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jonsky7

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Everything posted by jonsky7

  1. The problem is the way tracks are recorded. It's my understanding that the actual position of your aircraft is not recorded. What is recorded is your control inputs. So a track replay effectively re-flies the flight using your original control inputs, any external effect that differs even slightly from your original flight can upset your flight replay. The longer your flight, the more errors are introduced into the replay. Apparently if you use a multiplayer track replay, then the position is recorded. Even if that multiplayer server is local on your machine, and set to one player (ie you). I haven't tested that though.
  2. Why anyone would turn on "Require pure scripts" on a PVE server is beyond me. Yes, a shame, I like popping in the Hoggit servers every now and then.
  3. Yes, Admiki mentioned that above. Initially I didn't understand why the right engine anti-ice wasn't turning off when I flicked the switch. Now I know you must press the big round button. I do see your point about the asymmetric engine power, I had thought that the main, and tail rotor etc were pneumatic anti-ice (bleed air). I see you are correct that they are powered electrically. So there should not be a difference in effect on the engines if both engines have anti-ice on. @Flappie Could you have another look at the huge difference in engine performance when both engines have anti-ice on please?
  4. I think you are correct. If I spawn a vehicle using CTLD I very often have no sound from that vehicle, but if I leave the server and come back in, that same vehicle will have sound.
  5. For the Silkworm you must create a group with at least one Silkworm Radar (SR) and at least one Silkworm launcher (SS-N-2) 1. Place a ground unit 2. increase number of units in the group by increasing the "OF" number (2) 3. Change individual units in the group as required 4. Done
  6. I just tested the Scud-B, worked fine for me. So for a fire at point at start of mission, it took 2 minutes for the truck to even start prepping for launch, at 7:50min they fired. As Exorcet mentioned, most artillery units have a min and max range, the green ring when you select a artillery or missile unit is the minimum range, they cannot fire at anything inside of the green ring. The maximum range is a red ring, they will not fire outside of the red ring. I would imagine that there is a maximum amount of lean permitted for the scuds to fire, make sure they are on level ground.
  7. You can switch it to night mode, top right knob, will get rid of ghosting and has little effect on display brightness.
  8. Yeah, thanks Flappie, I did have a look at that and some other info available on the web.
  9. Looks nice, is it an analogue thumbstick type deal now?
  10. You may be interested in a brilliant Mod by Quaggles. Basically the mod can add additional keybinds from the saved folder. Combine the above mod, with Munkwolf's community keybinds folder, and you'll have all the keybinds you'll ever need https://github.com/Munkwolf/dcs-community-keybinds/tree/22.7.23
  11. I'm pretty sure that's the y-axis you want, x being left and right, and y being up and down. upper = { x = screen.width / 3; y = 0; width = screen.width / 3; height = screen.height; viewDx = 0; viewDy = 1; aspect = screen.aspect / 3; } }
  12. Is this still not a thing yet ?
  13. Is the resolution in the settings set to 4464x1536 ? I tried your config and got this My displays = Two 2560x1440 and one 1920x1080 But I think the problem lies in the code for the controls indicator, we had a similar issue with Petrovich and George at release in that they were referencing the total aspect ratio, and not the centre viewport The Mi-24p ControlsIndicator_page.lua says local aspect = LockOn_Options.screen.aspect local size = 0.15 local tex_scale = 0.25/size local line_width = (4.5/512)/tex_scale and does not reference the ui_main view like Petrovich now does HelperAI_page_common.lua local total_aspect = LockOn_Options.screen.aspect local total_w = LockOn_Options.screen.width local total_h = LockOn_Options.screen.height local ULX,ULY,SZX,SZY,GUI_scale = get_UIMainView()
  14. Huh? I don't see a button between left and right engine switches. It was icing conditions, I needed more power to lift a heavy crate.
  15. OK; cool, thanks for the info. Looked up a system description online and realised that was also the reason I couldn't turn the right side off, as the switch does manual on(up) and automatic(down). You can get it to turn off using the circuit breaker though.
  16. Simple enough Choose the waypoint at which you would like them to start firing Click on the "Advanced Waypoint Actions" button Type - Perform task Action - Fire at Point , you will see a triangle marker appear on the map, drag that mark to your target Set a Zone radius if required (limited function as far as I can tell) Leave weapon on AUTO Select number of ROUNDS EXPEND If you don't touch this, they will fire all of their missiles. If there is a group of 4 Missile launchers, and you set number of rounds to 4, each launcher will fire 1 missile each. Take note of the minimum(green) and maximum range(red) markers. They cannot fire inside the green ring They cannot fire outside of the red ring
  17. I think it's planned for later...... maybe
  18. Sorry, this was due to a update to the way the rotary knobs worked, now updated
  19. From the driving seat or map? Mission editor or in game?
  20. Try replacing these at the bottom of your config file GU_MAIN_VIEWPORT = Viewports.Center UIMainView = Viewports.Center with GU_MAIN_VIEWPORT = { x = 0; y = 0; width = 3440; height = 1440; } UIMainView = { x = 0; y = 0; width = 3440; height = 1440; } This will definitively set the bounds of the UI viewports.
  21. Try replaciing GU_MAIN_VIEWPORT = Viewports.Center UIMainView = Viewports.Center with GU_MAIN_VIEWPORT = { x = 0; y = 0; width = 3440; height = 1440; } UIMainView = { x = 0; y = 0; width = 3440; height = 1440; } This will definitively set the bounds of the UI viewports.
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