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Everything posted by fargo007
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Failing to make a proper Mission Editor respawn system
fargo007 replied to Mith86Arg's topic in Mission Editor
It's probably not what you want to hear, but a script employing MOOSE or Mist could do this so much cleaner & easier. If this is the type of thing you are going to be doing in the future, maybe it's time to drive straight in, instead of a very, very long way around it. There are so many tutorials now, it's never been easier. -
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Is there a way to add some light in our custom bases? Script or object ...
fargo007 replied to Frag's topic in Mission Editor
I'll confirm that. The lights in that mod pack are excellent and you'll see them from far away too. They are uncontrolled though. On all the time at night. -
I put together a square camp generator that builds a 200M square frame of barbed wire with towers every 100M on the perimeter. It's a function, so you can call it with a variety of content options for the vehicles on the perimeter, or on the insides. They are all static objects. It's built around the dead center of the zone you create, so you can populate the contents as desired. Once loaded, it's called via a DO_SCRIPT trigger, where you pass it the parameters you want. e.g. 1 - The zone name. 2 - If you want vehicles inside, or empty. 3 - The outer guard vehicle identity. 4 - The country that owns it. 5 - The name of the vehicles to put in the middle (like a parking lot) It's also the perfect size to put a FARP in the middle, and does all the work of placing the objects around the edge. There's one in the example mission. It uses MOOSE, and the barbed wire from Ranger Pack 2.4.1. Example mission (with the script inside it) attached. The script is commented with usage instructions and examples. Let me know if you like it. I am also publishing a no-mods round camp generator soon as well. /Fargo squarecamp.miz
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Does it still say "SAFE" on the armament control panel when AGM is selected? Check that. It didn't use to require a manual fusing but I've noticed that lately it does.
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Voice attack is totally worth the small fee they are asking for it, and their support is excellent. I use it to drive extended functionality in the menus, where it walks the entire tree for me to conduct certain things like loading passengers via CTLD, requesting a signal flare for CSAR, etc. I also have the F-keys all bound to "Fox One" through "Fox Twelve." So I can just say it, and it chooses it for me. I can walk the menus manually this way. Immersion wise, it's also great for helicopters like the Mi-8 and Huey. The pilot doesn't push every button and turn every knob himself. He relies on the crew. You can mimic this in VA easily. "Ivan, collision light on!"
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Thanks - that diamond was exactly what I was looking for. I want to try and understand more of the info on the TPOD itself next.
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JTAC CAS Procedure Youtube videos.
fargo007 replied to RIFLE_JTAC_TRAINING's topic in General Tutorials
Love this, and our next training Tuesday is focused on JTAC with rotorcraft (5-Line) in fact. I would like to see some text on screen while the comms are running that shows which portions of the comms flow are being discussed or read out. It's very easy to get lost in it. e.g. pop up a message that basically says what the pilot or JTAC is saying, and which portion of the dialogue it is from. By all means keep on going, because this is AWESOME, and an often ignored area of tremendous realism that is available in DCS right at our fingertips. Bravo! -
I'm sure the A-10C folk have done this, but I've found a lot of money in hunting laterally with the TPOD. Think of flying to the left of a long island, and looking down and to your right at the island, scanning for targets. When you find one, you roll in. It can be challenging to keep SA in this approach in terms of where you are looking. Although I'm effective this way, I'd love to see a "How to hunt" tutorial on this to pick up some finer points. I also don't think all the TPOD symbology has ever been explained. For instance, in the A-10C, you know exactly where the tgp is looking; you can see it on the map. Is something like this possible in the Harrier?
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The E mavs don't do that. Go with the IR ones (G/D) if you want to do that sort of an attack. The E's are longer range, but have to be walked all the way to the target with the beam. It's easy to do with the tpod, just peel off at 45 and watch the tracking square. Then peel off to 90 degrees and bank slightly away.
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Does anyone have a workaround for this that operates successfully on the PG map in 2.5.3? The behavior is reproducible here, but not in caucasus. The spawning of any ground vehicle generates a client wait state where they are looking at an hourglass, a screen freeze or whatever message their VR headset displays. Everytime it happens, you have (n) pilots chattering that "I have some kind of big lag spike....." and some of them crash through (this time) no fault of their own. Using MOOSE, with :InitLimit(n,n) and :SpawnScheduled(n,n) I experimented with scoping the variables as local or not, and when the SPAWN: declaration is made local, there's no spawn at all, and it outputs a message that it's scheduling the spawn of an obsolete group. I also have a copy of every enemy ground unit in the mission alive on the map elsewhere. Would really like to resolve this any which way, but if someone else can still reproduce after a bit of hacking at it, I think it's time for a bug report. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ETA - I was able to dramatically minimize this by making the SPAWN: declaration local and by making the :SpawnScheduled(n,n) call non-local. I'm not sure why this worked, but it definitely did. Does not spawn: local apc = SPAWN:New( "apc") :InitRandomizeZones(SamZones) :InitRandomizeRoute(1,5,3000) :InitLimit( 4, 360 ) :SpawnScheduled(2,1) Spawns with unacceptable (enough to crash your plane) lag: apc = SPAWN:New( "apc") :InitRandomizeZones(SamZones) :InitRandomizeRoute(1,5,3000) :InitLimit( 4, 360 ) :SpawnScheduled(2,1) Spawns with almost imperceptible lag most of the time: local apc = SPAWN:New( "apc") :InitRandomizeZones(SamZones) :InitRandomizeRoute(1,5,3000) :InitLimit( 4, 360 ) apc1 = apc:SpawnScheduled(2,1)
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Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
I also feel like the MSAA is necessary so I kept that, ditched shadows and I can PD up to 1.5 and stay buttery smooth. I can also spot ground targets VERY far away with it like this. -
The short answer is no. The long answer is "NOOOOOOOOOOOO." It's been gone over. You have to restart the mission.
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This is repeatable in MP for me. Doesn't happen on the Tarawa but so far Qeshm and Havadarya runways. About 1 minute after coming to a stop, the gear collapses and you catch fire.
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Yeah, that was a VERY hard hit.
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Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
AMD Ryzen 5. -
Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
I turned shadows off (from flat previous) and it's a huge performance boost. So much so that I've now got the PD up to 1.5 and it's STILL pushing 45's most of the time in MP, including in tight formation with two other helicopters flown by guys in my squadron. When I look out the side of a helicopter or the Harrier, there's no image dragging whatsoever. It's dense, colorful and very responsive. I've flown for four hours with it this way across two nights in MP in both FW and RW and I'm happy with it. With eye candy like this, I am happy personally to forgo the shadows. I'm staying where I'm at for a while, and for the first time I can state that I'm having an overall superior experience to the Rift. In terms of fit/comfort, I'm nosy. I've removed the rubber nose piece whole. It snaps out, but hangs on for dear life and screams for mercy when you disconnect it. I also put a piece of velcro in there as a soft nose bridge bumper. I like having a tiny bit of keyboard visibility. I've also successfully attacked the light bleed by separating the mask off its velcro backing, and just letting it float. I could insert something in there to keep it like this, but it's so little trouble I haven't gotten to it. -
I bought these expressly for helos, and I could not possibly be happier with them. They have a precision level so high, it's like they are mechanically connected. Assembly is very easy. You really only have to bolt the pedals and feet on. It hasn't needed recalibration in over a year. I say you chose well, and don't look back.
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When landing at Qeshm airport after a successful sortie (no hits), my landing gear collapses and the plane will sometimes flip over. The landing is buttery soft, at probably 25 knots. After a few seconds of being completely still on the runway, this occurs. Anyone experiencing that? Is there something I'm messing up?
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Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
Thank you, Okay got it. It has to be set to auto, or it doesn't show up. I learn that it's very much aircraft specific, or at least that's a sizeable variable here. Taking off from Dubai in a Huey, I'm in the blue most of the time. An Mi-8 is in the red most of the time. I got better performance by leaving it forced on, e.g. example #2. -
Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
Wilco. I have it set to forced on (motionvector) so I'm not sure if that will work if not in auto but I'll restart it all and try. -
Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
I'm seeing the indicator from the panel, it's orange and says 18.x of 11.1 ms. Nothing else after making the config change and restarting steamvr. Showing pretty steady 45's taking off from Khasab in a Huey and flying around the area there. I can click on steam VR and see the scrolling graph in the headset. It's staying at 90hz. -
Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
I don't think the 30 is a "bad 30" like it would have been in the rift. If we've turned on WMR/ASW, why is it we expect to see higher frame rates? I get the 30 too, but it seems more like a recalibration with no perceptible loss of performance. For instance, taking off from Dubai Intl in an Mi-8, I get 30 fps. Take off in a Huey, and it's 45. Both seem to be smooth. I did try the kegetys mod and it does seem to have some positive effect using its stock settings. In the end for me multiplayer performance is all that matters and I continue to test with that. -
Preach. I'll say another unexpected annoyance for me is the time it takes to be ready to fly with the O+. It's easily twice the ready up time of the Rift. For those that don't know what we're talking about, in the Rift, while DCS is loading up, starting the mission, loading the terrain,etc it just froze until it was ready to continue. With the O+, SteamVR and Windows Mixed Reality for SteamVR, it continually jitterbugs back and forth between the two. It's bad enough that if you're prone to seizures, you should be careful. The way rift did this is so much cleaner and faster. Why can't I have the best of both worlds dammit? ;-)
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VR Shaders mod for better VR experience
fargo007 replied to Kegetys's topic in Utility/Program Mods for DCS World
I used the glogg program for this, and other things as well. Small, fast, easy to use &, highly recommended. Just press F and it follows the bottom as it rolls.