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GWdope

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Everything posted by GWdope

  1. 2025 now and the two new maps have point light distances for city assets of about 2 nm. Why ED? the lighting on the PG map looks amazing, do that on Afghanistan and Iraq!
  2. No, when, at night, it adjusts to bright lights like Strobes or a turned up HUD it lightens up the screen which washes out the blacks on VR headsets like a Quest3 which looks terrible and makes it hard to see. During daytime it looks fine and is helpful.
  3. Things that I believe as a mission creator should or must be included in the save state to utilize this feature to its full potential: Scenery/Map object destruction state (map objects cannot be used as targets otherwise.) Dead unit carcasses/creators (allows continuity of environment) Flag state (perhaps an option to make a flags state savable or not? without this many randomization functions cannot be persistent) Save inhibit/allow mechanism (a way to create a "Checkpoint" in a mission where saving is allowed or automatic, this would allow mission makers to have more control and avoid issues.) Automatic save file naming and location with link to original mission (this is a QoL feature that will make things easier for the end user. Perhaps a way to link an auto generated save file to the original mission so if a user starts the original mission they can chose the saved file or to start over. Basically how saving works in all video games.)
  4. I don't think so, this feature was introduced in 2.8 and it looked fine before that. There really needs to be a way to turn this off or ED needs to tune it better. In VR headsets without QLED it looks terrible while flying at night.
  5. Sorry, I forgot to say it happens about 3minutes from the end of the track. I'll save the track for the next time it happens, but it's seems totally random and only happens about 1 out of 5 missions.
  6. I've been getting an uncommanded roll or pitch in the hornet randomly in missions. It doesn't happen every time and doesn't seem to be linked to anything in game. There is never any input shown on the Ctrl + Enter control monitor but the jet will pitch or roll like full input is being entered. Sometimes I can use opposite input to cancel it out, sometimes its not enough. attached is a track of the last time it happened. Hard left no input 1-13-25.trk
  7. Can ED please start updating the manual with these new features? Looked and new fog isn't in there. For a study level sim ED seems to neglect the manual to a baffling degree.
  8. Anyone been able to get the telemetry modes working with DCS or know of any resources for that?
  9. June 27 1.1.1.21
  10. I got mine yesterday and had it set up in about two hours after some glitches getting the firmware updated as nothing would download until I installed the pit house app as well as the cockpit app. I mounted it right up to my thrustmaster warthog Fox Mount desk mount in center stick position after building a little reinforcement to make it more secure. It dosent sit low enough for me to use the 10cm extension I have so until I find a solution for that im using it with the warthog grip directly on it. my very first impressions were slightly underwhelmed but I’ve turned around on that quite a bit after mucking with settings. The first thing I noticed was that the presets it comes with aren’t very good, at least for the P-51 and the F-18. They both seemed weak and underwhelming. Flying the OH58 was also a bit of a letdown as a strong centering force made it hard to be precise and made force trim jerky. however, tonight I messed with the slider a bit more and found really good settings for those three. Turning the spring force all the way down and everything else up made the OH58 amazing to fly. There’s still some centering force but it’s very light and the extremely precise and light stick movement instantly made me a 10x better helicopter pilot. I went from having a shaky and imprecise hover to a rock solid, extremely controlled precision hover. It’s a game changer. turning spring and just about everything up to 50% the P-51 with the force settings at 100% made for a very realistic feeling experience. After some instant action dogfights lasting maybe 10 min total, the base was still apparently cool and I never had any problems with the force feedback being throttled. overall I’m getting more and more excited about this the more I mess with it. I haven’t gotten the telemetry modes to work yet, so there’s a whole lot more to mess with there I think. If anyone knows how to get that working with DCS let me know.
  11. This is probably a dumb question, but what is the licensing feasibility to use skynet in an official DCS paid campaign (if I were making one)?
  12. +1, fixed foveated rendering with G2. Also the size of the square changes with the render area size.
  13. Hi. Is there a function to persist the resources (fuel, weapons etc.) of airbases and FARPS in DML?
  14. Thanks! As for this use case, I’m using playerScore for campaign stage score/advancement so having a players score persisting from mission to mission in a stage would mess that up. I’m only using persistence for a few flags to control what enemy IADS units get spawned.
  15. Hey, I have some questions about the persistence module that I’m too dumb to figure out on my own. Can one save file, with say saveFlag, info work for multiple missions, like in a stage of a campaign? Also, in the saveFlag attribute, what is the correct grammar for flag values or are values automatically saved if they exist? I figured it out! But now I want to know if I can prevent the playerScore module form being persistent?
  16. Hi, I'm wondering if anyone knows if there's a way to have a2a dispatcher randomize if a CAP is spawned. Say give a CAP zone a 50% chance a CAP will be assigned to that area at mission start?
  17. lol, that makes sense then, thanks for the help, I appreciate it.
  18. I didn’t see any outputs in the manual chapters for “player score” or in the demo missions. Dose “RedScore# | currentRed” output the score as a value for a flag “currentRed”? And if so what happens when the score and so then flag value goes above 100? so I tried "blueScore# | Flag1" in the config zone on PlayerScore.miz demo with a "flag is more" trigger and it doesn't output. .miz: demo - player score.miz
  19. Hi all, I'm new to DML. Can anyone help me with the Player Score module? I want to use the coalition score to trigger a flag but reading the manual section I don't see how to do that. I'm looking to set coalition score >n = flagx on is all.
  20. I’m building an “unscripted” SP campaign that uses several client slots the player can chose from to fly several different missions. I’m trying to use the campaign dynamic with a moving front line where based on player score the next mission has the front line moved forward of backwards. I’m having an issue though because client slot scores aren’t tracked with the “player score more/less” trigger condition in the ME. A client slot gets a score at the end of the mission so I know it’s being tracked, so I’m looking for a script to use that.
  21. I asked a long time ago about adding the capability to have units retrograde to a previous control zone if they received some threshold of losses. I know this isn't being worked on right now, I'm just wondering if anyone with scripting knowledge might have ideas for how to implement something like this with the script running?
  22. Same here on Syria Map, air start.
  23. Just a heads, up but just updated to 2.5.5 and the .exe wont open. Edit: uninstall and reinstall has it working.
  24. Yes and the event handler keeps working. is (Handler) the name of the specific event handler in the script?
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