

GTFreeFlyer
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Everything posted by GTFreeFlyer
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I’m aware that the bat bomb isn’t supposed to be polished off for the initial release and that there are known issues. I still had plenty of fun with it today despite the bugs. It works and it is fun, so try it out if you haven’t I just wanted to list some bugs I encountered in case they were unknown. I did a quick look at all the bugs reported in this forum (subject lines) and didn’t see these, so here you go… Desync in MP. My friends saw the bomb fall straight into the water while I was able to see it track and hit the ship. When in search mode, as soon as a target is picked up (box on left gets the dot in it), the display on the radar gauge becomes detached and follows the VR headset around (Quest 3). Gauge stays in place, but the horizontal sweep line and two boxes below it seem to be on a different layer that doesn’t stay fixed to the gauge. It’s like a HMD display that moves with you. Hope that makes sense. After dropping the bomb and returning to the carrier, I noticed when I was parked that the radar gauge illuminated again and a ship was detected even though the bomb was no longer with me. Whenever I used the key bind for turning the bat radar off, it continued to display its line and boxes below the line, even after landing back on the carrier as mentioned above. That’s it for now. Just reporting findings while continuing to enjoy this module. Thanks!
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Thanks guys!
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I’d like to throw in my vote for discrete flap positions. i.e. Separate bindings for flap 0, flap 10, flap 20, etc.
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No aerodynamics? Cannot interact with environment
GTFreeFlyer replied to GTFreeFlyer's topic in Bugs and Problems
For now, achieving close-to-perfect trim is my friend. Of course, many times I return to the PC and find the ground much closer than where I left it Please tell us how to pause in a MP server… -
No issues with Quest 3. I used to have the Quest 2. Big improvement in the 3.
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After doing a cold start and letting the engine warm up properly, I decided to go through a full run-up. When I was sitting around 2000 RPM, I noticed the voltmeter was reading around 8 or 9 Volts. I think it should be 28V? Just reporting. Thanks.
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No aerodynamics? Cannot interact with environment
GTFreeFlyer replied to GTFreeFlyer's topic in Bugs and Problems
It really is a nice convenience to have. I like the realism to be as high as I can so I’m really split on this one. I won’t miss it if it’s gone, but I sure do appreciate having it when I’m on a long flight and real life requires me to go check on the kids or the food in the oven, etc. Pausing is not an option in multiplayer. Whatever the devs come up with for final solution, I’ll be good with it. -
Training: Taxi and Take off: unfold wings first?
GTFreeFlyer replied to cfrag's topic in Bugs and Problems
Yes, I also thought it was strange to end the first tutorial with wings down and then continue on to the next with wings up. I just viewed that as more practice. By the way, loved your Berlin Angels. Flew that one for a few hours with some friends. -
No aerodynamics? Cannot interact with environment
GTFreeFlyer replied to GTFreeFlyer's topic in Bugs and Problems
I take it back. I'm not sure if the reinstall actually fixed it, or if it was my autopilot binding. Anyway, here's the bug I found after finally doing some flying: When flying with altitude/attitude hold on, the plane flies nice and straight, but if you move the stick or rudder, the control surfaces will deflect, yet the plane is undisturbed and keeps flying straight. -
Training: Taxi and Take off: unfold wings first?
GTFreeFlyer replied to cfrag's topic in Bugs and Problems
Did you skip the cold start tutorial? It was covered there. Check it out and you’ll be good to go! -
No aerodynamics? Cannot interact with environment
GTFreeFlyer replied to GTFreeFlyer's topic in Bugs and Problems
Yes. All good there. I deleted and reinstalled the module and it seems to work now. Something was bugged with the initial download and install. Not sure what, but it works now on the 2nd install attempt. -
I can't get it off the ground after several attempts. Yeah, I understand warbirds and torque and easing in the throttle. When I pick up speed, the rudder seems to do nothing to keep the nose pointed straight. Only toe-brake inputs can point the nose, even at 90+ kts. Also, I cannot rotate. Once I'm flying down the runway, I noticed that also elevator inputs have no affect on the pitch. I can go full up and down elevator while rolling fast with the tail wheel off ground, and there is no affect on pitch of the aircraft. It's like there's no aerodynamics modeled. I try my best to keep it on the runway until 90 kts like the tutorial says, and then rudder and elevator do nothing. The control surfaces are moving in the correct direction. I'm curious to hear what anyone else experiences. I've tried multiple times and it always ends with the aircraft going off the left of the runway in a fireball. Furthermore, I just tested an air-start. Confirmed that the control surfaces do nothing for me. Airplane just flies straight while I watch the control surfaces moving to full deflection. No mods installed. The sudden movement at the end of the video is due to stall. Digital Combat Simulator 2025-06-19 13-02-03.mp4
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New update. v2.8. Fixed AI Hog CAS waypoint assignments. Added 15, 30 and 45 minute reminders that friendly column is stopped. Set up datalinks in the ME for Hogs, Vipers, Hornets. Added ACLS and Link4 to Carrier. Deleted Jeff 1 and Viper 5, and added two Phantoms. Added AWACS freq. to briefing. https://www.digitalcombatsimulator.com/en/files/3305871/
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This would actually be a great training map to compliment NTTR and not be another desert map. Lots of activity between Miramar, Camp Pendleton and out to San Clemente Island. Allows for carrier ops off shore and bombing training on the island, and also for fun sightseeing around San Diego / SoCal. Maybe some imaginary “border patrol” missions as well.
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I had two instances yesterday where my main rotor popped off several seconds after a nice landing. Collective was reduced slowly after touchdown. There's a script that loads/unloads troops. It doesn't seem to happen when I unload 1 or 2 troops, only more. Perhaps it has to do something with the sudden change in weight? The log didn't show me anything. I attached it, and the .miz. Would love to know what is happening. Thanks! dcs.log Stream Deck.lnk Angels_Germany_[Helicoper_Rescue]_noStopGap-20250423-194843.trk
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Awesome! Thanks
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I’m taking notes after each mission and will share when complete Currently on M09. I do have a quick mission editor question for you though: In M01 the scene starts off with the camera on the Herc, and in M06b it starts off attached to the walking pilot. How do you select where the camera starts? I’ve made some missions in the past and the camera seems to pick randomly where it wants to be before you spawn in. I’ve wanted to force it to be somewhere specific. Much thanks!
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Just loaded up the campaign for a quick mission before dinner. Wow, I've never had so much fun not flying a mission before. That intro was brilliant. Really got me in the mood for the whole campaign. I've never seen a base so alive in DCS. Well done. I didn't want it to end. I was kinda hoping to stick around for an airshow, lol. I'm not reading anyone else's review until I'm done with the campaign. This is my first venture into becoming a rotor-head. Thanks!
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What’s the name of the server?
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I have the AB9 and there is definitely gun FFB. It was too strong at 100% and I had to dial it down.
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New update today. Version 2.7. Fixed a lot of the little things that annoyed me. This mission is running great now after a lot of SP and MP testing. I hope you all enjoy. Leave some feedback here if you have a chance to fly the updated mission. And of course, contact me if you want to arrange to fly it with me Main updates: Better SA now with squelch sound that plays with text messages. New sound queuing system prevents voiceovers/sounds from interrupting and stopping other voiceovers which may be playing. AI behavior is much much much better, but it is still DCS AI, so there's that. Added some Predators and ground convoy to help out and provide more to do. ...and more. See details on the download page. https://www.digitalcombatsimulator.com/en/files/3305871/
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Hi there. Im new to the SD XL and loving it so far. No stranger lua or programming and everything is going well so far with the Stream Deck interface as well. I'm currently trying to configure the A-10CII CMSP. I got all the text data to appear on the Stream Deck when the aircraft and mission load up, but the text does not refresh. Everything else (switches, lamps, etc) updates in sync with the virtual cockpit. Only the text will not update. Once it loads in, it just stays that way. Any idea how to make it refresh and stay in sync with the cockpit? I followed Charles’ “Display Strings” video exactly, except his text updates and mine stays static. Any ideas? Much thanks in advance!
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Anyone having any luck exporting the individual digits for the frequency on the hog’s ARC – 210? I’m using exportscripts and trying to pull this onto my Stream Deck. I’m able to do it for the other radios, but not having any luck with this one.
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cannot produce and mssing track file Multiple JDAM release
GTFreeFlyer replied to GTFreeFlyer's topic in DCS: F/A-18C
Thank you for the response. I haven’t had a chance to try it again. I was suspecting that perhaps the pickle switch bounced and sent another release command, so I was happy to see you suspected this as well. I hope to be able to run some more tests this weekend to really understand how it all works. Thank you. -
cannot produce and mssing track file Multiple JDAM release
GTFreeFlyer posted a topic in DCS: F/A-18C
Hi, I was playing around last night with dropping multiple GBU 38’s at the same time on different targets. I had two stations with two bombs each. I stepped through each station and said it to TOO mode and did the WP designate on one station, stepped to the next station and another WP designate. This was for TOO1 on each station. I did not touch TOO2. Everything went according to plan except for when I pickled, all four bombs were released when I thought only two would release. Both targets were struck by two bombs each. What did I do wrong? Was I supposed to go into TOO2 screen and undesignate each station? I guess I assumed that no target would have been selected for the second bomb on each rack if I never went to the TOO 2 screen in the first place. To summarize, I selected two targets and only wanted two bombs to release, but four bombs went for the gravity ride instead.