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evilnate

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Everything posted by evilnate

  1. Follow this thread and wait for F4I0 to get opportunity to update.
  2. Couldn't find the answer, apologies if already covered! In multiplayer mission where there is one client controlling the apache, the client can't switch between pilot and CPG by default as you can in single player. Is there a option in the mission editor where you can enable this functionality?
  3. Ah, damn.
  4. I used to have issues like this after updates. Then I started deleting content of FXO and metashaders2 folders in saved games after each update.
  5. My wife starts downloading updates while i’m at work so it’s done when I get home.
  6. To those wanting to be informed the moment a potential release date is communicated, go to the bottom of this thread and subscribe for notifications.
  7. In 2020 there was a poll asking the community which hornet feature they desired the most. At the top of the list it was flight model improvements. As of today it is still WIP. Maybe now that the viper had its FM improved, the hornet is queue next? I hope that is a reasonable question.
  8. I’d say about two more weeks.
  9. DCS Combined Arms 2 - $59.00 VR support Multi crew support (gunner, driver, etc) Basic control of naval units Basic control of infantry units units Core changes to reduce performance impact during multiplayer sessions
  10. Ah okay thanks for explaining the process for how bugs are fixed and implemented/communicated.
  11. Evidently the bug is not fixed with current open beta because I am experiencing it. Am I missing your point?
  12. I think I am having same issue. WMD pod and BRM laser codes match. Solid point track/lock with ground unit, laser set to auto. No laser active and rocket lands nowhere near target. Is there confirmation somewhere that this bug will be fixed with next open beta update?
  13. Yes I just tried to make a mission where I destroyed a bridge and nothing. Same method works perfectly for any other map object. Would be great to have missions where bridges can be targets that get destroyed.
  14. End of calendar Q1 is March 31, so that should be the new expectation. If released earlier, great!
  15. Is image quality the same as what is in video with your G2 at 45FPS?
  16. IMO it’s Jeff. Jeff can bring four harms and two glide bombs dispensing sensor fused weapons.
  17. I flew some more today and died a few times. At one point the constant flaps vibration stopped persisting after a couple of respawns. I guess it's case closed for now. If it comes back I'll uninstall and reinstall. Thanks @f4l0
  18. Updated to 2.3.0, repaired DCS export folder, and still have this runaway vibration. I wonder if I should reinstall entirely?
  19. Hi f410, Here's the miz I've been using for testing. I still think it's odd that the vibrations continutest.mize even when I get back to the main menu. Another data point is that this started when I updated either SSSM or SSA, can't remember which.
  20. Thanks, that makes the runaway vibration more tolerable during flights but it still keeps going even after I go back to the main menu. I have to restart DCS to get it to stop. I'm staring to wonder if a complete reinstall would work since the DCS export repair didn't. If I do reinstall, do I need to email another registration request? Hi Andre. That was the first time I enabled verbose logging (hoped it would help pin point the cause). The effect keeps going even with verbose logging off. Even though the constant vibrating is just coming out of my butt kicker, I tried power cycling the jet seat and unfortunately there was no change in symptom. The other odd observation is that I would expect the runaway effect to reset when I respawn into another plane but this is not the case. When I spawn on deck from a fresh DCS game loading the effect isn't a problem. Only after I launch from the cat. I also got the following error when I tried loading in again with verbose logging enabled to collect more data. Not sure what it means, or if it's just related to verbose logging since I don't normally get this error. Spawned on deck, no runaway vibrations. After take off, went back to main menu, and spawned back on the ship.
  21. I have the game paused right now after taking off from a carrier. The vibrations are still persisting through the butt kicker (analog output), and here's what I see when I enable verbose logging in sound module. Seems like it's p1_12_0_1? Should also mention that the vibrations persist even when i'm back at the main menu. Thanks for helping me with this! I LOVE this mod for DCS.
  22. Hi, Im still struggling with my hornet having continuous vibrations after take off. Even if I disable all effects while in the air, the “wom wom wom wom” vibrations keep going. I tried DCS export repair but the issue is still there, and I am using the latest (non beta) versions of SSA and SSSM. Any advice?
  23. My dad is getting into DCS and I was shopping around for his xmas gift. He loves the hornet but has been trying to learn with the old X-52 pro. I liked the look of the super taurus and libra, but after seeing these pics and video I might have to shell out a little extra money to go for a virpil set. Thanks for sharing @rooster328
  24. I don’t know about nowadays, but when the original black shark was released I edited the SP campaign miz files and added clients. Worked well for most missions.
  25. Thanks @Supmua. Vibrations should be okay, arm wrestling is not.
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