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mrprime

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  • Flight Simulators
    DCS, Eve Valkyrie
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  1. Thanks, glad I'm not the only one. Coincidentally, I also have the Quest Pro so I wonder if there's a further problem with the "--force_oculus_VR" for Pro users? I suppose question would be; can any Quest Pro users confirm that " --force_oculus_VR" is working for them?
  2. I'm using the exact command arguments to switch to Oculus native API but still getting the crash with v63, wish I'd seen this sooner - looks like it auto-updated yesterday I also have OpenXRToolkit and QuadViews .. I wouldn't expect those to work of course but I wonder if it's something in those which is still preventing the game launching. Anyone with OXRTK/QuadView had any success with this work around?
  3. Version 2.8.3.38090 To reproduce - Be F1EE Set binds for Waypoint selecting wheel - Increase Waypoint selecting wheel - Decrease Use either >> Wheel moves in the correct direction but always ends up back at '1' Expected behaviour - 1 press should increase selected WP by 1 Click using the mouse cursor works as expected. Assuming this might be related to ..
  4. Apologise if this has already been asked, I'm wondering if there's a good way of solving the following I run a dedicated server on my PC for MP missions with friends In DCS Update / Launcher GUI Utility I have 2 builds, my Game build, and the Dedicated server build PROBLEM - when running the dedicated server, I cannot launch my Game build from the utility (which is a problem because I often switch the Presets) Is there any good way to have the utility able to launch a second build if the first is a dedicated server? My work around is to launch the game first, and then launch the server from the shortcut outside of the utility.
  5. Reinstalled to SSA stable 2.4.0.0 and problem went away, I must have stuffed something up. Ignore.
  6. Running SimShaker for Aviators Beta 2.3.14.0 - has the gun effect from the F-5E gone? I'm sure it used to work, but now even with 'Cannon/Gun Fire' set to 100, I don't see any output in the Effects Monitor, anyone else?
  7. +1 on this feature request! being able to smoothly move the external views on an axis would be incredibly powerful for making DCS movies and content. Specifically-- The view options (view up, view down, etc - bound to the keypad by default) would have a Bindable horizontal, pitch and roll axis And then there would be two zoom axis for Zoom Zoom external As OP suggests, this would work beautifully with an xbox controller with two analogue sticks and two triggers for manipulating the zoom. Currently we only have 3 speed steps (slow, normal, fast) - having an axis for these views would give much finer grain control and allow for a ramped speed on camera work which is currently not possible. It's also far more intuitive for doing tracking shots on diagonals.
  8. Oh god I'm so embarrassed.. thanks, I'd been working so closely with these assets when it stopped working after the patch I jumped to conclusions but yeah I'd just done some flags I forgot about the day before the update. Thanks once again
  9. This appears to be unfixed by the latest patch (DCS 2.7.8.16140), were working previously, but as of this patch H-6J is no longer using any ASM Track attached, tried using all ASM, no joy. H6J_NoASM.trk
  10. Yup, thank you, switching from AI Set to AI Push means everything works as intended. I'm still confused why 'AI Set' is non-deterministic (the triggers were definitely firing, so why did the ships sometimes continue their route, and sometimes not?) Either way, really appreciate the explanation, I'd suggest it'd be worth updating the 'DCS User Manual ED 2020.pdf' document to better reflect the behaviour of Push vs Set, as what you said there makes perfect sense, but the docs don't cover that important difference.
  11. Sounds related, my ships have a starting speed and it's as if randomly their engines are cut and they drift to 0, so if your ships were stationary I could imagine if this bug affected them, they'd just never move.
  12. I'm making a mission with 4 fleets that should all move to a waypoint. Routinely when running the mission however, one or more of the fleets will just come to a stop for no apparent reason. This randomly affects different fleets after each reload of the mission. I've attached a number of tracks, no mission parameters were changed between these tracks, this is just reopening the mission and running it for a few minutes to see what stops. ShipsStop_1 - Forrestal fleet stops ShipsStop_2 - Washington and Forrestal stop ShipsStop_3 - Washington and Liaonling stop ShipsStop_4 - Liaonling fleet stops ShipsStop_5 - Liaoning, Washington, Forrestal all come to a stop I've attached the .miz also, unchanged from when those tracks were generated. This one's a bit of a head scratcher for me! hopefully someone can make some sense of what's happening here happy to give any more info. ShipsStop_1.trk ShipsStop_2.trk ShipsStop_3.trk ShipsStop_4.trk ShipsStop_5.trk ChineseInvasionofMarianas_v0_2.miz
  13. I don't know, I can se the YJ-83K appears to be defined in \CoreMods\aircraft\ChinaAssetPack\Entries\Loadouts\mils_c802ak.lua so maybe the same fix works if applied to line 41 in that file? I don't know if that's appropriate or what Deka have planned though, sorry.
  14. Changed the file locally and confirmed the fix, this was driving me nuts - thank you Specifically if anyone's not sure - the line to change is in \CoreMods\aircraft\ChinaAssetPack\Entries\Loadouts\mils_yj12.lua Look forward to the fix making it in to the OB; great asset.
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