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VC

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Everything posted by VC

  1. No idea it's AI set automatically by the mission, with nothing in the briefing about it. How do I check what channel the flight is on?
  2. Same here, after switching to the second behaviour for the radio buttons, I can't work out how to give orders to AI wingmen. They won't respond on any of the preset channels. I know I'm not doing it wrong because AWACS and ATC work fine.
  3. VC

    Cockpit mods

    Thanks for the heads up. I haven't had more time on this today but will resume tomorrow, will make sure to check the lights. Might just have to disable all the "self illumination" lines. Although to be fair I almost never use the lights myself. Then again, given the amount of work we've put into this I'd like to get it "finished" and upload it to the User Files section when we're done (creditting yourself and the original authors of the textures of course). Hopefully others can benefit too.
  4. Not sure I understand the question. I guess a pattern is better than boresight because you don't have to point your nose exactly at the enemy to lock him up. But SEAM is by definition for dogfighting, so I guess the designers thought it made sense. But with SEAM it's not the shape of the pattern that I had an issue with, it's the speed of the scan. Before the patch, when you could see the cross move on the HUD, it was painfully slow to watch. I wasn't sure if I should just try to hold the target still in my sights and wait for the SEAM to wander onto it, or try to fly the target onto the moving cross. It just felt like every time I got close to a lock, had the target in the DD "zone", the seeker was pointing at just the wrong part of the pattern and by the time it was back where I needed it, the target was gone. PAL by comparison zooms around a huge area almost instantly and locks.
  5. VC

    Cockpit mods

    Let's just compare notes to make sure. English text was coming from MiG21Bis_CP_005.tga - no idea what it does as the BMP for 005 works fine without the TGA so I just deleted it. Was that what you found? Other than disabling each file one by one I have no idea how to go about hunting the triangles. Guess I better get started! There's also the file from the original mod "Mig-21-cockpit_031.tga", which I did not rename and hence am not using because I have no idea what to rename it to. If you can open it in Photoshop could you tell me what you think it is?
  6. VC

    Cockpit mods

    Right, so I fixed the English text. Now just trying to hunt down those damned rectangles. Any ideas which file those might live in? I think that's it. Unless I fly it and something doesn't work that I can't check on the ground (RADAR target icons are my worry).
  7. VC

    Cockpit mods

    Thanks for taking the time to look :) I wouldn't know why the images are erroring, I didn't try to open or change anything I just renamed the files. Although... I did change some extensions while renaming them, because they all had double extensions e.g. .TGA.DDS I think I can track down where the English text is coming from. But, when you loaded it up in game, did you not see these weird black rectangles?
  8. Yes I know that. I'm just saying it's really hard to keep an enemy inside that DD pattern long enough for the SEAM to actually pick him up. It's like trying to line up a moving target on another moving target, and now without even seeing the DD on the HUD! Impossible in dogfight where seconds matter, much easier to slave the Sidewinder to the radar :thumbup:
  9. I find SEAM to be completely useless, so I use PAL (or VSL-Hi) first which slaves the AIM-9 seeker to the locked radar target, then uncage, then fire the Sidewinder. I also use VSL-Hi in a turning fight, especially a gun fight, to get the lock while I'm in lag pursuit before deciding to pull lead for the shot. I don't know about you though, but 15nm is waaaaaaaay outside my visual range...
  10. The module is early access and only available on the Open Beta version of the game. If you have stable installed, you won't see it.
  11. VC

    Cockpit mods

    Aha found them. Doesn't actually help much as I can still only match up the texture files that I can see the thumbnail for. Yes, what I wanted was the Russian clean cockpit working in 2.5 (the mod was for 1.5 before the big rename). With the clean canopy but I can add that myself, I worked out how to do it on the English clean cockpit mod, which works out of the box as somebody already updated it for 2.5. I think my LUA is fine, but I have no idea if my file renaming is correct. I basically had a bunch of texture files all with outdated names, and renamed each one manually by seeing if it looked the same as one with a correct name, and educated guesswork.
  12. VC

    Cockpit mods

    Oops, even zipped the file is 60MB and yahoo mail only allows 25. I've sent it in 3 bits. Where are you looking at the "original" files? I thought they would be in "DCS World OpenBeta\Mods\aircraft\MIG-21bis\Liveries\Mig-21_CP\default" but that folder is empty for me. The others e.g. English and Chinese are not, but their file set is incomplete. The biggest issue I have is I don't have software to open .tga or .dds so unless the thumbnail of the texture renders in my folder view, I'm really stuck. If the thumbnail renders, or the files are .bmp then I can match up what's what and rename fine.
  13. VC

    Cockpit mods

    Thanks for the offer, would love to see what you make of it though I feel bad for creating work for you! I'd like to learn a bit as well, is there a convenient way for me to send you my files across or do you prefer working from scratch rather than fixing my mess?
  14. Having wings extended absolutely makes the aircraft turn better. Thing is, without fly-by-wire monitoring your AoA it's too easy to hold high AoA and lose all your speed, or snap your wings off from turning too hard at high speed. It's a plane you need to work constantly in a dogfight to maintain your energy state. If all you've flown is modern digital jets I'm not surprised it catches people out. Try watching your speed, best turn is at 300 knots, work the throttle and speedbrake to keep it there as you loop. The plane absolutely loves fighting in the vertical, don't just flat turn. The "thumb flap thing" is for whenever you feel you need it, but if you're dogfighting those manouever flaps and slats extend and retract automatically based on AoA so you can feel free to ignore it too. Full main flaps in a dogfight though? Hmm... nope. If you really take the time to master the RIO seat, a human RIO will always be better than Jester. But hot-seating as a newbie, when you have other problems, I would say is asking for trouble. Learn the Jester menu, it's nowhere near as complex as learning to do that stuff yourself.
  15. The number next to the target, the seconds to impact, is supposed to start flashing. But this is not implemented yet so for now you don't know. You can guess based on rage, if it's <10nm from target it's probably active. 10nm is the target range at which it goes active from launch.
  16. VC

    Cockpit mods

    Aha, that worked, thanks again! Now, I wanted to go one step further. https://www.digitalcombatsimulator.com/en/files/1681093/ that mod doesn't work on 2.5, but I went through and I renamed all the files, and made a new description.lua and I almost made it. 95% works fine but I'm getting some weirdness and it's a bit beyond my skills at the moment to track it down. I still have some files I couldn't rename because I couldn't work out the new names, and some missing files I copied from the English mod that are giving me English text in some places. How can I find out what exactly maps to what else to fix this?
  17. You mean you didn't have Jester screaming "SH** MAN WE TOOK HEAVY DAMAGE, EJECT EJECT!!!" ?
  18. VC

    Cockpit mods

    OK I feel silly now. I did a brief visual compare of the LUAs and I assumed because they had the same lines, they were the same. I did not see all the "true/false" settings. :music_whistling: I think I understand now, I need to make a line "false" to "activate" that particular file to be used. I can't test right now but this should help me a lot! Thank you!
  19. VC

    Cockpit mods

    Thanks for the reply Rudel. Both those mods work individually so I can only assume all file names are correct. It's only when trying to combine the mod files into one folder that clear glass stops working.
  20. VC

    F14 and SRS

    Yeah in that mode ICS just works as the Jester control. I ran into an issue using that mode, could not get commands to my AI wingman to work. AWACS calls no issue.
  21. VC

    Cockpit mods

    Doesn't seem to work I'm afraid :( There was nothing to overwrite, the Clear Glass mod has 4 files, none of which are the same as the 20+ files in the Clean Cockpit mod. I put them all in a single folder and I get clean cockpit but not clear glass. EDIT: These are the mods I'm using: https://www.digitalcombatsimulator.com/en/files/3301164/ https://www.digitalcombatsimulator.com/en/files/3301142/
  22. A tree-map of his commands would be handy. They are intuitive and I understand most of them, but if nothing else it would be a great reference. E.g. there are contextual options that aren't always there but would be nice to know about. And it would be fantastic for setting up Voice Attack profiles without having to constantly Alt+Tab and browse the wheel in game (which doesn't always have every option because it's contextual). The dashed lines down the side indicate range. Each line and each gap is 20nm. So with a 50nm scan, you'll see line, gap, line (half length). Targets in the middle of the gap are at 30nm. Targets at the far end of the first line are at 20. etc.
  23. Really funny you say that. I don't own the Hornet but flew it on the free weekend and trapped no problem. I did the same in the Tomcat first few times. Then I actually started trying to follow the Case 1 procedure and my success rate plumetted. Go figure. I'm sure I'll get there.
  24. I'm going to do a bit more experimenting with this but wanted some opinions as well. Are the two methods of supersampling the same, as in do they use the same algorithms behind the scenes etc. or do they produce slightly different results? For example: SteamVR recommends 200% resolution based on my PC specs. Now, SteamVR is measuring number of pixels but in-game PD is linear edge length, so 200% in SVR is equivalent to a PD of 1.42 (approx. square root 2). So, I can leave SteamVR as default (200%) and set PD in game to 1.0, or I can drag SteamVR back down to 100% and use PD 1.4 in game, and I should be rendering (almost) the same number of pixels. But am I actually seeing the same thing? Does it downsample the same way? Are they actually all equivalent or is one "better" in your experience?
  25. I have a General question. What does flicking up the ACM cover actually do? According to the manual: "Lifting the ACM (Air combat maneuver) cover actives the ACM mode". But you can already access all the radar lock modes, PAL, VSL hi/lo and set missiles to boresight for close fights without flicking that cover. So aside from accessing the jettison button, why would you flick it? What does the manual mean?
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