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Everything posted by modsat
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Finally. Can't wait for this work week to end so I can go check out my new flight suit.
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I have this same issue. Boats are not visible and then suddenly they "zoom" into view. Looks very weird.
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Is there a way to remove static map objects / buildings?
modsat replied to modsat's topic in Mission Editor
@cfrag The mission is perfect, and it all makes sense to me now. It's a great framework. Easy as can be. I'm sure I'll be using it a lot. Thanks for the help! -
Lasing target for wingman + weird TGP symbology
modsat replied to modsat's topic in DCS: F-16C Viper
@TobiasA I had read differently but googling I see the misunderstanding. DK did indeed recieve the first batch of G4 in 2013 but apperantly we did not upgrade the entire fleet, and another batch was purchased in 2017. I saw an article about that and wrongly assumed that the entire switcher took place in 17. I'll look into DanicaDCS, but being a night watch my schedule usually align better with NA. @QuiGon Forgive my ignorance, but which one do we have in DCS and how much different is it? -
Lasing target for wingman + weird TGP symbology
modsat replied to modsat's topic in DCS: F-16C Viper
I'm just learning about the details of the datalink system. Seems awesome in MP. I have not flown MP yet, but can't wait to try it out. Seemed cool when they were lasing for each other in the doc. I don't know about the TGP. Afaik we got Litening installed in 2017. But our participation in Inherent resolve was in 2015-2016. So I assume an older version than the Lightening. -
Lasing target for wingman + weird TGP symbology
modsat replied to modsat's topic in DCS: F-16C Viper
FYI I just watched the final episode of the documentary, and it became clear that the numbered clover like symbol is a markpoint. In the last episode they use them a lot and share them between flight members. -
Lasing target for wingman + weird TGP symbology
modsat replied to modsat's topic in DCS: F-16C Viper
@Furiz Thanks. I don't know anything about laser and bomb codes, but I will look into it and figure it out. -
Hi guys. I'm currently watching a danish documentary ("Jagerpiloterne") about our F16 squadrons contribution to Operation Inherent Resolve. I just saw them fly a CAS mission where they dropped ordnance on ISIS personel. They were at high altitude and the engaging aircraft had to move so far away to begin the attack, that he would not be able to see the targets on his TGP. Instead his wingman circles the area and lights up the targets with laser via his TGP. This is handed off to the engaging F16 (via datalink I assume) which then drops laser guided ordnance on target. During this we are (apperantly) shown the TGP footage (presumably from the lasing aircraft) and it shows some symbology I have never seen before (screenshots below). I hope you guys can help educate me. 1. I know datalink is now implemented for the F16. Is it currently possible to replicate this attack? Can you lase a target for your wingman who drops LGBs? 2. Can you explain the TGP symbology to me? Specifically: what is the triangle with the vector line and #1 in the first image? And what are the clover like symbol with the #4 below it and the broken line in the second image? I hope you can clear it up for me. Cheers null
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Is there a way to remove static map objects / buildings?
modsat replied to modsat's topic in Mission Editor
@cfrag Thanks a lot for helping and typing out instructions. It sounds like a really great tool! I can't get to my simrig before monday, så can't check the missions out before then, but I will look at it ASAP. Seems like DML is going to be gold to me - especially until I get my head around LUA and scripting for DCS. Looking forward to diving into it next week. Thanks again. -
Is there a way to remove static map objects / buildings?
modsat replied to modsat's topic in Mission Editor
Thanks Rob! Not sure how I missed it. I guess there is just so much to take in that even obvious stuff just goes overlooked. -
Is there a way to remove static map objects / buildings?
modsat replied to modsat's topic in Mission Editor
@cfrag dude that is awesome. Read the post and watched a few videos. That seems like a very impressive framework for missions makers. I'm sure I'm going to be using at least some of the functions a lot. I could not understand where the actual code for the functions got added to the mission, but I had not understod that you copy the script into the Doscript trigger. I figured that onStart "yes" meant that the trigger is functional from the start. So far I have not spawned anyting in yet, so I was hoping that I could simple specify a FLAG or something instead of "yes" in the OnStart, so I can spawn the smoke after a bomb is dropped. Could you point me in the right direction in terms of learning how to spawn trigger later in mission? I'm ok with scripting commands, I'm just not sure where to look, so a link or such would be appreciated. I feel you in regards to mission editing. I played a ton of Arma2, and I spent at least as much time making mods and missions for Arma as I spent playing it. Modding Arma got me excited about scripting and developing. As soon as I opened the ME in DCS I felt thrown back to the ARMA mission editor. I could see myself burning a lot of hours toying with the ME. Another question if I may. Do you know of a way to hide units from the F10 map in game without also making the invisible in the ME. When I use the "hide from map" option they disappear completely which is a huge pain in the ME (this function puzzles me). I want to be able to see what I'm developing in the ME but not have enemy units plastered on the F10 map in mission. I've tried clicking the boxes in the bottom of the unit window (Game master etc.) but they do not seem to make a difference when testing the mission. I'm not sure what I'm doing wrong, but it's a bit frustrating. -
Is there a way to remove static map objects / buildings?
modsat replied to modsat's topic in Mission Editor
Exactly like that. Thanks a lot. Had not heard of DML yet, but googling it, it sounds like a great framework. I will have to find time to read the documentation soon so I can incorporate it into my missions. In regards to the test missions. Could you explain or point me towards and explanation of the variables in the trigger? I get that AGL is altitude AGL, but the other two would be nice to understand the options for. I see that you have a trigger calling several scripts. How easy is it if I want to copy the smoke effect to another mission? I assume I have to include some files somewhere. Is that realistic without reading up on modding/scripting for DCS in general? Or should I wait with stuff like that till I have some time to read more up on mission editing? @rob10 thanks for the tip. I will keep that in mind -
Is there a way to remove static map objects / buildings?
modsat replied to modsat's topic in Mission Editor
@Exorcet I did a forum search and I found that thread, but it thought that was strictly about damaging buildings, I had not seen the clear scenery trigger in the editor. Thanks a bunch. That works (although the transition from alive to dead is a bit sudden). In regards to smoke, I have spawned smoke in different sizes, but I have not found a way to spawn the smoke above ground level. I wanted to spawn smoke on the upper floors of a high building. -
I've used my MFSSB for a week now, and I am completely in love with it. I've seen people talk about it being a difficult transition, but I had a feeling that a force sensing stick would be intuitively better for me and I was right. I am already way more precise and comfortable with my input. Now I am completely sold on the Viper, and don't see myself going back to flying center stick. In terms of the actual thread: I've have not yet gotten a 3D print. Someone printed some for me, but the print did not turn out well. But so far I'm not really needing it. I think the stick feels fine. And while I can detect the "step" in the software, so far I have not noticed it while flying. Maybe the problem differs from unit to unit, cause I can only just detects it in the softeare. I have not installed any reeds. I tried it without first, and I find the stiffnes of the spring fine for my wrist. I run FORCE + DISPLACEMENT, with 25% on X-axis and 45% on Y-axis. I gotta say. I find the stick nice and precise - precise enough for a schmuck like me to do arial refueling. I'm still looking for a 3D print because I want to see what the fuzz is about :P. Also, I would not mind the movable zone being a bit smaller. So I will see if the 3D-print Force only hits the sweet spot for me. But so far, I am loving this stick as it is. No mods other than software tweaks, and I am very happy. I am extremely happy with it - and I'm glad I spent the extra money for vibration. It's a nice silent (in unrealistic) indicator to have. So if you're pondering getting it but is scared by this thread, fret not! I think it's worth every penny as is.
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New old guy struggling with SA and visual target acquisition
modsat replied to modsat's topic in DCS: F-16C Viper
I downloaded these when I saw your comment, but have only just gotten around to trying them out. What a gold mine! I've been going at them for hours now Thanks a lot for sharing! -
I'm just dipping my feet into mission editing, and I've been setting up small (unrealistic) missions for myself, having fun flying around and picking out buildings to bomb. I have fun and it helps me practise visual target acquisition. The things, most of the buildings I pick out are notable buildings/models (they are easy to spot and I'm still new). But these buildings seem to not get visually destroyed when I bomb them. I could be completely wrong, but it seems to me, that any "special" buildings that are not reused many times are not removed from the gameworld when destroyed - maybe because they do not have a damage model? Can anyone correct me on this? My questions are: Why are some building objects not removed from the game world when destroyed (0 hitpoint)? Is there a way to remove those objects/buildings via scripting or otherwise? Is there a way to spawn smoke/fire at a set altitude? Thanks
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New old guy struggling with SA and visual target acquisition
modsat replied to modsat's topic in DCS: F-16C Viper
@Vee.A thanks -
Seriously? That just sounds bizarre. Do you know if there was any argument made or reason given for that disposition? I have been sim-racing for years and it is unthinkable for iRacing to release a new car with no driver body (and they release a lot of cars). To me that is like one of the most basic features at all. I was convinced that I was doing something wrong, because one thing is releasing (and charging for) an aircraft with no body --- but not having implemented a body after 5(!) years of EA, that I simply could not believe.
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Moonlighting as an astronaut I see . Nice one mate
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Ah great. Knowing it is possible I will figure it out, thanks. So, I am correct in thinking that there is currently no pilot body? I realize that many people might not care. To me it is pretty crucial for immersion. Personally the body makes a lot more difference to my experience in game than some super technical and obscure INS improvement, and I simply can't believe that it is that hard to implement. It's not like it requires a ton of animations. Five years into EA and no body seems crazy to me.
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I have searched the forum but I can't seem to find definitive answers. I hope you guys can help me out. 1. Is there seriously still no pilot body model for the F16 five years into early access? I see posts from years ago talking about the upcoming body. I see newer posts talking about a "new pilot body". I've checked my settings and keybinds, and I can not get the pilot body to display in the F16. Am I doing something wrong? Coming from sim-racing it is pretty inconceivable to not have a 3d body modeled. In VR the lack of legs are very immersion breaking (at least to me). The lack of arms less so, since I do not notice it as much. I'm sure ED knows what they are doing, but I can simply not fathom how this would not have been implemented at this point. 2. Is there a way to move and/or resize the kneeboard overlay? I find the display of the kneeboard very intrusive and immersion breaking. Optimally I would ofc want it on the knee of my pilot model, but if that is not possible, it would help if I could scale it down and change where on the screen it displays. Is this possible? Cheers
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That would be great!
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@RyanR the pedals are definitely good, and the toe brakes work like a charm. I never thought about touching the brakes to keep heading on takeoff. I will try it. Persoanlly I find NWS too twitchy at takeoff, so I usually turn off NWS before burning. I gotta be honest, I don't really use the rudder at all. I'm not sure how I'm supposed to be using it. When using the rudder the HUD drifts and I feel like there is no precision. I feel like its always easier to roll just a little bit to correct course. Even on final approach I feel like rudder is not helping me line up, it mostly makes it worse. Any tips?
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New old guy struggling with SA and visual target acquisition
modsat replied to modsat's topic in DCS: F-16C Viper
Haha, it's good to know that I'm not the only one struggling. I think I will setup a mission where I start in the air at different altitudes and place easily identified structures at specific ranges (5nm, 10nm, 20nm etc.). I'm thinking that will help me better judge distance when up high. -
That is comforting to know. The stick arrived today, and I can't stand that I won't be able to toy with it until monday morning when I get off work. I hope dialing it in won't be too bad, otherwise I'll be back here crying