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fjacobsen

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Everything posted by fjacobsen

  1. AI Wingmen almost always ends up crashing when ordered to RTB. It seems they cannot "see" trees.
  2. Content is quite meager I find. Not much love for the Hornet, but at least most of the KA-50 bugs has been fixed..
  3. Well.. If I hadn´t gone into this forum, but simply had started the sim, then I would have ben greeted with a box telling that an updatre is available, and offcourse I would have updated, only to fing the very same. But You are right - it´s probably getting fixed very soon, when it is official.
  4. Great... Back to flying the SU-25 and TF-51 in offline mode :doh:
  5. I have attached a trk file for a very simple mission. The UH-1H has only 2 waypoints. The origin (wpt 0) where I have made an advanged waypoint "Embark" -> "Soldiers" (name of the group with 4 soldiers). Then the disembark waypoint (wpt 1) with an advanced waypoint "Disembark" -> "Soldiers". The 4 soldiers has two waypoints (wpt 0 and wpt 1). Wpt 1 has the advanced waypoint "embark to transport" -> "UH-1H" ->"Player_pilot" (name of my player pilot for a UH-1H) and with a radius great enough to containg my helicopter, when landing beside them. Regardless where I am positioned relative to the group of soldiers, I always have the Radio option "Airborne troops". Landing just beside them and opening the radio menu -> "Airborne troops" gives no option to embark, like in 2.5.5 TRK File : Embark_test.trk
  6. For 2.5.6: Known issues: - Bf-109: engine start doesn't work - L-39: engine start causes crash - Ground units can cause crash at the path search - Spitfire MkIX The Big Show campaign (5th mission): aircraft spawn place misplaced, aircraft explodes - Blue shadow from smoke cluster bomb
  7. Yeah. With 2.5.5 it was possible to embark/disembaerk troops, but with 2.5.6 it´s no longer possible.
  8. I had this working in 2.5.5, but know it doesn´t work in 2.5.6 I have made a mission where I have to pick up 2 soldiers at the other end of an airbase with the embark advanced waypoint commands. This worked fine just before updating to 2.5.6. I have the radio option "Airborne Troops", but selecting that gives me no options.
  9. Remember to clear shaders (fxo and metashaders2 folders)
  10. fjacobsen

    INS UPDATE

    It´s a real shame that Razbam seemingly aren´t able to code this realistic. They just have to look at the HB Viggen.
  11. Great Video from Wags. What a great song (The Cranberries "Zombie") for such a nice video. But the original song is better - R.I.P Dolores ! https://forums.eagle.ru/showthread.php?t=262525
  12. Trying to ask (might have missed a post)... Any OB update today - maybe for 2.5.5 ? I have seen that Razbam has some update for the AV-8B CAS page at hand.
  13. It´s half baked... I I have read somewhere that it was added by accident, but not fully functional yet. I have tried, but it only works sporadic. Guess we will have to wait for the release of Supercarrier.
  14. You could also use the TGP and set it to laser search, and this way setup the correct taget point. You won´t have to lase Yourself, and once the bomb is dropped, it´s very much fire and forget for You. Remember to set the laser code for the laser search sensor to the one JTAC uses.
  15. Also if waypoint Auto sequencing is on, once it reached the waypoint in AG mode, it changes to the next waypoint, which "ruins" the TGP lock. As far as I know, Auto sequencing should only happen in NAV mode.
  16. Track not necessary. Simply use a mission with 6 steerpoints and select AUTO once You past steerpoint 1,2 and go towards steerpoint 3. Once passing STP 3 - see how AUTO will go back to previous STP's instead of STP 4.
  17. Maybe it goes from "area" to "Point" track. Normally "point" track is selected by pressing TMS Forward short, and "Area" track is selcted by pressing TMS Right short.
  18. If I manually select Steerpoint 4 (maybe out of 6 Steerpoints) and then selects "Auto" for the Steepoints on the ICP panel. Once I reach Steepoint 4, it doesn´t change to Steerpoint 5, but steps back to one of the former Steerpoints (1,2 or 3).
  19. The F-14 Tomcat is made by Heatblur and NOT Razbam. The F-14B was very complete when released and has got a good portion of additional updates. Whats missing is the F-14A before it can be called finished. Heatblur seems alot more professional and dedicated, and also communicates alot more than Razbam (doesn't take much to surpass them in this regard).
  20. Different teams for the M2000C and Harrier or not, Razbam has simply proven that they are not able to run more than one project at the time, and even that seems hard for them to do with adequite progress, I agree that EA release shouldn´t happen more than max 1 year before an almost bugfree and feature complete release version is ready. Paying real money (EA isn´t that cheap either) is not fair for acces to something being as unfinished, for serveral years, as both the M2000C and Harrier are.
  21. Compared to other modules develoers for DCS, HB has nothing to be ashamed about. They have delivered two of the most complete modules for DCS.
  22. Well in the end we all uses this sim the way we like. I never said that You should use my "Interim" (like "Interim" until the "real" fix from ED arrives) - only that You can use it - OR NOT. I fully agree that files like flightmodel, damage model or weapons effectivenss should be changed - especially not if You go online, everybody should be on the same fileset. For me though (and maybe a few others) want to have fun with this module now. These CB bugs could easily have been fixed for month' ago, considering how gamebreaking they are. ED has now given us a partial fix, where my interim fix simply makes the module work more or less as intended UNTIL ED comes with a final fix. Also note that each time You update DCS - all non genuine files are replaced with genuine ones, regardless whteher the files changed are part of the fresh updated ones.
  23. Agree. It´s just so that I mainly fly offline, and the present bug is something of a showstopper.
  24. It´s not cheating. If (as indicated) the values are in Watts, then those values I have used is based on the real load (lamperage and voltage reported by other users who have found those in some RL manuals) from the solenoids.
  25. My initial "interim fix" fixes the Generator tripping for the time being. Interim fix: Open: \\DCS World OpenBeta\Mods\aircraft\FW-190A8\Cockpit\Script\Systems\weapon_system.lua Change to these values: ElecConsumerParamsGunHeater = {80, true, 5, 7} ElecConsumerParamsGunFireSolenoid = {116, true, 15, 17} ElecConsumerParamsMachineGunLoader = {8, true, 15, 17} ElecConsumerParamsCannonLoader = {8, true, 15, 17} ElecConsumerParamsGunCamera = {20, true, 18, 19} -- 10 watt for camera, and 10 for camera heater If the values (as noted in the weapon_system.lua file) are in Watt, then the values present in the orignal weapon_system.lua (after the small update) seems weird.
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