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mrprime

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Everything posted by mrprime

  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.
  15. +1, currently unusable in some lighting conditions. This is max brightness: Looking forward to a fix, can't really use F14 in current 2.7 builds because of this.
  16. Understood, marked that as solution, thanks for the confirmation.
  17. Yeah that works fine; I've raised this on behalf of a new F18 driver in a group I fly with who was trying to manually set the mark points because they had a large number of WP's and it was quicker for them to cycle backwards to Mark Point 9 than to Waypoint 20-something. If this is intended that's absolutely fine; but does the jet really allow pilots to enter via the UFC only to ignore it? I'd assume that UFC input shouldn't be offered for Markpoints, but if this is a real world oddity then more than happy to accept that! Thanks for the replies.
  18. You cannot set markpoints via UFC data, I'm sure this used to work.. Spawn in a Hornet Bring up HSI on any DDI Select a mark point (e.g. M9) Go to DATA Hit UFC Enter a valid northing coord > Nothing is added to the waypoint - it doesn't flash to show it's invalid, it simply does not update Following the above steps but using any waypoint in step 3 works as expected. Setting markpoints otherwise works correctly so far as I can tell, it's just manual entry using coords or GRID markpointentrybug.trk
  19. No prob, I have the A4E mod and a counter measure program mod, I moved both out and ran a slow repair. I tried again and still get the same behaviour - very strange! Happy to try anything else you can recommend, otherwise it's easy enough to avoid by just not going to setup prior to the pod being fully on for me.
  20. This is seen in 'Light Scattered 1'. At night, when viewed through NVG, there's what looks like a giant eye in the sky, a single point that all the clouds seem to originate from. Screenshot and .trk attached. The screenshot doesn't really do it justice, but in NVG while looking around, it doesn't look right. strangesky.trk
  21. This seems to be new in 2.7 - hadn't seen this prior and it's immediately noticeable on dark nights. Screenshot and trk attached. I'm running 2d; 1440p resolution on an NVIDIA RTX 2080 on driver 465.89 nightvisionoddities.trk
  22. Doh! sorry about that, attached a fresh track with vanilla setup that shows the issue. I went through enabling master arm, A/G mode, turning on the laser etc - but could not get the DDI text to appear if I mess with the SETUP page prior to the pod fully powering up. ATFLIR osb missing.trk
  23. To reproduce this bug, Spawn a hornet Add an ATFLIR Put the FLIR in stand-by Take off Put FLIR on right DDI Press 'SETUP' (RIGHT MDI PB 15) Put FLIR to 'On' > Wait for the pod to come online Once the pod's online, there's no option on 'RIGHT MDI PB 14' - this should be the laser code's / UFC text (note, pressing the button DOES still allow you to set the laser codes on the UFC, it's just the text doesn't appear) Attached short track and screenshot showing that although the UFC text is missing, it is still possible to set the code via UFC No laser OSB.trk
  24. To reproduce, Start F18 with a TGP (leave FLIR in off for now) Take off Switch to A/A master mode - don't lock anything Turn on TGP (don't put to STBY, straight to ON) Put TGP up on one of the MFD's Wait until TGP powers on (black screen by default) Put the TGP to VVSL mode (TGP now turns on, you can see the image) Lock an air target using the Radar >TGP now shows 'RRSLV' option (good!) Select RRSLV >> Nothing happens - the TGP doesn't slave to radar, and there is no way to bring back the option to slave the TGP to the radar target I tried messing around with it to get the TGP to bring back the radar slave options, but to no avail. If you lock a target while the pod is powering up, things seem ok, and if you start the pod before going in to A/A it's also fine. TGP No AA Track.trk
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