-
Posts
56 -
Joined
-
Last visited
Personal Information
-
Location
San Diego, CA
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Yes I do.
-
fullcoupe started following F-16 Viper Textures Overhaul and Game stuck at loading screen "Spawn Object"
-
Same issue here since ~mid-December. I usually have to kill DCS once or twice and then it will load, however regardless of the attempt, it stays stuck at 'spawn objects' for at least 5 minutes or more. The alt-tab or click-out trick does not work for me at all. FWIW I just reinstalled Windows and DCS from scratch (for another reason) and I still encounter the same problem. Today I went to load a basic flight just an F-16 in Nevada, no mods or anything. And it hung for probably 15 minutes. Attached a log if someone wants to look. dcs.txt
-
What does DCS look at to "detect" if head tracking is enabled/present? Also why is there no setting to toggle on/off in the launcher or in the in-game settings, like there is for VR users? I've been doing some missions that are switch- and MFD-heavy, and prefer to do them just using the traditional view controls. My tracker (Tobii 5) is disconnected, I've restarted my computer, even uninstalled the Tobii software. However each time I run DCS it seems to think the tracker is still in use, so my views are locked out. There is a "pause" hotkey option within the Tobii software but it simply stops the inputs; DCS still locks out the pan view keys (view down, view down slow etc) no matter what.
-
Fixed after update to OB 2.9.1.48 (which I assume cleared/reset a bunch of files to defaults). Disabled/enabled mods in OVGME and controls are back.
- 446 replies
-
- 1
-
-
- super hornet
- hornet
-
(and 2 more)
Tagged with:
-
I'm on OB 2.9 and having the same issue, it seems to have happened after upgrading to 2.2.3 via OVGME. My controls list for F/A-18C are completely blank (other than three entries) with the mod enabled. If I disable the mod via OVGME, the controls list returns.
- 446 replies
-
- super hornet
- hornet
-
(and 2 more)
Tagged with:
-
I noticed with the position lights in the OFF position, the position lights remain ON as long as the anti-collision lights are ON. The position lights only turn OFF when the anti-collision lights are OFF. I imagine they aren't paired this way IRL? Already a known issue? Something only on my end? I did a brief search and didn't find any prior posts.
-
My take: It lands pretty much like a 172, minus the high flare and speed brake after touchdown. Aim for the touchdown point, power down over the numbers (or before the numbers if I get fancy), speed brake out just after touchdown and hold the flare until at a reasonable speed. Simple as that for me. If I'm fast the jet bounces and settles appropriately. If I get slow it stalls out quick but I suppose that is expected for something that heavy. The brakes feel right to me. In short bursts they do a reasonable job at getting the AC back to taxi speed, as long as I bleed enough speed initially after touchdown. I also like that the jet tracks nice and straight when I apply both brakes - very predictable and solid feel. My only challenge has been the engine bottom-end spool up time feels extremely slow...much slower than I'm used to with the Hornet or Viper. There's no quick "bumping" the throttle a bit on final if the engines are already back at idle. It may be characteristic of the F100s but it is an adjustment for sure.
-
Figured this out. I had an old "flyable F-15E" mod that was using the FC3 F-15C key bindings. I removed the mod, the list of key bindings got much longer, as expected. Doh! I can now jump into the back seat no problem.
-
Bringing this thread back up as I am having the same issue. Cold/dark start from a scratch mission. Here's where I'm confused... In the keybinds for F-15E_WSO, I have "Occupy Pilot Seat" and "Occupy WSO Seat", set to 1 and 2 respectively. In my keybinds for F-15E, however, these two keybinds are missing. Nothing even related to WSO when I search all fields. I've confirmed the solo flight and disable multicrew boxes are unchecked in the mission editor. Any clues here?
-
fullcoupe changed their profile photo
-
Can't take control of FC3 F-15C despite setting to Player in ME
fullcoupe replied to fullcoupe's topic in DCS: Flaming Cliffs
This fixed the problem. Guess I will gradually work backwards to find out what was causing it. Thanks for the tip! -
Can't take control of FC3 F-15C despite setting to Player in ME
fullcoupe replied to fullcoupe's topic in DCS: Flaming Cliffs
Did both of these already with no success. -
Can't take control of FC3 F-15C despite setting to Player in ME
fullcoupe replied to fullcoupe's topic in DCS: Flaming Cliffs
I don't use any AV, other than whatever Windows 10 provides. But it was never an issue before and I've been running the same DCS install for several years. Couldn't find any other info on the "Invalid Unit Module" around the forums. Maybe it's time for a fresh install... -
Can't take control of FC3 F-15C despite setting to Player in ME
fullcoupe replied to fullcoupe's topic in DCS: Flaming Cliffs
I do have FC3, so I should leave it disabled correct? -
Can't take control of FC3 F-15C despite setting to Player in ME
fullcoupe replied to fullcoupe's topic in DCS: Flaming Cliffs
Performed a repair/clean and still getting the same result. F-15C module is disabled in the module manager. I attached a log. The error seems to be: 2021-04-16 15:29:18.822 ERROR DCS: Invalid Unit Module: "F-15C" I will try removing mods next... dcs.log -
I noticed after updating to 2.7, with a new mission in the ME, I set 1x F-15C to PLAYER & ramp start, it starts me as a spectator (F10 view) instead of in control. Checked the module manager, FC3 is still activated. EDIT: What's strange is other FC3 birds are fine (tried the Su-27 and Su-33). The problem occurs in any F-15C mission - training, instant action, etc. Anyone else having this issue?