

FoxxyTrotty
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Everything posted by FoxxyTrotty
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As mentioned the TenC is slow. It's a true CAS aircraft, the real pilots obviously say this "weakness" is its greatest strength. Sure you have a couple IR missiles on 1 wingtip as last resort, and they do serve you well against AI. The F16 is much more multi-purpose and much faster, again obvious, but it totally changes how you go about taking out the same cas targets within the same situation. You can be lazy in both and carry cbu97's (and 105s in the Hawg) but it requires a bunch of bad guys to be in a pretty tight grouping. The a10c let's you fiddle around with the burst settings to achieve better results in various "more realistic examples". The F16 is by far easier to learn, if only because it was designed that way, and is half missing still, but once you've learned the Hawg, like any module, what was once a step by step process via a manual/tutorial soon becomes muscle memory, the viper is the same. I'm flying DCS and pretty often someone comes in with a question like yours "should I get X or Y?" And my answer back is always a question, "what is it you want to do?" Both are good choices in their own right, both handle nicely, both are extremely deadly in the right hands
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[FIXED] CTD since latest update, not sure what's causing it.
FoxxyTrotty replied to JackHammer89's topic in Fixed Bugs
I resolved issues quite quickly by following the clean then repair guide here; https://www.digitalcombatsimulator.com/en/support/faq/709/ -
[FIXED] CTD since latest update, not sure what's causing it.
FoxxyTrotty replied to JackHammer89's topic in Fixed Bugs
I'm also getting ctd since last update, not even getting into the game. I literally just went to fly, took the update, reset pc, load DCS again, it gets into the main menu, and before it finishes loading, usually a couple seconds, (VR frame rate turns smooth) I noticed the massive egg timer wouldn't stop rotating,I take headset off to find DCS has CTD. Gonna try all the usual tricks next, but I have never had to do that after an update til now. -
I just want to add - I have this issue, and know what causes it.... F10 map. Once you look at it, the sound (cockpit only) doesn't come back. F2 views etc sounds remain fine.
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In recent updates, the harrier can now carry upto 3x GBU38's per pylon. So obviously I'm eager to have 12 jdams falling at once, each making its way to a specific target... who isn't, but I can't figure out how to use the JDAM in the harrier. I'm otherwise familiar with both the harrier, and the gbu38 in other modules. The way I target using the TGP is simply to slew the (external) pod - putting target into the crosshairs (unlike f18 or a10c for example, it doesn't have the depress button, or tms up-long respectively- it just assumes wherever you let go of slew, is the desired point / target) It's possible this has changed, but i can't find any obvious new command in controls setup. Anyone who knows how to do this and helps, is much appreciated, I have a feeling it might be related to the new MFD page as seen on a recent video by Grim Reapers, re importing F10 map markings harrier tutorial video.
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I do not know solution to this, but I'm writing this anyway as this happened to me twice in 2 days. I have also seen it happen to loads of others over the times, but it is annoying as hell. The chat is almost always the same, because the aircraft who killed, isn't sorry, they're as pissed as the guy who died, because they are gonna get kicked out in a second too. So more info for those who might not know what I'm on about.. In my MP experience, PvP in F18, after start-up I always tune in the AWACS, hit IFF -on then D/L -on, open the SA page. I setup wp9 over bulls and assign it as the AA-wp and get immediate picture, before rolling. I see fc3 aircraft seem to have iff built it automatically as they show friendly like any other aircraft with IFF, Then there's the usual traffic light system of friendly, unknown and enemy. I get a lot of DCS works by line of sight, including radio and data, tacan as well as the obvious radars . I suspect someone will suggest the none compliance ID function, but I want to put that to bed here, as completely unrealistic. There's rarely a chance you're going to find a bogie suddenly pop up, and within the limited angles and range required to NCintegrate without huge risk to yourself, not least because even if he didn't see you before, his RWR certainly did and has given vital seconds away while you're trying to find the right angle desperately mashing the depressor. With IFF and DL, you get shared info within a second or so after LOS. So when people forget (or just don't) use the iff or iff+DL, and you're in the weeds, trying to get under these cats with their phoenix's, you're dividing your attention to about 20 tasks at once, not least avoiding the terrain, trying to pop up just enough to get occasional DL Intel, but keeping radar pointed down enough you'll see targets your height, but not alert the cats, etc. Because of this when a blip suddenly appears, you're unlikely to both be in direct wax contact to get posID so you're totally relying on this plane, currently bogie status, to have their IFF on, so that you know it's your team, because an enemy IFF, on or not, isn't going to tell you anything. So see no IFF and knowing you're 30nm into enemy side of the map, you uncage that 120c and let it go Pitbull off the rails. perhaps another a few moments later... so focus can go back to the white streak coming overhead that's already got a red ID. Your RWR is clear, you already smell the charred ashes of the cat about to eat a 9x from the deck. You turn on the HMD... And... Suddenly your RWR shows 18 up ahead. Noooo! The 3 kills for your team that day mean nothing, you already know the missile will hit, the seconds hurt, you see the "team kill" message and the guy who has no IFF and dead is calling you noob and so forth, the streak of the cat passes overtop, blissfully unaware that 2 threats underneath are both now gone, as you get auto kicked for good measure. This is very difficult to police, annoying as hell, and I totally get why so many players insist on fc3 only for PvP. I also get why servers need an auto kick bot, and for situations like firing 120s into furballs etc. So perhaps there's a way to get "pro" modules to engage IFF with some kinda server side script within the mission, or a check somehow etc. I'm almost sure someone's gonna blast me over this and missing something obvious, so please do if I am, but if not, please check your IFF settings in PvP. I see it almost every flight, 5 greens and a yellow right near base, I check F10 map and sure enough, there's 6 guys on my team nearby, and the unknown is almost always in the f18 and it's so easy to enable, and saves you and everyone a ton of grief.
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I filed a FOIA with varous server admins, not heard back yet, gonna take it up with the EU while I still can. Blatant breach of data protection act... I jest of course, but someone could potentially kick up a fuss, like with the naming of Nevada building logos, and play the line that people can't be coerced into waiving away their legal rights bla bla. Its worth checking if game window is all, especially in VR and the vertical letterbox view it can give.
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Maybe you got into a bugged aircraft as there's always been radio menu for me. I use comm1/2 but I'm guessing as an old timer (DCS wise) you tried that.
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Right, after trying all the usual noob steps, none of which worked (rebooting, unplugging, checking mouse/trails, hardware updated etc) as well as ensuring screen res was in sync, I noticed despite having my controllers disabled (from DCS/VR menu) that at least one of them was somehow constantly pulling my mousepointer off the screen. This explains why mouse worked fine in windows, and I could never see it in DCS/VR. To fix this, all I did was pick up both controllers, in VR with DCS running, and point,press /pull etc both of the controllers/buttons and once they both were on/paired/active, I got my mouse back. I hope this helps someone.
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I have this issue too (first time for me). I've got 3 monitors plugged in, although only 1 is active and Rift S. Im going to try playing around and see if I can fix it, before getting frustrated. There was a oculus update today so I'm not sure if that caused the bug, as DCS was fine as of yesterday. To clarifiy - My game loads as normal, but I have no mousepointer/dot. If I tab out of game, I see the mouse pointer (even in DCS style dot in VR) but as soon as I try to click on anything (ie Multiplayer, or settings etc) the DCS window takes focus and the mousepointer instantly vanishes. I did have the previous problem as mentioned in a couple of above posts - but this was solved by sycing up desktop/DCS screen resolutions to be the same.
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Yesterday I posted a couple points that need addressing, but this is one element of the DCS experience that is really well done, and across all the modules I have tried it in... The crosswind landings! There's key elements here that are all simulated very well: 1) on finals, you need to "crab" or fly at an angle off centre to remain in-line, so if you're landing runway 36 with winds 270 at 18kts, (from West to east) you'll be heading/facing left some, to keep your course/track going north. 2) smoke, other AI, windsocks, even custom placed windsocks, all fly, drift, float or otherwise wave about responding to the corresponding winds. 3) when getting closer to the ground, the winds reduce somewhat due to ground clutter etc 4) to avoid excessive lateral motion on the main wheels and reduce risk of flipping over, crosswind landing is the rare exception where you get to "kick it straight" or push foot hard on the right rudder in the eg. A second or 2 before main gear touches. 5) the moment the rudder is kicked, right in this eg, the yawing motion causes the left wing to rotate forwards some, the right wing backwards some, inducing a roll to the right, this must be corrected by left stick movement (” stick into the wind") 6) ensure the flare isn't held more than a couple seconds over the runway, or aircraft will rapidly drift right, off the Centreline. 7) once the main wheels are down, the aircraft will immediately want to yaw into the wind (like the nose wheel is steering left by itself). Some people might mistakenly think the wind will continue to push the aircraft to the right, but this is opposite, because once the main wheels are down, they become the point the aircraft yaws around. Because the rudder& tailfin is a much larger surface area than the cockpit (relative to the crosswinds) the wind here is now pushing the back of the plane right much harder, thus it twists around the main gear, hence pointing the nose to the left. 8) Stick Into the wind still! It's amazing DCS got this right too, even with the oldest A10C module.. the wind blowing left to right is now building up pressure under the left side wing, as it is partially trapped by the aircraft fuselage. This can easily cause the aircraft to roll/flip over to the right, in this example, as even below landing speed, with the winds/pressure under the left wing, much more lift is being generated. 9) keep dancing on the rudders and once stabilized on the roll out, gently apply wheelbrakes. Be EXTREMELY careful when re-engaging NWS, as rudder will be required all the time to stay straight. 10) finally, be especially careful exiting the runway at anything over 10kts or so, the stronger the wind, the happier it will be to help you turn off the runway, into the wind, and it will amplify your turn left, and soon you out if you let it... DCS gets every single element right here, the crosswind landing as I've detailed out here, goes way beyond the initial crab. Some aircraft are easier than others, while they all behave very differently, the mirage is much easier to pop a tyre, the a10, while slower and larger wings, also offers greater flight surfaces, the Russian mig15 is perhaps the most tricky alongside the Viggen. Setting 10kts crosswind (ground) is a great starting point to see the forces in action, while 25-30kts with turbulence set to around 80-100 gives a nice challenge that is great fun and very rewarding to pull off. Thanks for this brilliantly done element of the sim ED
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M1Combat, so you're saying that... the moon is made of cheese and NASA hoaxed the landings badly on purpose showing multiple shadows in photos, so what even the craziest conspiracy theorists would miss, is the baby-bel miniature cheeses might actually have been 5000 year old alien cheese recovered from lunar craters? I know I'm talking twaddle, but this "so you're saying that..." Meme where people then go onto say nothing like what the original post said gets my panties rotating around the Z axis. The auto trim should work as Reticuli stated, and nothing to do with auto trimming rates of roll by sideways stick movements. It might trim out asymmetrical loadouts automatically.
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This isn't precise, but self lasing with harrier and gbu12's, I can drop and hit targets all day long from MSL 20,000ft, but when I climb much beyond that, again no precise numbers, it's a total miss (clearly the sim has reached the max simulated laser range where the gbu behaves like - best guess- laser wasn't ever turned on). I will try dropping couple bombs from 30,000 into a 10,000ft+ mountainous target and see if that works.
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Yeah open beta is where 99% of the action is at. 20k+ players sounds like how many individual accounts might be active any given month. Typically you have the top 5-6 servers with 10-55 players (big range for weekend evenings Vs Monday mornings). If you're new to the F14 and/or DCS, you'll find a handful of really good servers with a Coop / player v AI style missions. I'd start on areobatic server just to become familiar with how multiplayer works in DCS, practice some flying, formation, air refueling, carrier landings, all without any weapons. Next move to your coop style, I'll list my favourite, and most popular as well. Some have targets in the Same areas for training (havoc's and Kirk's both deserve mentions here). Kirk's especially for SAMs and is perhaps "level 2” after havoc's, who has neatly grouped some easy/medium/harder areas of bombing targets. Then you have the "base capture" style and more dynamic type (a good "level3" once you have the basics in weapons delivery down).. the German areobatic server hosting dynamic warfare mission (they still call the server areobatic). The you have hoggit servers that cover the above, which requires password if you check their community/rules etc. Those are definitely good starting points (all feature A2A & A2G). After that, definitely go PvP if that's your goal. I wouldn't jump in before you can take out the easy AI and know your aircraft/weapons reasonably well, or it might be frustrating. This would also be the time to begin looking for a clan you might wish to join. Some clans do regular YouTube videos, others don't, certainly give a few of those videos a watch, to see if any match your style (all fall somewhere in the have-a-laugh, serious, and silly triangle... And you can often have evenings where different clans open up for a few hours, either to the public or by invite, for fun out for trials etc, again others will accept anyone with a pulse). Finally, great to have another F14 in the sky with us, and most importantly have fun.
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I want to bump this whole thread... The ILS's and NDBs at various airfields on Cauc are bugged.. (I tested this with A10C, Mirage and also the Harrier AWLS is bugged at the same airfields). For NDB's, i tried The Mi8. I wish to emphasize that the 3 airfields listed that don't have a working ILS are the same that don't have working NDB's and whatever the harrier AWLS uses - but tacans work fine. Most airfields with it installed work fine (i know for sure Batumi, Nalchick, Sochi do) But the airfields named below are bugged together with their corresponding NDB's (the tacans work fine regardless). Kob, Kuts, Senaki are 3 I know dont work, even slightly, its as if both the ILS for the airfield, as well as NDB's are completely disabled, or someone accidentally swapped the freqs. I also have the Vegas and PG maps - all those freqs, in so far i used, work fine.
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Since the last update, (writing 21/Aug) there have been numerous occasions of huge "Netlag" spikes once a few people have come and gone, and maybe 15+ currently active. Locally, your framerates etc, remain fine, but other aircraft will appear to start doing weird rubber-band type maneuvers, while also rotating around all 3 axes. This may last for a few seconds, and then all seems fine. However once this has happen once, the session appears doomed, as these seem to repeat with ever increasing amounts of intensity and duration, until eventually you see everyone "frozen mid-air". The chat remains functional during this time, although when the lagspike lasts more than a few minutes, the chat seems to die with it.. (it's as if the server eventually crashed, but your client forgot to "timeout"). I have been unable to find a specific cause, but it has always been after at least 20-30mins uptime with various aircrafts and players, including AO where no weapons are employed (beyond smokewinders and flares).
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I'm gonna add some details to this that haven't yet been mentioned that may help to pinpoint this bug. 1) the bouncing bug came about with the F18 mod and that whole time period... It is as pointed out, when a carrier type aircraft visits a ship, and returns to land base. 2) At the same time as this bug came about - the russian SU33 plane that can land on stennis blew up when taxi over the yellowbox / elevator sections. (above bugs 1+2 were eventually fixed - but are now back). 3) the "random explosions" some posts are reporting, are not really random. When you have 1 plane doing sonic boom speed jumps into the air, and another aircraft flies nearby, 1 or 2 things tend to happen: a) the plane passing over (20ft or 1000ft+) gets hit by bouncing plane - and wonders wtf, along with the bouncing plane (note: if ur the plane bouncing, to you, all is well). b) server with taketurb and/or F14 gets influenced by wake of bouncing plane (including in the air bounces) and so to the pilot, his plane just randomly broke up for no reason/nose dived. Also - sometimes the bounces (not always - so guessing a/c specific) appear to have a bomb/splash type effect - so even if you are aware of the bouncing plane and park several yards off, you can blow up (as if your PC sees an incoming jet at mach5 into the ground and just assumes it blew up and thus you too). Whatever this whole bug is about, the carriers have always been an issue in DCS, the above, the sticking to the deck, the sliding at 20kts, the falling through elevators etc - It's as if there is no known way (coding wise) to get an aircraft be able to land and move around on a secondary, larger moving object (ie the ship) without performing some sort of "quick n dirty code cheating" and this is causing all the bugs to manifest. I hope ED can fix this bug, as its ruining a lot of MP games where a carrier is in use, and hopefully they have it entirely resolved by Nimitz release. Meanwhile if there are any workarounds (speed under 20kts, or static etc) that can partly offer a fix - please implement a partial.
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I have really enjoyed harrier - the mod released just as i started playing DCS - over the last couple years. More recently, I've been very happy to see this half finished mod suddenly gain some much needed love and attention from the developers to try finish it and resolve some bugs (personally the radar alt working throughout a 360' roll was a bug I didn't object to!) On point though, the waypoint/map page was working to the point I could add custom waypoints (much like F18) and fly to them. This was broken in a subsequent update, listed as such, and then maybe 2-3 weeks ago, a further patch claimed to resolve this bug (my timings a bit hazy). This evening, I load up the harrier, MP server, take off, and on the map page, I press the data button, and that was it. Insta CTD - not so much as a DCS crash log dialog, just instantly gone - as if I had terminated the process, it was far quicker than trying to exit DCS. This was in VR, but I can't see that making a difference. I love DCS for a load of reasons. and invested a lot of money into it, owning every module that can shoot, and all the quirks that come with it - so please, if at all possible, checking a module still works here, when you update a part of the module there, at its core functionality, would really help - even if it adds a day or 2 onto update cycles. Many thanks
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Is DCS World\_downloads\.torrents folder required?
FoxxyTrotty replied to Gloom Demon's topic in Installation Problems
It's pointless defragmenting a SSD. Mechanical drives would start to store big files in multiple pieces across the physical platter once it began to fill up and files deleted etc (fragments). Because a physical arm had to move to read files on a spinning disk, having 1 large file in 500 parts really slowed them down. On an SSD, there are no moving parts and so fragments make no difference. The user posting about limited Reads/Writes is correct, and while most people won't reach the cap, running drives at near capacity will wear them down quicker and defragmenting them is using more writes still. I hope this helps clear things up a bit -
I have the same issue - at least when I try to fly the F14. https://drive.google.com/open?id=118rkF2BsXH97FxaIcpyFajEbRJYg3pqy I have attempted to grab screenshot of the issue, forgive the legibility - its take from phone via VR of the screen. (i have not modded the F14 - and any skins that might be are all in the regular user/games/liveries as they shud be.
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I have found the bonus points program very useful, because, if used correctly - it more or less offers a similar amount of "bonus discount" as you would otherwise get knocked off in a sale. Ensure when you buy something you check the "use bonus" box whenever you can (it's not like you can take them to the grave with you) - and it's not ticked by default. If memory serves - during a sale, bonuses can't be used, and "new" products are rarely in the sales anyway. (aside from the pre-purchase discount) All in all, it's saved me about $100 in the 2 years i've owned DCS. I just bought the latest enemy within campaign for $7.99 - $2 off the 9.99 - using a bit of my bonus yesterday. Im quite sure the bonus points/amount does expire after 12 months of receiving it. If you own all the stuff you want, and the only module(s) you want are "NEW" - and your bonus points are about to expire - that's bad luck. Check the campaigns out or the NS navigation thing if you use the Mi8 or L39 (they fit into VR well)
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That's a bit like asking if the monitor comes for free with a graphics card, after all, one is required to make use of the other... But stating the obvious, they are 2 separate products, made by different people, different departments, and in the case of F14 / PG - entirely different companies. To your point about how clear it is regarding the included campaigns, 1 of which is requiring the persian gulf map - I can't attest to that, because it's as obvious as the above.
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[WIP] F18 drag test results -- it's not what you'd expect
FoxxyTrotty replied to madeiner's topic in Bugs and Problems
Preendog - thanks, I appreciate your work. Now I understand why after dropping off bombs, i'm best keep the racks... I sometimes felt as if I began to slow down a bit after dumping my racks... I just assumed I must have been paying attention to something else or moved the throttles subconsciously. Nope, turns out dumping the racks, would allow me to get out of harms way quicker / rtb with more fuel efficiency etc is backwards!! PS - this weird kinda bug also exists when flying inverted with asynchronous loadouts (eg if u drop 1 bomb from left wing, but still have it on the right wing, the extra weight/drag pulls down ur right wing, but fly inverted.. it still keeps pulling the same way) -
Is there any other module that has cockpit shaking and buffets?
FoxxyTrotty replied to hreich's topic in DCS 2.9
with regards to the buffets from jetwash, F14 F18 are the only 2 mods I have noticed it in. I have been in Mi8 chasing people around the areo server as they take off with burners on, and flown up close behind on the immediate take off, including F14, and noticed none of it yet. Of course there's the usual shaking from rotors that have always been (slider in options for all choppers to adjust this to personal pref) I use VR so the shaking is pretty cool, especially when in a heavy accelerated stall and it becomes impossible to read the gauges, something pilots IRL use to define as "mod-severe turbulence" -
For obvious reasons they can't give the AI same as player FM. That said the SFM can probably be tweaked so that their inertia bleeds more quickly during increasing AoA and/or G loads. That is the only area I believe realistically ED can improve the realism for AI/SFM handling. It's like the player flight models work pretty well until you go into the extremes, as any look up table, or other formula goes out the window. Unless calculating the position of about 500 trillion molecules per milisecond interacting with another gazillion on the plane becomes possible, in real-time. Until then we have lookup tables, ones that an AI can't (yet) deal with.