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Everything posted by PeneCruz
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
PeneCruz replied to Admiral189's topic in Static/AI Mods for DCS World
Looks pretty close for the Primary Landing spot, needs to come about 3 feet to port and maybe both the abeam landing stop and the primary landing spot need to move forward about 6-10 feet. Airboss use is totally acceptable as is though. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
PeneCruz replied to Admiral189's topic in Static/AI Mods for DCS World
Yeah I sent it to Franky, they may choose to not add it as they are only supporting official carriers at the moment. I can also take my code back out of the moose.lua and put it in a seperate script that you load along with Moose to support individual Mod carriers? I’m also going to play around with the landing spot position and deck dimensions, but after a night of testing it’s pretty accurate as is, at least within the bounds of my landing abilities! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
PeneCruz replied to Admiral189's topic in Static/AI Mods for DCS World
It's works fine, as long as you fly your approach 8m down the port side of the centerline to the hoverstop, Stabilise, then you will be cleared to land. You then cross to the tramline and land. The grading can be pretty harsh. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
PeneCruz replied to Admiral189's topic in Static/AI Mods for DCS World
For anyone that wants to use the awesome USS America with Moose Airboss - I have an edited a personal version of the latest moose.lua that adds the carrier as an AIRBOSS capable carrier, It's based on the existing Tarawa (WIP) pattern settings contained in the script. It's becomes a standalone carrier throughout the script, so you can have both the USS Tarawa and the USS America in the same mission as two different airboss objects. PM me if you are interested. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
PeneCruz replied to Admiral189's topic in Static/AI Mods for DCS World
I’m up now can test @Admiral189 -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
PeneCruz replied to Admiral189's topic in Static/AI Mods for DCS World
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
PeneCruz replied to Admiral189's topic in Static/AI Mods for DCS World
Nice Work Admiral, I've been waiting for this release for a while. Looks fantastic, Let me know if you need some testing with the lowered collision model for the deck. Plenty of time locked down at the moment! Already have her sailing on a operational readiness workup. -
[INVESTIGATING] Engine flight idle same as ground idle
PeneCruz replied to some1's topic in Problems and Bugs
DECS does that stuff, It also has a sub idle mode for ground ops IRL, (not in the Sim) used in slippery conditions. this is probably the equivalent of other engines ground/flight idle logic. just guessing as the philosophy is not documented. It also has a whole heap of IGV tolerance restrictions that indicate something funky going on in general. Just found this EFC failure: If the engine remains stable following EFC control loss the rpm will increase in a descent at constant Mach number and decrease during deceleration at constant altitude. And this regarding the P3 limiter input The P3 limiter (combustion chamber pressure limiter) vents the DECS P3 air pressure signal to the atmosphere when P3 pressure exceeds the limit value. The drop in the DECS P3 air pressure signal causes the FMU to reduce fuel flow thereby reducing engine internal operating pressure preventing possible engine overpressure resulting in structural damage. The engine is most likely to operate on the P3 limiter during low altitude, high airspeed conditions with cold ambient temperatures (ISO standard ambient temperatures and below). P3 limiting may begin as airspeed exceeds 475 KCAS (standard day) and may be noticed by the pilot as rpm fluctuations on the order of one to three percent rpm. These fluctuations will occur at a rate of two to three per second. Reducing the throttle slightly will cause the fluctuations to stop. -
[Official] SimShaker for Aviators
PeneCruz replied to f4l0's topic in PC Hardware and Related Software
Also is there an explanation of how the auto scale feature works? -
[Official] SimShaker for Aviators
PeneCruz replied to f4l0's topic in PC Hardware and Related Software
Hi @f4l0 I've been playing with the turbulence editor a fair bit lately trying to tune my experience, it's very cool. The thresholds are nicely configurable and the effect configuration works but I've got some ideas that might help people tune their output to provide more of the thump you get with turbulence IRL. I've found if I leave the jetpad off and only output to my transducer it provides a more realistic feeling as the buzz from the jetpad is not indicative of turbulence. What would help would be an option in the configurator to tune the frequency of the effect as well as the threshold and magnitude, this would allow you to tune the overall feel to generate more of thump for your particular configuration. -
[INVESTIGATING] Engine flight idle same as ground idle
PeneCruz replied to some1's topic in Problems and Bugs
Minimum Idle is 28.4% at ISA and goes up 1% per 1000 ft of pressure altitude starting at 1500ft, It's listed as a limitation. So I think you will find the engine has no flight idle setting hence why tactical descents are flown at 65% to ensure sufficient acceleration. -
already known see faq Marianas island FPs
PeneCruz replied to daemon1808's topic in Bugs and Problems
I just spent half an hour zapping around the main island, the biggest FPS drop is on the coastline, over the center of the island I can get 45 FPS even over the munitions bunkers, drop down low over the water near the coast ~30 FPS look seaward 45 FPS.. Anyway I'm sure you guys will work it out. -
already known see faq Marianas island FPs
PeneCruz replied to daemon1808's topic in Bugs and Problems
I have roughly the same specs as you @NineLine, except I have an I9-9900KF at 5GHZ I run VR though. I get a locked 45 FPS in all other Maps (except Syria can drop into the high 30's over Damascus). I'm getting about 30 FPS in this map over the main island regardless of where I set the Object density and tree density slider. I'm starting to think it's more an issue with the coastline and rock outcrops, any feedback on that? Cheers, Love the map though really excited about where it ends up as it gets optimised. -
AI Wingmen on Dedicated server won't taxi with client
PeneCruz replied to PeneCruz's topic in Multiplayer Bugs
I think it is a desired condition, probably to prevent player Ai conflict. I didn't get a full answer. -
Thanks Oz I've been using this since Version 1 and what you have done with V2 is just awesome. Well done! I really like the multi instance support and the way it minimises the DCS windows and reppositions them and SRS in ordered rows on the server desktop, nice touch. The ability to mange multiple instances via Discord is a breakthrough, and allows a team to manage the server without coming in via VNC all the time. Also loving the ability to send text to voice on any channel in SRS one a given instance of the server, great for getting people to land when you want to restart a server for any reason without having to join the server. Thanks for your hard work, much appreciated.
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I noticed on our server mission, if I open the mission in 2.7.X mission editor. Any unit that was placed with a copy and paste then renamed, will have reverted to its pasted default name. Plays complete havoc with your scripts. So effectively we can’t update it without a major review of place units. not ideal
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reported Server no longer loading missions
PeneCruz replied to BlueRaven's topic in Multiplayer Bugs
Getting the same issue here too. -
Opening a mission created in 2.5.X with the new 2.7 editor causes names of groups and units that were coped and pasted on the map to revert to their name generated when they were posted, despite having been renamed and saved previously. I discovered this as some of my scripts rely on these unit and group name. Example: this Range Target was copied and pasted then renamed Al Dhafra Range T2 using 2.6.X. It has now reverted to Al Dhafra Range T1-1 (this was what it was when originally copied) This is what it was renamed to as per my script that has been working prior to 2.7 I have done nothing other than open the mission in the 2.7 editor. To test open an old mission and look for units and groups you copied and pasted and note the names have reverted.
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The Nevada cold and dark instant action mission. The message to player at the start is the message from the F/A-18 Hornet cold and dark mission.
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It works if there is no wind, foe some reason the INS wind calculation that is fed into the bombing solution is inaccurate even with drift disabled. Don't give up on the Mirage it's something that will get fixed with the INS errors they are aware of. Besides It's one of the best flying module in DCS.
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If you haven't flown the Syria Cold Start Instant action it is really worth doing it and flying the planned route. I was pleasantly surprised with the scenic tour voice over. Not to mention the destination airfield is very cool. Great job ED, awesome to see one of my favorite modules being still updated.
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Upon some reading of the M2000 Flight Manual it appears the anchor point is the "Repere de cap vrai de piste". Or the Runway True Heading Mark. (QDM) the CDI or Track Axis extends from this point.