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Everything posted by Ghostrider142
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Ah ok very helpful, I did not realize all of that. I have renewed confidence now of getting this to work, very much appreciated!
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Thank you very much. So I did have IRMAV selected/highlighted but you've made me wonder if I actually have a lock. The TPOD stays locked on the tank even if I have pass back around, but is there some kind of indicator I need to be seeing that tells me I have an actual lock? I have the 'easy' option ticked in the main menu and I assumed it would create a lock anywhere the slew stops; I'm going to untick that as it is confusing anyway. Will watch the video and the track and give it a go.
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From the screenshot here, I wait until I get within about 10 miles, I uncage to the Mav and it won't fire. I make sure nozzles are at 0 as well. I was not able to switch to TPOD des originally, but I remapped my Hotas and got past that and I was sure it would work then, but no. I'm not enjoying this module atm. AG mode IRMV TPOD Des Uncage Mav, video changes to Mav seeker Master Arm Nozzles 0 Still won't fire
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AV-8B NA and the AGM-65 Maverick: Updated Procedures and Limitations
Ghostrider142 replied to Zeus67's topic in AV-8B N/A
Is this up to date? -
I have somehow successfully launched Mavs before, but I cannot repeat it consistently. When I gave up the other night I'd discovered that no matter where I mapped the SSS depress down, it did not work. Even though that button would work for anything else. I just want play with the module and have never ran into such a convoluted process for weapons release on prior modules. Yes I'm aware that nozzles must be a 0 degrees to fire. Video should be at the part where I have an issue. Any help or even a good Hotas mapping of the T16000?
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I just tried it again and did the brake check before rolling, made a big difference, this sounds like a hotas issue though. I found that just under 8 on the RPM gauge was good, maybe its my hotas resolution in that the increments of movement are not as fine as needed, I also have an issue finding the right speed for A2A refuel.
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F-14B: Rudder curves, what settings seem to work best?
Ghostrider142 replied to Ghostrider142's topic in DCS: F-14A & B
Was this pedals exclusively? I use very little on the stick myself -
F-14B: Rudder curves, what settings seem to work best?
Ghostrider142 replied to Ghostrider142's topic in DCS: F-14A & B
Loaned my saiteks out thinking I'd not get back into DCS anytime soon haha, so I'm back on the T16000 setup for now. Stick and throttle setup good, just noticing the over-input syndrome with the big cat and her maneuvering needing some rudder. Deadzone is an idea I'll try as these do have a little wiggle room at center, and maybe it does need a +20 range curve, I started with 5 and wasn't much difference. -
Was this never addressed? I am still having a time moving around the supercarrier deck without using brakes; brakes are needed because it requires far too much power to get her moving at all.
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Thanks for the info about uncontrolled availability, did not know that. I would post the miz but I'm running quite a few aircraft and ship mods and at least on my end it will not let me open a miz in editor if I do not have all mods installed that the miz was built with. Before I create a clean miz reproducing my launch sequence, does the placement order of aircraft on the deck override all subsequent start orders/triggers? If so that kinda sucks, but it does make sense with the SB-3 starting first despite late activation and timers (also two prowlers I forgot to mention are too) and those 3 aircraft were the first ones I added to the carrier when making the mission. I reckon changing an AC to 'turn' and then back to 'parking hot' should move them to the end of the order? Yoda967, yeah I have several spots open because I had several others that I hoped to land too.
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We Want To Hear Your Ideas For A New Map In DCS!
Ghostrider142 replied to danielzambaux's topic in DLC Map Wish List
Yeah that's what I was thinking as well, RE an odd shaped detailed area within the greater rectangle, it still would be a large area and that may be why Iraq hasn't been made yet. If the processor crunch ever goes away and GPUs come back down there's no reason that something even more taxing that 2.7 maxed out will become a basic ability for the average gaming PC in a couple years. Has this been mentioned by ED before? -
I would imagine ED is aware of what the next level of immersion on the deck is, crew not just stationary, but kneeling, interaction with other crew (moving arms/hands as if communicating) moving between aircraft and work areas, driving tows/tractors, AI pilots entering exiting aircraft etc. The scripting is already there in the launch crew (great job btw). This would be a big step forward. Also some scripting templates to use in ME to populate the deck based on what type of tasks the mission you want to build needs and much more simple way to spawn aircraft in the parking spots preferred.
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We Want To Hear Your Ideas For A New Map In DCS!
Ghostrider142 replied to danielzambaux's topic in DLC Map Wish List
Iraq, covering part of the Persian Gulf and the areas of Syria not covered by ED's map. Desert Storm and 2003 through all OIF's is the most obvious map for DCS, other than size I don't know why some combo of PG and Syria is not a map roughly centered on Baghdad. Does a map have to be square? -
I built a sequential launch on the Supercarrier that uses a 1 sec late start for the player (to get the parking spots desired) and that works as intended and across the mission as a whole all other late activated units obey the order, but when starting on the carrier the SB-3 Tanker ignores late activation and starts immediately and begins moving from parking hot. I've tried 'time more', a flag, a moving zone, it ignores all. Also, why do some units not have the 'uncontrolled' option available? I prefer to use that and AI Task Push method as much as possible on carrier startup and am using that for 4 F-18's in same mission. Is ignoring late activation a known bug still? I googled first and saw mostly older posts about it. Am running the latest beta. RE the non-landing, I setup an E-2 to land as part of the sequence immersion and wanted him to land as the opening action and set him on course/altitude/speed and then added a 'land' waypoint, he approaches and turns off never to return. No aircraft are on a cat and landing runway is clear of even deck crew. I was hoping it was the E-2 mod, so I swapped it for the DCS E-2 and still same. Is this also a known bug? Later in mission when AI aircraft RTB they land fine. I just don't want to keep trying to make it work if so. Thanks for any ideas!
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Awesome thank you
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Where did you get the C-2A Greyhound mod? Not coming up on a forum search
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What is the difference between the first link and the WIP link? Such a nice surprise coming back to DCS after awhile and seeing this awesome mod!
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I may have found a way to park them with the nose still towards the island without causing a collision, will post screens once I have thoroughly tested. Thanks again, I've figured out how to do the launch sequence I want, the 1 second late activation was the key.
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Thanks for the detailed answer, was actually just sitting here doing play throughs and watching. There's an AI F-18 coming from a starboard aft parking spot and he taxis too close to the helicopters parked next to the tower and gets stuck when he has a wide open deck to use, not sure how to fix that, have already got the SB-60s as close as they can get. I also just realized that the AI Hornet's 'parking hot' isn't hot apparently because they are taking forever to wind up and move so I'm going to change their trigger to have them start that process much, much earlier. Is this the norm? Is there a top down image on the forum by chance that shows all the parking spots and their number sequence? I used to build MP missions in the past, but for now I'm just relearning the ME by making some in depth single player. Will go download the Persian Freedom campaign, I've learned much of what I know by digging through missions others created, I learn fastest that way.
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I have a sequential set of triggered launches from a Supercarrier at start: AWACS, Tanker, 4 Hornets and a few others. I want to spawn on the deck at start in my F-14B and be able to be enter the sequence myself. 1: The AWACS gets a AI Task Push Start at game start 2: Each aircraft after gets an AI Task Push Start once the prior aircraft clears 200 ft. (Btw what's a better way to have them queuing up before then?) 3: What I'm confused about RE the player aircraft is that the AI are set to 'Uncontrolled' to be able to be visible on deck and waiting on the AI Task Push Start 4: How do you put a player aircraft in the sequence without using 'Uncontrolled' or waiting on a late activation? This may be easier than I'm thinking it to be, but if not what's the best way to do this? I've been away from ME for a few years so I'm rusty on some things. Any help much appreciated!
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Ghostrider142 replied to Admiral189's topic in Static/AI Mods for DCS World
Totally understandable, I was serious about donating, a community gofundme could be set up, I never expect someone to work for free and you've already done so much for the community. I primarily play DCS for the carrier fighters and multi-role, but the missions that one can create in ME are so immersive and there was a huge gap in the naval side and you've helped to fill that. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Ghostrider142 replied to Admiral189's topic in Static/AI Mods for DCS World
I was going to upload the model from the original 2016 mod, but sounds like you have even better one for the Iowa class. I've been getting back into Mission Editor and having a battleship would really bring the Persian Gulf missions to life.