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bonesvf103

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Everything posted by bonesvf103

  1. Sorry I searched around for this but couldn't come up with great results but if you and your wingman are in the initial and you kiss off, how long before your wingman should kiss off? 15 seconds? 30? Thanks. v6, boNes
  2. Keep in mind as well that the F-14 is a third party module from Heatblur whereas Supercarrier AND the Hornet are made by ED. So of course everything works for and is geared to the Hornet such as deck signals (which is not that different at all from Tomcats actually, ok, maybe spreading wings). Heatblur is at the mercy of whatever ED deems to be the end all be all of carrier ops in Supercarrier, even if the F-14 is one of the most popular, immersive, and realistic modules available. Heatblur has said many times how they want to do things in a certain way to make it accurate in the Tomcat but can't because ED's standards won't allow it. There was a time just before Supercarrier came out when the Tomcat almost didn't make it onto Supercarrier for the reason that they had to adhere to ED's standards. How long did it take, for instance, to finally get the AOA indexer to be bright enough in the Tomcat? It was fine out of the box then ED did something that made it dim and HB couldn't do anything about it because it was a change to DCS World that thery were at the mercy of. Then finally things changed only recently where they were able to get it bright again because a DCS thing had changed to allow it. They are dealing with that with other things too such as the mach cone, the Phoenix behavior, and to an extent the jammer to cite some of many examples that they are at ED's mercy to do anything about. This I'm sure includes the IFLOLS. And let's face it, Supercarrier is by no means complete and is currently in an state of abandonment. The working LSO station, though in the manual is not working (for instance where is the mouse cursor control to manipulate the fullscreen LSO screen that doesn't even exist though it's in the manual) and I am yet to get a hangar view as in the manual without having to resort to a CTRL-F11 flythrough. The stuff they do have working is pretty incredible though and we should be at least a little happy with it (compared to the Stennis ghost ship). Now I admit that the LSO calls leave something to be desired and the IFLOLS placement is kinda bad (not to mention oh yes you can move it with the mouse, but who has time to fiddle with the mouse when you are seconds away from the rounddown?) but it still is better than what we did have. Some of us can't even see the ball well enough without the pop up IFLOLS because of rendering or monitor characteristics--it's just the way that DCS is. Before you say, well, you need a better monitor, FSX of all places has AI Carriers as an addon along with Virtual LSO where you can see the ball just fine without a popup and it is functional as well as the LSO calls being accurate. You even get a trap history with your recencly qualifications tracked. So it's possible to do may things it's just when can ED get the time to do it and/or do it right? I guess I'm just saying let's not fault HB for soemthing they can't do because of imposed limitations from ED. They are by no means intentional, but it's not HB's fault and it shouldn't deter anyone from getting the Tomcat which is pretty well received by just about everyone who has tried or has it. v6, boNes
  3. So isn't the default keybind for the gun trigger the spacer bar? IT seems odd that the mission would be written with the space bar being the radio response key knowing that the spacebar is the default so that everyone playing has to remap their keys...? Or am I not recalling properly? v6, boNes
  4. Makes sense v6, boNes
  5. I've been noticing that just as Saint and I set up in Mission 2 for the dogfight, that right when we go fight's on, he physically disappears from view. I could have a good tally on him at close range then poof he disappears. Does anyone else experience this? v6, boNes
  6. Sorry I think I was thinking about the Raven One campaign. I think I noticed that there. v6, boNes
  7. So I revalidated the files and tried again. The gun again would not fire. Which was disappointing because I had him dead bang lots of times. so since I couldn’t kill him, I just hit the option to knock it off then to end themssion. It prompted me to do so so I did before even returning to land. the campaign status showed that my hop was successful....100% campaign mission success. Odd. so when you fire the gun in this mission, does it actually fire rounds, or does it keep track of the hit based on your piper being on him when you pull the trigger, like a simulated kill? Because I don’t know how else they would deem it a successful hop. another thing I thought...my trigger to fire the gun is key bound to the space bar—which is what the mission uses to reply to radio calls. Could it be that this is overriding my trigger pull to fire the gun and that”s why it never fires? It’s basically making a radio call whenever I pull the gun trigger? Although I waited until we actually called fight’s on before using it to fire guns so I dunno. v6, boNes
  8. Ah yes good point I think I did notice that today. funny how though if you’re not on the right freq that they can still here you. v6, boNes
  9. Get VAICOM Pro with the AIRIO extension and you can do that and/or add that functionality. They also have added some commands that didn’t even exist in the Jester wheel that work pretty well. v6, boNes
  10. I've been noticing lately that the ILS needles used to be pretty representative of the ball but now they aren't. For instance, you can have the needles completely centered but the ball will be high. If I continue to fly the needles I usually will not get a three wire. But if I follwo the ball I will. They used to coincide but lately they don't. v6, boNes
  11. I am using VAICOM Pro and have not experienced this phenomenon. Now being that you are prompted to respond by hitting the space bar by the mission, I have found that although you are given a list of freqs and buttons to tune, they really aren't much use since you just hit the spacebar anyway. Not complaining but I was kinda looking forward to tuning my own radios and such. v6, boNes
  12. Not that I have found. To be honest I stopped using the Jester wheel about a year ago since I converted to VAICOM Pro. But I did so because Jester was not really doing things that I needed him to do (or Iceman for that matter) but VAICOM Pro added certain functions that Jester could do that wasn't really in the Jester wheel. He was still limited though, just not as much. NavGrid and shifting the display in Ground Stab I don't know that he'll ever do--how could he? There's no way to convey to him exactly how to set the NavGrid to your specific liking. And yes unfortunately you can't do it in MP unless you have a human RIO or are the human RIO. At least for now, HB says they are working on changing that but it could be a long time from now because it's dependent on ED. v6, boNes
  13. IIRC (and I am kinda guessing because I usually jump in back and do NavGrid myself without Jester, but absolute sets it to a specific heading (which is in the Jester wheel usually cardinal compass headings, ie, N, W, E, S, etc. Relative is like a bearing.. Set it to 45 relative and it will point at 45 degrees to the right of your nose. The think I don't like about Jester doing NavGrid is like what you were saying...it's centered with YY at bulls, but that's off to the side of the TID. So I have to go in the back and use the HCU to offset it so I can see where things are as needed. There's no way to get Jester to do that so far. If you want it to be along a defined axis of your choosing then you have to do it yourself, ie, hop in back, and enter the settings in the CAP. v6, boNes
  14. You can do most of everything from the front seat with Jester’s help, but there are certain things that are better with a human such as being able to shift the ground stabilized radar screen or using NavGrid to your liking. Zone V campaign is a bit advanced as far as procedures go, some of the others are a little more lenient. Try cutting your teeth on some of the SP missions, or the training hops and go from there. Or you can get someone to help you with questions etc or even to sit in the RIO seat who knows the plane and help you from there. v6, boNes
  15. Are the radios in the Zone V campaign set to easy? I tried manually tuning the station and broadcasting for things like landing clearance and nothing happens but when prompted by the mission to hit the space bar to make a radio call on the same button I was previously using, it works. v6, boNes
  16. I'd like to see a working LSO station like they say in the manual, or better. And yes a 5MC call would be nice like in AI Carriers for FSX. v6, boNes
  17. That seems to have worked, thanks. Odd that I never had to do that before until now. v6, boNes
  18. I think I figured it out. I am using VAICOM Pro and it was being funky. When I restarted everything including VIACOM Pro everything went back to normal. Sheesh. Thanks! v6, boNes
  19. Stock Quickstart mission, Caucuses, Case I Recovery mission, the on Supercarrier version. I have done radio calls and gotten ball calls in this non Supercarrier version before. Just did another test. I noticed that even though I am broadcasting with the ARC-159 and -182 mic buttons, the menu that pops up on the upper right always say ICS. I am set to realistic comms. Something must have changed, this problem didn't exist for me a few days ago. v6, boNes
  20. I only have the joystick backspace problem in this campaign mission (so far). All other missions--quickstart, regular, etc--it works fine. v6, boNes
  21. Now I'm experiencing radio weirdness. When I play the instant action carrier recovery in Caucuses, I call inbound, they answer, I call see you at 10, they answer, I get signal charlie, etc etc. Now I call and no one answers. Not even a Ball call. I trap and I get "no proper communications" for a grade. What gives? I haven't changed anything, I've used the radio in the same way as I always do. I'm tuned properly and I even checked I was broadcasting on the correct radio and tuned properly. v6, boNes
  22. I was experiencing problems with the Zone V F-14 Campaign so I did a Steam verify integrity of game files. It said it found 5 files that needed to be downloaded/recovered. So I consented and it started downloading. When I went to the download queue, it showed that DCS had downloaded 0/0 files. I thought that was odd so I did another verification. This time it said that all the files were verified. How can that be when it didn't download anything to begin with? So I tried verification again and again it found 5 files to download. And again nothing to download. Verified again, and it said again all files successfully validated. I don't think anything was done as I was still experiencing weird things like the radio stopped working even though I did not change anything in the instant action mission I was running. IS there something weird going on here or am I missing something? v6, boNes
  23. Well I did a file validation and found 5 files that needed to be redone loaded. However, he mission still had that problem. Guess I’ll just try restarting the campaign and see what happens. v6, boNes
  24. Hmmm doesn’t seem like they answered your valid question about the am fm switch v6, boNes
  25. I just did the same. Still no gun both with counter set and not. Of note also was that if I hit backspace the stick would not disappear. I went into the controls and hit the backspace key AND the spacer bar and both highlighted the hide stick and gun trigger respectiovely. I then went into the Caucuses quick start dogfight mission and pulled the tigger and the gun happily fired. I wonder if my mission file is corrupt? v6, boNes
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