease predictions so that users can have greater confidence in deciding to buy pre-release mods. This would surely benefit E.D. also. With respect (and I do respect the work of you and your colleagues) your response is formulaic and does not indicate that anything will change. Regards, Mich.
  22. Many users have been disappointed by the further delay of the DCS Chinook mod. and by such delays in general. This has been a running sore for both ED and its customers for a long time, and some predictable rules should now be established. The following analysis and solutions should be considered by E.D. and all interested users: One can assume that the reason for the repeated delays include the following factors: 1 . D.C.S is free to download, and has a tradition of very high standards for mods and game structure. In an effort to maintain these attributes, and to maintain income and user interest, it must continually commission or create mods, terrains and updates. It must (and generally does) improve its products as technology and customer expectations become increasingly sophisticated. 2. We customers are constantly treated to tempting advertisements for new mods and updates. and those who buy mods pre-release do so in good faith that their mod , altough not yet fully functional, will be of a suitable standard for basic, reasonable use. They understand that later updates will provide further improvements which will result in excellence, although this usually involves a long wait - so they are paying for an unfinished product. 3. E.D., after a period of mod development, gives a delivery date for new mods, but those predictions are notoriously unrealistic. Part of a paying customer's reasonable expectation is that the mod will be delivered in a time frame promised by the seller, especially when the represented delivery date is used in the advertisements to encourage early purchase . Broken promises lead to angry and resentful reactions from many dissapointed buyers, and last minute announcements of yet another release delay because of unforseen complexities and a glib apologies do not assuage these feelings 4. So, in summary we have a seller of downloads which are highly complex in the making and a large group of buyers who have paid a pre-release price eagerly awaiting the advertised represented date of release of their product. At a late juncture the seller cannot fulfill its target date, but still holds the monies paid to it. What is a reasonable solution? We will all have some ideas about this, and mine are: 1. I have no knowledge of E.D's affairs, but it's a fair guess that the root causes are the same old commercial reasons that we all know: (a) Insufficient qualified staff due to either a lack of available personnel, or (b) E.D's business decisions to operate at limited staff levels, or a combination of both. Such restrictions are often necessary in business and are understandable. The above may also be combined with (c) Too ambitious a mod development program stretching those limited resources and causing more delays across those developments . Either way there is a need for E.D. to use more care in its release predictions. If it advertises with a simple disclaimer that there is no promised release date, this would deter buyers as it would be too open-ended. Perhaps it could, instead, hold the pre sale promotion pending its estimate of 90% completion of the mod. E.D. must be highly experienced at such estimates after all this time. Perhaps it could also state its estimate as a time bracket over a period of, say, 30 days to allow some last minute flexibility. (e.g. " .. between May 1 and June 1, 2024".) Perhaps it might also be reasonable that E.D. refund pre-purchase money to those customers who request it if the delays exceed (say) 30 days after the expiration of the estimated time bracket. If E.D. read this, I hope that it may be of assistance in reducing the problems outlined above. Regards, Mich.
  23. I cannot install the "UH Pilots-Miniguns v 2.4 or the "Armed Blackhawk v 4.1.1" over my basic UH-60 Mod. When I install as I understand the tutorials and written instructions, my DCS crashes before even getting to the opening screen. Part of the problem is the assumption in the tutorials that we understand just where to put the above files. To me, it is unclear whether they just go in the main DCS Beta folder, the MODS folder or whether to open them and put some of the contents in the original UH 60 Folder or even to cut / paste the UH-60 file from the Armed Blackhawk file and insert it into the DCS Aircraft folder. So far I have not been able to find a way. Please, can anyone help with a detailed step-by-step Idiot's tutorial? Peter.
  24. Congrats. Massun. These animations are a great step forward for Mission makers. I would love to see more ground crew actions,  e.g.  A figure directing pilot entering a parking ramp - beckoning forward, then hands up to stop. Also, does anyone know if the existing figure directing to his left can be made to direct to the right?

    Peter

    1. Massun92

      Massun92

      Hi Peter! Just to clarify, the ground crew will NOT be implemented in the DCS core. (I think, and this is not information, just something that I guessed that they are development a ground crew system like the supercarrier) -- BUT the mod will continue with the existing ground crew UNTIL I launch a new version with better animations and more flexibility. 

      kind regarsd!

    2. michelip

      michelip

      I understand. I am hoping that you may include further animated gestures in your mod as this innovation is so great for mission builders. Attached  (I hope) is a short video of one use of your figures.

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