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Everything posted by rayrayblues
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Can't place hind on vessels (Tarawa, etc)
rayrayblues replied to Dangerzone's topic in DCS: Mi-24P Hind
Can't place on the Kuz either.......... -
@Flappie Again, as stated above, the camera is at deck/ground level. Raise it just a bit and the zooming stops.
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Ditto to all of the above. Sometimes you just have to stop and smell the roses.
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(Almost) Uncontrollable yawing to the left
rayrayblues replied to Avimimus's topic in DCS: Mi-24P Hind
I know I can, but for me I can set a new course without the AP, since I'm also using the rudder trim, then I lock it in with the AP to hold the course. Thanx again for your help. -
I totally disagree! Yaw AP is essential especially when landing to avoid spinning out of control. I find it very useful for takeoff and hovering as well. I do turn it off when turning or hard maneuvering and use only rudder trim for fine adjustments, then when going on a long cruise, set all trims as best you can and then turn on Yaw AP. On landing, approach the LZ without AP and line up on it, then turn on the AP. You can now land straight ahead with only cyclic and collective. On takeoff, turn AP on before you start for hover check and transition to ETL. I have rudder trim turned on in the special tab and can use it as needed. Yaw AP will align itself with whatever you have set with the trim button. Used correctly, Yaw AP is your best friend. Check out my video here.
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That's funny, cause I made my own preset, 4 rocket pods and guns. Everything works as expected. Make sure you jump in the front seat and arm all weapons; the big switch on the left side.
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I don't use Geforce Exp. I go directly to the Nvidia website and download the newest drivers from there.
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Replay recording will deviate almost immidiately
rayrayblues replied to kunterbunt's topic in General Bugs
I might add that tracks contain more than just a video. Regardless of how it plays out. the track contains log and metadata files that are useful in diagnosing certain problems. @BIGNEWY said something about 80% -
I had the same issue when 2.7 was first released. I took out all mods, then added them back one at a time until I found the offending one. In my case it was this one. WW 1 DCS World Flying Circus (BETA) - DCS Mods - ED Forums (eagle.ru) All of my other mods work just fine. Too bad though, I kinda' liked this mod. Oh well.
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I hope they will also address this issue:
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It is normal for all games to restrict DL speed when potentially 1000's of people are downloading at the same time. Keeps the servers from overloading.
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I hope so. So far, besides the Auto Pilot Channel H, the biggest change I have made is zero curve on the collective axis. It makes it far easier to control your descent rate. Do not descend any faster than 200 m/min.
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(Almost) Uncontrollable yawing to the left
rayrayblues replied to Avimimus's topic in DCS: Mi-24P Hind
I am so impressed that I had to make my own video. My settings also seem to make a difference. No more spinning like top when landing. No more crazy yawing on takeoff. No more drifting off course, etc. Thank you @26-J39... -
What I have noticed is that unlike the Hip or Huey, there is no shaking or vibrating when coming out of TL. You are falling before you know it. IDK if this is like the real thing or not. Perhaps they could model some type of vibration.
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Invisible FARP and ground power
rayrayblues replied to VR Flight Guy in PJ Pants's topic in Mission Editor
NVM, I found it in the DCS Manual. Shoulda' looked there first, duh.... Page's 313 & 314. Comm's are still bugged though, even at airports. Hope they fix it soon. -
increase refueling range on FARPs for TF-51
rayrayblues replied to D4n's topic in DCS Core Wish List
Last I heard, there is a 100 meter radius from all FARPs Single, X 4 and Invisible. -
Invisible FARP and ground power
rayrayblues replied to VR Flight Guy in PJ Pants's topic in Mission Editor
How about for Russian FARP's? Which vehicles to add for comm's, ammo and fuel? -
To Beta or Not To Beta after the 2.7 release
rayrayblues replied to DetroiTechno's topic in Installation Problems
The sudden move of 2.7.1 to stable surprised me. Normally it takes up to a year or more for that to happen. One month from release to stable is rare. 2.5.6 was over a year old before it became stable. I addition to the MP issue listed above, all new releases go to beta first. As long as you don't want to buy anything, you can stay on stable. You say you only play warbirds, well, there's some really cool stuff on the horizon and more in the works, including some third party Pacific Theatre assets coming soon. I am "chomping at the bit" waiting for the F4U and the associated naval and ground units coming with the new Marianas Island map. (second release) Then there is the de Havilland Mosquito. I want that one too. The point is, you can stay in your little corner and wait for months to get something new, or join the OB and progress along with the rest of us. I too only wanted to play warbirds. I wasn't interested in anything beyond the Korean war era, but I joined OB when the P-47 came out 'cause I wanted it now. The only reason that I still have 2.5.6 is because of a WW1 mod that came out last year. I really like it, but it's not compatible with 2.7. OB doesn't cost any more money, so what are you waiting for? When the Corsair and the Mosquito come out, I can buy them right away. I won't have to wait 6 months or more for them to go to the stable server. -
According to @BIGNEWY ATC is actually a high priority, but it is an extremely complex task and will take more time to get it right.
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I have only the AI pack installed. I have found 2 small bugs. Bug # 1 - When using "Random Air Traffic (RAT) scripts, the three Axis planes do not spawn. All of the Allied planes in the package are working as normal. Here is the script that I am using. It is a basic script that works for everything from helicopters to jet airliners: This one is for Redfor which will ignore blue and neutral airfields. For Blufor, simply change "SetCoalitionAircraft" to blue and they will ignore red and neutral fields. The Axis planes in your pack do not respond to this script the ones in the game do . The Allied planes in your pack work as expected. "Bombers now behave more realistically and more like fighters, with a speed closer to reality and they now have defensive rear shots." Bug #2 - The Axis planes when used as normal, do not shoot back. I can tailgate them on their 6 all day and nothing happens. Other features such as "Big Formation", carpet bomb and dive bombing tasks work just fine. It's only the defensive gunners that are not operating. Thanks in advance, Ray
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@Flappie So, any more word on the 21H1 update? Is it safe to install, or is there still an issue with crashing?
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Thanks Rudel, but you're just a few minutes too late. I found it myself about 15 mins. ago. Installing now.