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Everything posted by Grodin
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Long time ago i ordered the "official" KA-50 book from dcs e-shop that is spiral bound with hard covers and black&white images. Does one like this excist for the A-10? I really like the style of this one: http://www.isbnsearch.org/isbn/9780956183606 http://www.aeroteca.com/img/r-200-productes-24581.jpg
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Also same problem here.
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This would be neat for cockpit builders too. Then you could have comms in headset, some system sounds from inside the cockpit and environment sounds from outside the cockpit.
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Do we have a thread for campaign fixes? I got a couple: Almost all missions have F-16 with bugged loadouts. FC3-F15C-06.miz F-15E Groups die because they try to attack the runway before SEAD hits two SA-19s at the target airfield. Made F15Es orbit near the airfield until SEAD is done. Fixed push trigger being useless because the push flag is triggered immedeatly by cap zones for a reason i couldnt figure out. Also fixed push radio command not going away when used. FC3-F15C-07.miz Mission crashes when success trigger tries to play a sound file. Removed the sound from trigger. Maybe i could fix all of these and upload the fixed campaigns to the site!
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Thanks! Managed to reproduce. Always happens.
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F-15C campaign mission fighter sweep 1/6/2011 FC3-F15C-07.miz always crashes when the last enemy plane gets shot down. Heres the logs: DCS-20140701-142856.crash dcs.log i5, gtx760, win7 64b, 16gb ram
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Wondering what could cause this FPS loss during mission. I was playing some campaign missions and pretty much always on those bigger missions the FPS has bogged down to 5-8fps when i'm done with it. It starts at 60fps and slowly starts bogging down when the mission goes on. After it bogs down it wont come back up even when everything in the mission has stopped doing what they are doing or is destroyed. CPU usage is at 50-60% on 2 cores and the rest see little to no use, GPU is at 60% usage depending on situation and ram is at around 50%.. Quite odd? If its a small mission i can fly forever with no DPS loss :/ i7 @ 4ghz and 560ti @ 1000mhz core / 2200mhz memory so neither of those should have any trouble running it.
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Try using a macro instead of a regular bind, not sure if it works but macro records delays and everything so it should be more accurate?
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Yes i am. I managed to reproduce this multiple times but it seems it is caused by having refueling boom open for too long (i keep it open to get a nav point to tanker) Might work as intended, you tell :thumbup: Edit: And after this happens it seems to be impossible to start the engines again. It sounds like the APU starts but nothing else happens.
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Hey! Does anyone have list of unused keybinds, ones that are not used in any dcs modules? Need these for track ir, teamspeak and other shortcuts and want to be sure nothing is conflicting. Must be letters, numbers and F keys only, some stuff doesnt support system buttons or special marks.. Thank you!
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I was chasing a tanker in level flight with full afterburner. Was just about to ease up when i was getting close and then noticed my engines died. Tried to start them again, no luck. Can try to reproduce and attach a track.
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My F-15C Ran out of fuel even it still said i have some left: Had 1 middle external tank, am i missing something here?
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I'm not 100% sure, but i THINK the black shark 2 "upgrade" just makes sure you have the original black shark and then installs a completely new DCS World module.
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DCS World froze and had to shut it down from task manager when changing nav modes in F-15 Later after finishing a mission and returning from game to debriefing, it crashed to desktop Logs.rar DxDiag.rar
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Ah yes, that makes sense, all missiles have estimated TTI and after that TTI for the missile thats in the air and 120 has additional TTA for its own radar before those on the hud. Radar screen seems to show only TTA for 120. FC2 HSI was simple and also then navigation cross in the hud worked well but in FC3 it seems to work tad differently, need to look it up :) Edit: Ah it was likely the autopilot bug that confused me because sometimes it wants to go backwards to make me fly the waypoint route from the beginning if i came on the route from somewhere between waypoints. HUD navigation line seems to guide me back on course instead of going straight for next waypoint even if i was off course like in FC2.
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Thanks! Is there any indepth documentation to these, tutorials in FC2 and the manual only seem to scratch the surface, for example those missile timers and points 15 and 16 dont seem to be explained in detail anywhere, so i wouldn't need to bother people with "dumb" questions here :doh: Navigation in FC3 F-15 seems to work different than FC2, theres some new moving parts in the HSI.
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Oh, damn :( Anyways, i was putting together a some kind of cockpit reference for the less obvious parts, heres some im having trouble with.. http://img571.imageshack.us/img571/8826/screen130207125339.jpg What do we see in this picture, i got some of these figured out from the tutorials but not everything..? Im in STT with AIM-120 selected, about to fire: 1: My groundspeed 2: Targets plane, unknown in this case 3: Missile timers, these seem to change depending on situation and they are sometimes telling different things on the radar vs the hud..? At first they both count down to 0, radar number staying at 0 and hud number starts counting down again. After firing the missile i get another timer in the hud and both timers on the hud start counting down until the missile hits, after that it goes back to the estimated missile flight time..? The radar reading stays at 0 all the time, is the number on the radar screen time until AIM-120 radar goes active? If so, then both HUD and Radar readings tell when AIM-120 goes active, after that the HUD timer starts to count down estimated missile flight time and when you fire it starts counting down when that missile hits..? If i select AIM-7 it changes to letter T, and with AIM-9 it changes to S - whats the meaning of these? http://img819.imageshack.us/img819/7572/screen130207132430.jpg http://img202.imageshack.us/img202/2169/screen130207132831.jpg 4: Heading for target intercept 5: Range to target in nm 6: Launch zone indicator, target can escape by turning away until its in the solid box..? 7: Closure rate in knots 8: Targets heading 9: Something to do with my heading vs targets heading, but cant figure out the logic here 10: Targets ground speed in knots 11: Targets altitude in feet (6500) 12: Steering dot..? Supposed to point my nose there when im about to launch a missile. 13: Target mach 14: No idea..? Targets G? 15: No idea..? Something to do with how many missiles i have and which hardpoint is selected...? 16: No idea..? Same as above..? Te new navigation tools are acting wierd compared to the old one, new HSI has more moving parts, dont know how to read it anymore, and HUD heading tape is all over the place even i seem to be on course according to HSI?
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I only noticed that landing/takeoff is more realistic, the plane doesnt magically level itself when you touch the runway so you have to be careful not to tip it over in crosswind. Other than that, it feels slightly different, a bit harder maybe, but not as hard as AFM. Stalling is still very abrupt, the plane goes absolutely nuts if you stall it nose up.
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No TrackIR, no JIP, max player limit and vehicle limitations destroy possibility of actual multiplayer experience... not to mention the arcadish gameplay :| Codemasters failed, this fancy looking software has nothing on the original flashpoint..
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Yeah, rent servers are often linux and theres no dedicated linux server for beta patches :( You only need to find one good tho ;)
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http://www.gamestar.de/preview/actio...85/arma_2.html German ArmA2 preview :joystick: I don't get why people find ArmA "complicated" - it's very much simplified. Aircraft are much easier to fly than in flight sims. Thats like saying DCS Black Shark is too complicated and difficult, why should i have to press some buttons or lock some targets to actually do something - except arma is much more dumbed down than DCS, its nowhere near as complicated. Some people find just shooting in arma too complicated. DOH, thats the whole point in shooting, you actually need to know how to shoot, not just have your cross on the enemy, you have to count in distance and your sights adjustments, and the type of ammunition you use, here it actually makes a difference if you use subsonic ammo, it only travels half as fast, and you actually need to cover your firesectors because you cant instantly do a 180 spin and bang someone in the head, humans just cant do that. Just because some games don't promote unrealistic gameplay with reticules and 3rd person views on, does not mean its bad. Its just different type of game. Compare ArmA to DCS - it is supposed to be played without unrealistic aids, in a realistic, strategic tactical kind of way. Some people have been too much into to mainstream titles like CoD etc with very straightforward gameplay where you press 1 button and you are in middle of war banging headshots with your machine gun while you bunnyhop thru the scripted level with your friends that give you bonuses when they are close (only reason for "teamplay"), and maps where you can only go in 1 direction, thats not very realistic. ArmA is not perfect, flight model is horrible, so is CQB, there are flaws, but thats all we got and we try to make most out of it. And whats the fuzz with different difficult keys? You only need 1 button to go prone. 1 Button to crouch. 1 Button to stand, and you can change from standing to prone with a single button. Nothing difficult here, lets see how many keys black shark needs? Console ports that dont even support mouse have the worst interfaces. Game doesnt have to FORCE you into teamplay like it does in those arcade titles where you need to have X amount of people standing at a flag or something. You have all the tools needed for good teamplay, if players just want to play as a team. Here teamplay means using formations and tactics, covering tanks flanks and rear in towns etc. Not standing somewhere just bacause the game forces you to. What comes to those robot voices, ACE can disable all those for you if you choose to, good feature as the only comm voices needed are from TS or similiar proggy. You should try something more serious, shack tactical or similiar, more serious games in their server and they dont promote rambos, they have what 60 members playing, or find some team yourself, community is kinda divided to publics and privates - later being the better part, you kinda need private games with admins to keep all those rambos out.
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1.16 beta patch released. Game now runs as its supposed to run, they fixed the ATI/AMD platform memory fragmenting issues. Over 100% performance increases benchmarked. Now get your 1.07 ace and 1.16b arma running and come tell me theres ANYTHING better out there :P
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naa, theres no ACE for VBS :< Propably even Arma2 will not have these features we are used to in ACE, until they covert ACE to it. It has some, like dragging people around and animated tank barrel recoil, but other stuff it likely wont... For example 100% animated weapons (including the bullets in magazines running lower as you shoot, moving bolts, cocking handles, etc etc), CQB sights ability for scoped weapons, real shrapnel from claymores, ability to tripwire and aim them, WORKING vests (Shooting someone in the vest with a 9mm wont be much use, hes just going to be knocked out unconcicuous at best, which is nicely scripted btw) Working mildot scope adjusting system, AT launcher backblasts, tank shellshock.. etc... etc... etc...i could go on forever... Nothing comes even close really, not even VBS :joystick: Now lets see how that mainstream OFP: DR does :D