

moespeeds
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Everything posted by moespeeds
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I just got my T50 base/Stick and I love it. I would like to map the pinky lever as 'Target undesignate/NWS' for the AV8B but for some reason, it doesn't work in this capacity, it either sticks on or doesn't work at all. I'm assuming it's because the axis is setup as digital. How can I make it analog?
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[Official] SimShaker for Aviators
moespeeds replied to f4l0's topic in PC Hardware and Related Software
Go into the windows search bar, type "msconfig", find "startup" and disable anything you don't want to start with windows. -
Anyone have framerate issues with the SSA module? Recently I'm getting a lot of stuttering and chopppy framerate in VR. If I shit off SSA the stuttering goes away, but SSA will not shut down. It gets stuck on and I have to goto Task Manager to shut it off. This is only if I shut it down while DCS is still running. ****EDIT**** This seems to be related to the engine sounds (harrier). If I shut off just the engine sound it works fine.
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[Official] SimShaker for Aviators
moespeeds replied to f4l0's topic in PC Hardware and Related Software
I have started having this same issue. Lots of stuttering in VR. I exit SimShaker and everything smooths out. I am using the Sound Module plugin. This seems to have started right around the time that I added a second shaker (Same AMP) to my rig, but I can't be positive. -
Friendly Vehicles getting "stuck" and fleeing battle??
moespeeds replied to moespeeds's topic in Mission Editor
Sorry I forgot to mention, I am using group stop/resume. When using task-hold on/off it's a mess. For now what I did was add a radio command for the pilot that tells the convoy to go straight to wp7, their second to last wp. This works great, every time they stop or get struck it makes them move again. Is there a way to tell the convoy to goto the next wp, rather than one specific wp? Thank you! -
I've built a mission where you escort a convoy through a city (Boulder, Nevada Map) to raid a prison and rescue prisoners. As they move through, various ambushes are triggered. The convoy consists of LAV 25 and AAV's. For each ambush, I start both sides as "Immortal" so they can duke it out and make fireworks, then after about 30 sec or if a friendly aircraft flies into their zone, the immortal tags go off. It seems that when confronted with enemy vehicles, as soon as the immortal tag is switched off, the friendly convoy turns and makes a beeline back towards waypoint one, no matter where they are, cutting through buildings and mountains. Once the threat is eliminated they turn back, following the route from WP1 again, depending on how far they fled. Now the second issue, it seems that many times the lead vehicle gets "stuck" on buildings, and the whole convoy just sits there. If I destroy the building, they will disperse for a min or two, then start moving again. I adjusted the route to eliminate any hard turns, but they still tend to get stuck sometimes. Any help here is appreciated, I spent a ton of time on this mission and really want this to work correctly.
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Set them to "no reaction to threat" in the advanced wp commands area.
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Is there a way to start a timer or set time more in relation to an event such as entering a zone? Also, I use mist/ctld to get jtacs to auto lase. Is there a way to get them to only lase certain targets? I know in the script directions it tells you to use the unit name in the script line but this doesn't seem to work unless I'm doing something wrong. I know about "troop" & "vehicle"
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It's a real shame because it seems like nobody really uses motion with dcs. No matter how good your motion rig is, it's only as good as the software plugin that runs it, and the dcs plugin is next to useless.
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[Official] SimShaker for Aviators
moespeeds replied to f4l0's topic in PC Hardware and Related Software
Ah ok I understand. So, using just simshaker, is there a way to separate the input to the transducers, so that one can handle the engine, and the other can handle all the other inputs? -
I am trying to get 2 transducers to work, using one transducer for ONLY engine vibration (mounted behind the seat), and the other for all other vibrations (mounted under the seat). I have 1 Lepai LP-168HA 2.1 AMP https://www.amazon.com/gp/product/B0070Z87YO/ref=oh_aui_detailpage_o09_s00?ie=UTF8&psc=1 and 2X AuraSound AST-2B-4 Shakers https://www.amazon.com/gp/product/B0002ZPTBI/ref=oh_aui_detailpage_o09_s00?ie=UTF8&psc=1 I am running them with an Asus Xonar DGX Sound Card. How would I hook all this up to separate different sounds for different shakers? I will buy another AMP if I need to. I am using SimShaker Sound Module and running DCS & Xplane 11.
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Excellent build! What plugin are you using for the motion? I've got a 3dof and the plugin from xsimulator is terrible. No yaw and that horrible bump when rolling or pitching past 180 degrees. Is there anything else out there that works better?
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[Official] SimShaker for Aviators
moespeeds replied to f4l0's topic in PC Hardware and Related Software
I have purchased the paid version. -
[Official] SimShaker for Aviators
moespeeds replied to f4l0's topic in PC Hardware and Related Software
Simshaker is great! I've been using it for about a month with a single AuraSound AST-2B-4 Pro Bass Shaker under my seat, driven by a Lepai LP-168HA 2.1 2 x 40-Watt Amplifier. I use a Asus DGX Xonar Soundcard to run it all. I would like to add a second shaker to the seat back to run only engine vibration. Is this possible, and if so, would I need a second AMP as well? I tried hooking up the shakers to the right and left speaker channels on the amp, with no luck. The second shaker doesn't vibrate. Here are links to the AMP and Shaker I'm using: https://www.amazon.com/gp/product/B0002ZPTBI/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 https://www.amazon.com/gp/product/B0070Z87YO/ref=oh_aui_detailpage_o08_s00?ie=UTF8&psc=1 I would also like to separate the sounds, so some vibrations, for instance the engine and flaps, will come from the rear shaker, and other vibrations such as the gun would come from the bottom shaker. Is this possible? I saw something in the user guide using audacity to edit sound files, but there are no sound files in my sim shaker directory. -
I currently have 1 Lepai LP-168HA 2.1 and 1 AuraSound AST-2B-4 Pro Bass Shaker mounted under my seat. The AMP is plugged into a dedicated sound card. https://www.amazon.com/Lepai-LP-168HA-40-Watt-Amplifier-Output/dp/B0070Z87YO/ref=cm_cr_arp_d_product_top?ie=UTF8 https://www.amazon.com/gp/product/B0002ZPTBI/ref=oh_aui_detailpage_o07_s00?ie=UTF8&psc=1 So far I'm very happy with the setup, but I was thinking that I'd like to add another shaker mounted to the back of the seat. I'd use the rear shaker for the engine vibration, and the bottom shaker for some of the other things. So how would I set this up? Can I just plug another shaker into this amp and use the right/left channels to run them in SimShaker? Or should I get another AMP?
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Good info thanks. I'm about to turn down a couple of aluminum adapters this weekend to make my own extension.
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I built a mission with sort of a sub mission where a client UH1 picks up an AI downed pilot. I set the pilot to embark with a large 1500' embark zone, and set the helo waypoint to embark and selected the downed pilot, just like I would for AI. Works fine with AI, but when I host this mission and a human flies the helo, every time he lands at the embark point my computer locks up. The rest of the players on the server can continue, but all the AI seems to freeze and stop working. So I'm locked up (host) and everyone else can still play, but the AI just stops engaging or moving. Is this a known bug? Anyone know how I can properly set up an AI unit to embark to a client helicopter in multiplayer? I feel like I'm asking a question in here every day, so thank you all for helping me out!
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Destroyed Aircraft still trying to scramble
moespeeds replied to moespeeds's topic in Mission Editor
Thank you! I ended up setting a trigger zone so if they rolled out of their parking spots it sends the message, but I'll change it later. I appreciate the help! -
I'm building a mission where once a ground group reaches 75% it triggers an uncontrolled CAP flight to "Start" and scramble. A message is sent out to the Friendly coalition when they scramble. I'm trying to create a check where if the CAP Group is destroyed before the ground group triggers them to scramble, no message is sent to the friendly coalition. -When the artillery group reaches 75% or less, it triggers the L39s to scramble and sends a message to Blue -If the L39 group is already destroyed on the tarmac, no message should be sent For this action I tried the following with no luck. No matter what it still sends the scramble message to blue, even if the L39s are destroyed: Under conditions, GROUP ALIVE Also, I tried making a trigger where if the L39 group is alive a flag is set to true, if they are destroyed it goes to false Then I use "FLAG IS TRUE" as a condition for sending the message. Still no luck. What am I doing wrong here?
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A 3D view for the DCS: World 1.5 Open Beta Mission Editor
moespeeds replied to FSFIan's topic in Mission Editor
This still the best way to do this in 2.5?