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Everything posted by fargo007
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
fargo007 replied to nikoel's topic in Virtual Reality
Came to say thank you. This is a big net positive for me after only preliminary testing. -
I've got crosswinds pedals with a hydraulic buffer on them. They stay where they are put with my feet off. Notionally I should be using the "PEDALS WITHOUT SPRINGS OR FFB". The problem I'm having is that with that setting, the actual RESPONSE of the pedals is uber-sensitive, and it seems no amount of curve or desaturization can make it work the same smooth operation of the peds when on the "FFB FRIENDLY" setting, which gives me the pedals response I want, but of course results in horrible yaw leaps whenever I trim the stick. If anyone has a solution for this or is equally affected, I would love to hear it. Right now I have to use the "FFB FRIENDLY" option, and be extraordinarily mindful to snap my feel to pedal center every single time I hit the trim. It's not the way I want to fly at all. But the aggressive L/R oscillation that occurs when I'm in the pedals mode I SHOULD be in is even less workable. TL;DR - The sensitivity and response of the pedals is not the same between the three modes.
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Please let us start the aircraft in MP from the gunner position!
fargo007 replied to DarkStar79's topic in Wish List
Different story with a shared cockpit where either pilot can see and reach everything. There's no possible way IRL that a front seater could start an Mi-24. -
What Helicopter Module do you wanna see next?
fargo007 replied to Tank50us's topic in DCS Core Wish List
As much as I want a cobra personally, this is really what's needed to round out the blue side. The Huey is great but it's just too slow compared to the others. The blue side needs a decent lift helicopter badly. UH-60, CH-47, or even the Sea King would be of great help. -
I believe that's an already reported issue.
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Wrap your outText call inside of a timer.scheduleFunction() with the appropriate delay.
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Whiskey is the right answer. Only major functional difference is that the W needs the front seater to launch HF's, where the Z can do so from either seat. I don't think a legacy army cobra wouldn't be able to generate enough buzz to make it worth ED's while. A Whiskey would, and it's mostly out of service so much more likely to get cooperation.
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WOW, next level AI voice over for your missions ! It sounds so real
fargo007 replied to winghunter's topic in Mission Editor
Gonna check this out, thanks for the heads up. -
Surfacing submarines not visible in MP - known issue or new?
fargo007 replied to fargo007's topic in Object Bugs
Thanks for helping me out. I'll reproduce more atomically and send a reproducer miz. -
Surfacing submarines not visible in MP - known issue or new?
fargo007 replied to fargo007's topic in Object Bugs
Yeah I didn't see it at all. Nor did any 15 of us flying the mission. I'll put up a test. Basically what I did was activate the sub group, have it surface at waypoint 1, continue on surface to 2, and then submerge to 3. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
fargo007 replied to Admiral189's topic in Static/AI Mods for DCS World
That zodiac does indeed still work, but it looks very.... cartoon-like. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
fargo007 replied to Admiral189's topic in Static/AI Mods for DCS World
Thank you ghostmike, will check them out. -
It looks good IMO. I've been looking for a skin that looks like it fits in on a ship when we want to deploy the 24 that way.
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The SPAWN object and the GROUP object are different things, but you are treating them the same by using a SPAWN obj when you should use the GROUP object. The right technique for this IMO is to use an OnSpawnGroup() callback function where you can do things to the dynamically named group that just spawned.
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
fargo007 replied to Admiral189's topic in Static/AI Mods for DCS World
I know you do big ships but how about a zodiac type special operations boat mod? Similar to this: It would be just stellar if we could have this to deploy out of helicopters. Thanks for looking! /Fargo -
Sorry if this is reported already. In single player, setting up a sub to surface (e.g. the chinese type 93), travel along for a short distance and then submerge again works as intended. You see it rise up out of the water. In MP, running this on OpenBeta dedicated server, the sub remains totally invisible the entire time. No wake, no water disturbance and no object.
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reported earlier Invisible trains when late activated in MP
fargo007 replied to Proper Charlie's topic in Multiplayer Bugs
Trains are kind of a moving target. It would be great if they become assets that we can use predictably, such as having them be detectable and respond to trigger zones. Trains worked for me in MP when I did NOT set it to late activated, but instead just set a "start time" for the train. James744 questions expose reasons why it may not work too. -
We're seeing this as of perhaps the last update. Pilots were reporting sudden and unexplained connection loss, unconnected to any particular activity (e.g. just sitting there on the ramp, cold). Got to finally experience it myself today. Was in a gamemaster slot. I saw in the chat that someone was joining. Before he had completely joined/spawned, the F10 map controls stopped working for me. Then I noticed a bunch of desync, like aircraft frozen in place, and then the connection was lost and the server had crashed. We've been chasing this for a while. There's absolutely NOTHING written to the dcs.log or dcs.log.old that even remotely explains it. The logs close with only some generic INFO LuaNET statements, and they do NOT include any evidence of the person joining. We started troubleshooting by going after mods, but haven't seen any difference. I'm suspicious it surrounds connections or joins based on it occurring coincidentally with one while I was observing. If anyone is also seeing this, or has advice on further troubleshooting, please let me know. Thanks, /Fargo
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Also in the biz, and you're speaking some truth here. Those that sign up for pre-release in exchange for the discount and then complain every day that it's not released should take a hard look at whether they've got the intellectual mustard to participate in such a program. ED maintains a very forthcoming stance on new products compared to like, ... anybody. I don't want to see that change.
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Civilian Objects And Vehicles
fargo007 replied to Eight Ball's topic in Static/AI Mods for DCS World
I came to say I laughed my ass off at the ice cream truck vidya. -
Looks good! It would be cool if we had some specific buildings that can shoot. Frequently fire is taken by friendlies from a certain building. Would be nice to model those scenarios in DCS instead of putting some unit in plain view.
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Complete Transport and Logistics Deployment - CTLD
fargo007 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
I created a demo and posted it for you in the MOOSE discord when you asked there. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
I have version 8 readying up. Ability to suppress/re-enable voice comms, and some other improvements. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
I see. That behavior is still possible by using only one zone, and one each of a friendly/enemy group. These could be as small as a single infantry unit. You don't need multiple zones for it to work, only one is enough. A mission designer can also call the grid by grid functions directly if desired. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
I'm not entirely sure what you mean here. Could you elaborate on that situation?