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Super Wabbit

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Everything posted by Super Wabbit

  1. I ran into something similar a few versions back. My issue was due to the two persistent files the missions writes to getting corrupted. I copied them out of the DCS root directory and ran the mission again, which created new empty files. I then copied the already destroyed targets into each file respectively, ran the mission and it worked.
  2. Nope. Operation Sea Slug is perfect.
  3. The JTAC will be awesome, that might get us into the F-5 or Mirage some for LGB loadouts. Indeed we have dived deep in to F-18, F-16, and F-14 and feel confident in taking on any mission (other than SEAD) at this point. We haven't cleared the map yet. We've destroyed 185 ground targets and 13 static targets. But we'll get there! We've definitely learned a lot as a result of this mission and can't recommend it enough. Thanks so much for all your effort!
  4. Thanks for the heads up regarding the tags. We've found that once we've taken out the larger SAM threats, a two-ship flight is not having too much trouble completing a mission on its own. It has required us to really dig in deep with how the jets work to make us efficient. Fly to the objective, clear out fighters, then one will quickly locate the target and kill it while the other provides a fighter screen. Learning how to quickly find the target has been the key - get good with the targeting pod of your choice!
  5. We're still playing this map almost daily, thanks again! Question: Does adding an option to the Red Cap aircraft, like restricting countermeasures or defining AA Missile attack ranges, carry over to when they are spawned?
  6. Here are two short track files. Beta 2.5.5.39384 Issue occurs in Single and Multiplayer Even loading wingtip 9X's and two single pylon 9X's - step from station 2 to station 8 doesn't work. So the issue seems to be when the system automatically steps to the next pylon missile after firing. That and the fact that the 9X's stay on the pylons after firing them. f-18-bug-sgl-aim-9x-rail-4.trk f-18-bug-sgl-aim-9x-rail-2.trk
  7. I guess you could mark it with smoke, but one of the best aspects of this mission you've created is that it really teaches you how to navigate and target things without making it easy. I've learned so much about a lot of these jets on that front that it makes me feel very capable. On one mission I, I pulled up the map and placed my mouse over the exact point listed in the target report. Using the Sat layer on the map I was able to line up the roads and other landmarks to ID the location of the target (I think this was Ochamchira - Military HQ). Then used the TPod on F-14 to find the precise building. It felt realistic, a bit of work to do this, but very rewarding.
  8. Are there any tips on identifying a target when it is a static object? As an example, the mission to destroy the "Ochamchira - Train Station" was tough in an aircraft like the F-14 where I couldn't get the precision target coordinates. I had to load up the mission in the editor just to figure out which one was the real target. Thanks!
  9. From a jet that starts on the carrier, or rearming from an airfield: Datalink pod is tuned to correct station, I see the Walleye and am able to slew the camera around around from the DL page. As soon as I drop the Walleye the Datalink camera goes fuzzy as if it is not tuned correctly. Re-tune the DL and it remains fuzzy. Works fine when starting in-air.
  10. Thanks for the response. We doubled those values tonight but it still felt overwhelming. Almost like there are more than one cap group being spawned in the cap zone. But looking at the script that doesn't seem to be possible. But, Is this a typo? Is the Kuznetsov cap group supposed to spawn in Zone 4? --ZONE 5 / Theta / Admiral Kuznetsov REDA2ADispatcher:SetSquadronCap( "Theta", CAPZoneRed4, 1000, 10000, 600, 800, 800, 1200, "BARO" ) REDA2ADispatcher:SetSquadronCapInterval( "Theta", 1, 600, 1500, 1 )
  11. This is a great mission, my friends and I have been playing it almost every night. Thanks for your hard work. Typically its just two of us playing at any one time. Even with a fighter sweep and CAP up we're finding it difficult to complete missions in the Gudauta area because we're spending our time trying to clear enemy fighters. It's like we can't carry enough missiles while carrying any A2G stores. Can't tell you how many times the Gudauta fighters spawn right under us. How can I increase the time between waves? Is it just modifying the LowInterval and HighInterval values in the A2A Defense System lua?
  12. I just deleted the A-4 mod and I no longer have this issue. Path the mod should be C:/Users/[your user name]/Saved Games/DCS.openbeta/mods/aircraft/
  13. Same behavior as everyone else. Hosting a MP sessions or through the Mission Editor. Initial spawn in an F-14 and takeoff is fine. Drop some GB-10's and tried to land only to fall through the ground. Subsequent spawns in any aircraft type immediate have be falling through the ground. Was flying the Fade Away mission on Beta: https://www.digitalcombatsimulator.com/en/files/3302509/?sphrase_id=17960784
  14. Friend of mine both purchased the Persian Gulf map on the recent Steam sale and we too have noticed significant decrease in our VR performance. Our VR settings are as low as we can get them without making the cockpits unusable.
  15. I can confirm the same behavior as JackFlash. Game Flight mode is not enabled. Key bindings are not double bound. Axis tuning is correct, deadzones accounted for and curves set etc. I have Auto Rudder unchecked and Landing Assistance set to 0. Verified server is not forcing game mode. Simply taxing around I see the rudder moving on it's own as if it is trying to keep my taxiing straight. Taxi up to 10 knots then push the stick forward to unlock the tail wheel. You will see the rudder move on its own to the left as it tries to keep you straight. Go to extrenal view: taxiing straght ahead, I go full right deflection on rudders then ease off the rudders. Before I get back to the neutral position I can see my rudder swings to the left as it compensates. Also, a some speed, my rudder authority is being limited. From external view: from a dead stop with full rudder deflection, I slowly increase taxi speed and I've noticed that at some speed (between 7 and 10 knots) the rudder will snap back from full deflection to some intermediate position. Above that speed I can no longer see full deflection on my rudder. Bringing up the Controls Indicator (Rctrl+Enter) I see the rudder input bar is grayed out at the edges (this indicates the toe-brake axis I believe). Below a certain speed the rudder will indicate to the far edge of the input bar but above a certain speed the rudder snaps back into the red bar area (see screenshots). Screenshots of Rudder Deflection Behavior: https://imgur.com/a/zVncM18 I see no noticeable change in behavior with different combinations of Auto Rudder and Takeoff Assistance enabled/disabled. It seems like enabling or disabling those options has no effect.
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