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rhinofilms

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Everything posted by rhinofilms

  1. Thanks guys I did indeed forget to actually fire the laser/IR pointer. It does work but the laser emanation point jumps around between the TPOD and other areas in front of the wing so it looks pretty funky. However I really just wanted a visible (with NVG) target designation beam from a JTAC to a ground unit which does work using IR. It's fun driving a convoy at dusk and destroying units hidden among city buildings by following a JTAC designation beam. Thanks again for looking at my tracks.
  2. Strange I still can't get it to work, even if I position the TGP so there's no M. BIGNEWY's screenshot also has the solid "M" nullon the TGP but it works. IRBeamTest.trk
  3. Deleting / rebuilding the folders had no effect. Track attached.IRBeamTest.trk
  4. My drone is using a laser, not the IR pointer, but when I switch to IR nullpointer I still don't see the beam. I also couldn't replicate a visible IR pointer beam as in your screenshot (in an A10C-II).
  5. That's a bummer because it was fun using the predator lase line and NVG to find targets.
  6. I'm no longer able to see the laser from the predator to the target with NVG. Was that intentional as well?
  7. I wish I could create a bombing zone where WWII planes would drop bombs randomly within the zone so that targets in that zone would have a random chance of being hit. Right now bombing with the ground attack or carpet bomb functions hit the exact same point every time the mission is run. Maybe something similar to the zone radius function in the artillery zone but of course the plane would only randomize the drop point along it's flight path.
  8. I want this too but was unable to figure it out. Best I could do was get the AI to search & engage ground targets using radio item triggers. I want to lase a specific target in a convoy and have an AI plane destroy it but I don't think AI buddy lasing is possible?
  9. The latest bomb and aircraft impact explosion effects are fantastic and really add to the immersion IMO. I wish the fire and smoke effects for destroyed vehicles were updated to look more realistic.
  10. Same as GomesPT as of 5 min ago.
  11. I have no pilot sight at all in multiplayer when I'm armed with rockets, cannon or mistral missiles. It's not that it's retracted, it's just not there. I tried mapping a keys to it in case it would appear but no joy. Does anyone else have this problem?
  12. Same issue with ECW server. Did anyone determine that it is indeed a scripting issue? I see guys like Ryu1940 posting ECW replays so I don't get it.
  13. The effect is great but I wish it only happened when the the collective was raised and the rotor blades were actually providing lift and creating the downwash. As it is currently, even when you land and lower the collective the dust still occurs and gives away your position in MP.
  14. dcs.log.old "The input files are stored in Saved Games/DCS.../Config/Input. The sim is not supposed to alter these files except when you're editing your custom controls ingame. Maybe Windows has changed the GUID (technical name) of your devices. Please attach your dcs.log file (from Saved Games/DCS.../Logs) and a zip file containing your Saved Games/DCS.../Config/Input folder." I've been working through the rebinding already so I'm not sure if this is these file you're looking for or if I've already overwritten what you need. Also I'm unable to configure my rudder pedals. The white bar slider works properly in the control options screen, but there's no effect in game. This is for the Gazelle and I have virpil controls in case it helps. Update: It looks like only the Gazelle binding were lost thank goodness, and there are other weird things like the periscope can no longer be controlled with an axis, some of the binding names have changed, etc. I suspect the Gazelle update needs revision. Input.7z
  15. So frustrating and I didn't back up the input files. Anyone else?
  16. Did you ever solve this? DCS or TrackIR is thinking there's a camera sticking out of each ear so when you look up or down applies rotation instead of pitch which makes a kink in the horizon line. I hope there's a solution.
  17. Were you able to solve the kink in the horizon between monitors when looking up or down? It makes sense that it happens if the side screens are what a camera sticking straight out of each ear would see... If you look down the (left) side camera rotates clockwise and the horizon (and the rest of the image) appears to be sloped upward toward the center screen image. It seems like they could solve this by eliminating the rotation effect in the head tracked image for just the side monitors, but I see the problem in non-DCS games as well so I'm guessing Nvidia, game developers and TrackIR each think it's the other's problem to solve.
  18. Agree and looking forward to the improved animation.
  19. Thanks Max. It's the extend / retract landing light bindings.
  20. Did you every figure this out? I can't find how to move the landing light around either.
  21. Track file attached. trees.trk
  22. Anyone else notice that the trees in Normandy because almost bear as they get close? Only happens in this map and only since 2.9.
  23. I can't get autohover to engage after the update. No problems before and I'm able to get it to hover within the required parameters. Is anyone else having that problem?
  24. Kicked in $30 the other day. Huge thank you for putting so much thought into it. Wish we had this for WWII as well...
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