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nomdeplume

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Everything posted by nomdeplume

  1. The radios are only for in-game communication with AI via the communications menu. That basically means ATC, AWACS/GCI and tankers. DCS does not include voice communications for players, and never has. I have also not seen any indication that ED have any intentions on adding it in the forseeable future. However, there are plugins for TeamSpeak that integrate with the game systems and allow players to experience 'realistic' radio communications. These plugins basically tag all voice transmissions with the frequency that it is being transmitted on, as well as the location of the transmitting aircraft. When a player speaks in the channel you're in, the plugin will mute anyone who's audio does not include tags saying it is being transmitted on a frequency you have a (working) radio tuned to. The plugins also often add additional immersive effects, such as degrading the quality based on distance, and badly degrading or completely silencing transmitters where you don't have line of sight (e.g. behind a large hill). The ones I know of which are actively being developed are UniversRadio by the people who make the LotATC add-on; and Aries Wings Radio. I haven't been keeping up with them but I'd be surprised if either supported the Mirage-2000C this early. Back to in-game usage: my recommended way to use these is to bind the "Main radio select" and "Aux radio select" commands (in the HOTAS category) to a controller if you can; otherwise you might want to add a more convenient keyboard shortcut (defaults are LShift+Num+ and LAlt+Num-). Also bind the "Communications menu" button (in the Communications category), which effectively is your push-to-talk button (default keybind is \). To communicate with in-game assets, first you need to set the radio to the appropriate frequency. In a well-designed mission, these will be in your mission briefing. You can also get ATC frequencies from the F10 map by clicking on an airport (this info has been massively improved in a recent update). To change the frequency, use the controls on the front of the left side panel. The Mirage-2000C has two radios as mentioned, the V/UHF radio which is the "main" radio, and a UHF-only "auxilliary" radio. The V/UHF radio has presets or you can set the frequency manually; just mouse-over the controls and the labels will tell you what they do. The UHF radio only has presets, which can be configured by the mission designer. You can also refer to page 83 of the manual for an annotated diagram of the controls. Of note is the V/UHF radio's mode selector, underneath the manual frequency selector, which as positions "M", "P" and "G". "M" will use the manual-specified channel, entered using the rocker switches to the left of each digit in the frequency display. "P" will use preset channels, which are selected using the big squareish knob to the right. "G" is presumably the guard channel, which is a specific frequency used for distress calls. Next, for the Mirage 2000C, you need to select the radio you want to transmit on. This is done with the "Main radio select" and "Aux radio select" buttons discussed above (a rocker switch on the throttle in the real thing, IIRC). Then you push your PTT to "speak", which in game terms means opening the communications menu (\, or your assigned button) and selecting the appropriate menu option. If you use a TeamSpeak plugin, it will typically integrate with the aircraft in the appropriate way. For aircraft like the Mirage and Ka-50, the pilot has a single push-to-talk button which allows them to transmit on whatever radio they have selected as their active radio (they will always hear transmissions received on both radios, but only transmit on the 'active' one). For aircraft like the A-10C, the throttle has 3 push-to-talk buttons, and the pilot can talk on any radio just by moving the mic switch to the corresponding position to start transmitting. If you do a lot of online flying, you might want to set your communications menu button to require a modifier key (especially if you already use a modifier), as this will allow you to use your PTT button to speak to other players, without constantly opening the communications menu, while still making the comms menu easy to access when you need it. Note that this description applies when you have 'realistic comms' enabled, i.e. the "Easy Communication" gameplay option is disabled. If you have easy comms enabled, selecting an item from the comms menu will automatically switch the frequency of the appropriate radio to whatever frequency the asset is listening on. Another feature of the game is communications messages from allied (AI) flights. They report passing waypoints, enemy sightings, and engagement information. Each flight has a single frequency (assigned by the mission designer) that they (optionally) transmit this information on. The mission designer can change this frequency during the mission, as well. You'll only hear these messages if one of your radios is tuned to the appropriate frequency. Again, well-designed missions will tell you the frequency or channel pre-set required to listen to other assets. Some missions will just use the default frequencies with the expectation that you won't change them.
  2. Yeah, there's a few discussions about this - the effect of wind when you're on the ground seems excessive. My first takeoff was in a test mission I made back when I was learning the MiG-21. It has a light wind which is no issue with either the Fishbed or the Warthog. In the Mirage, it wouldn't even taxi straight - it was manageable but it felt like I had something wrong with my controls. On takeoff, I was veering wildly all over the runway trying to correct it. On a hunch, I disabled the winds entirely and the problem went away. Limiting the weather to 'an extremely mild breeze' seems to be necessary at the moment.
  3. I've attached a very simple test mission which has 3 Early Warning Radars (which ought to be classified as "search" radars, right?) as well as an SA-3 site in the distance. These are all shown in the inner circle, practically on top of each other, even though the furthest one is nearly 50nm away (the detection circle in the ME is around 65nm). I've included a few screenshots, but one of the things I've noticed is that the RWR only seems to be able to show a very small number of contacts, and will flick between them - hard to show it in screenshots. Possibly it needs to "remember" contacts for longer? Here is the setup at the start: which appears like this on the RWR, more or less alternating between these two displays: After flying for a little bit to put the Kutaisi EWR behind me, the map looks like this: and the RWR looks like this: Also as a side note, starting a mission in the air (like this) results in the RWR itself being switched on, but not the countermeasures dispensers. Probably worth tweaking that. In another test mission I've used for a while I added some 2S6 Tunguska, and these show up in the inner ring even when I'm well outside of their engagment range. Also, it seems like AI M-2000C will show up as a "21" on the RWR, which seems odd to me. M2000C-rwr-test.miz
  4. This was discussed elsewhere, there's two bindings with the same name in different categories, and the UI doesn't handle it properly. The "M" binding is in the HOTAS category and is used for immediately selecting Magic II from the HOTAS. The "LCtrl+2" binding is in the Armament Panel (PCA) category and refers to the first stores button (with LCtrl+1 being guns mode to its left, and LCtrl+3, 4, and 5 being the other stores buttons to the right).
  5. It seems like the keyboard bindings for some things (including thrust/throttle) don't work. Unless you can find some kind of controller to bind the "Thrust" axis to, you're probably out of luck for now. :(
  6. UHF radio appears to be presets only, you can adjust the frequencies in the mission editor (you can also adjust the V/UHF radio pre-set channels in the mission editor). The HOTAS controls category has "Main Radio Select" and "Aux Radio Select" options for selecting the radio in use, and then you just use the "Communication Menu" hotkey to open the comms menu. i.e. this aircraft seems to use the "transmit on pre-selected radio" paradigm, like the Ka-50, rather than individual MIC buttons for each radio. The default keybinds are LShift + Num+ for main radio, and LAlt + Num- for the Aux radio. Comms menu is \. IIRC the UHF-only radio is the "main" radio and the V/UHF radio is "aux", but I might have that backwards. When you open the Comms menu it'll say at the top which radio is active. (Edit: Zeus said elsewhere thathe V/UHF radio you can manually set the frequency on is the main radio.) I probably don't need to tell you of all people :), but for everyone else: in the mission editor, if you select a Client or Player M-2000C aircraft, you'll see a little radio beacon icon alongside the waypoints/payload/etc. settings, which you can use to configure the pre-set channels. These options aren't availalbe for AI-controlled aircraft, which just use whatever frequency they're told to.
  7. "D". It's in the options as "Special Modes Deselect" in the HOTAS category, and on page 92 of the manual.
  8. Try running the updater again - your version should be 1.5.2.48726. You should have an "Update DCS World OpenBeta" shortcut in your start menu that will force the updater to run. It only runs once per 24 hours when you start it normally. Edit: just for clarity, the normal shortcut for running DCS World launches DCS_updater.exe. The "Update ..." shortcut runs the same program, but with "update" as a parameter, which forces it to check for updates even if checked recently.
  9. TDC up/left/down/right in the HOTAS category. Default are: IJKL There's also a "TDC Center" binding, RCtrl+I. Haven't used it, though.
  10. Radar is air-to-air only, so it won't show any ground targets. CCIP/CCRP depends on the weapon - you get CCRP mode for LGBs, Mk-82. You get CCIP for Mk-82 Snakeeyes and cluster bombs. When you are in CCRP mode you'll know it because your FPM/VVI will disappear and be replaced by a fixed diamond at the boresight. Fly the diamond over your target point and press the target lock button, and it'll become a cross at the designated point (more or less; doesn't seem especially accurate) and the diamond will remain at the top of the HUD. Then, pull up and fly towards the point and a horizontal line will walk up the bomb fall line. Pull the trigger when it reaches the diamond and off the bombs go. "Consent to release" mechanics are not yet implemented - which would automatically release the bombs at the required time - so you've just got to time it. For CCIP, you don't have the special 5/9 or 5mil mode the A-10C has, which allows you to designate a point that's nowhere near where the bombs will actually land. So you either need to be quite low, or in a very steep dive. I think the CCIP mode in the Mirage is designed primarily for (very) low-level attacks. I think the manual suggests a 20 degree dive angle for good results, which implies starting the attack from pretty low altitude.
  11. nomdeplume

    Air refueling

    Contact it and ask for pre-contact, then when you're in position ask for contact, and it'll deploy. I think there's a bug with the radios here: I tried calling the tanker again and again with no response, and only after I switched to the auxiliary radio and back to the main radio and then called again did I get a response. I've repeated this a few times. Maybe the radio isn't being properly initialised at the start of the mission? I've attached a sample mission with a S-3B tanker and the player in the air a few miles behind, just to save anyone else the trouble. Brief instructions included in the briefing. M2000C-refueling.miz
  12. Is it currently possible to have laser-guided bombs guided by the AI (or buddy-lased by an A-10C)? I think specifically we would need to know if the GBU-12, -16 and -24 dropped by this module have a "default laser code" they'll seek on? I've tried using Spot.createLaser() with codes 1688 (A-10C default) and 1111 (lowest valid code) with no luck. Also tested dropping a bomb with the A-10C to make sure the script was still working (wrote it some time ago) and had no problems with it guiding to the target.
  13. Very minor cosmetic issue: the external pilot model does not turn its head to match where the player is looking. (Have not tested in multiplayer, but I assume if it's not displaying it locally, it wouldn't be sending it over the network.) Issue is also visible in the shadow cast by the jet - as in the attached screenshot. Note the shadow clearly shows the pilot looking straight forward, despite the view being out the window, indicating the pilot's head is turned approx 90 degrees to the side. The inset image is an external view of the same situation.
  14. I'm sure this is a very low-priority bug, and maybe more related to DCS internals than anything Mirage-specific, but... An AI-piloted M-2000C can drop an LGB on a target and guide it down, like it had a targeting pod or similar. 60 second long track attached. GBU-16 starts obviously guiding at the 25 second mark. Please enjoy the superb cinematography. AI-LGB-test.trk
  15. Are you using keyboard controls? That seems to be a problem. It does work if you can bind it to an axis instead. Edit: I did notice that when I was first starting out - again might be a thing that only works with axis mappings? Can you check in the control configuration that you don't have anything mapped there by default (the game will by default map particular axis on anything that could vaguely be described as a "game controller" to throttle, roll/pitch, and rudder). It might be that you have something that's overriding the keyboard commands by providing a continuous axis reading. Or, the keyboard commands might just not work.
  16. It was suggested in another thread that Magic 2's lock at the aircraft boresight rather than the seeker circle - and I feel like that might be correct. Might be worth testing the theory. Not sure if the Super is supposed to give a tone, but there's HUD indications for the DLZ. At least, I presume that's what it is, but nearly everything I've shot at has managed to wriggle out of my radar lock. :( In fact, I think my only kill so far was my very first attempt... :lol:
  17. Left or right what? Throttle left/right should not exist and have no effect; you need to bind a controller axis to "Throttle" rather than the left and right throttles (it's a single-engine aircraft...). The default cockpit view position is discussed in this thread, and Sergeiev has provided a tweaked view position. Otherwise, just zoom out a bit.
  18. The brakes are operated by hydraulic pressure which is provided by the engine, if I understand it correctly. So until the engines are running, the wheel brakes won't work. Not sure how the parking brake is implemented, but it's definitely what you're supposed to use during startup.
  19. Yep, same here. DCSW 1.5; NVIDIA GTX 980.
  20. I uploaded a mission w/ Mirage 2000C's to my server (which doesn't have any paid modules) and was able to connect and get into the cockpit. If the guy didn't have the Mirage, how did he add them? Are you sure he didn't add the existing "Mirage 2000-5" (under France) instead of the "M-2000C" (available to all countries), which is the RAZBAM module?
  21. Right, which isn't the RAZBAM Mirage 2000C module. It's an AI only aircraft which has been in the game for years. Edit: attached screenshot of what you see if you have the module installed (using France as example, the aircraft is available for all countries, of course). Without the module installed, you won't see the M-2000C entry, and may be confused and/or distracted by the Mirage 2000-5, which is an air-to-air only AI-only aircraft.
  22. And it's listed in controls as "Nosewheel Steering Button / IFF" in the HOTAS category, if you want to bind a button to it.
  23. Can confirm... Zeke - are you sure it's not the 2000-5 you're seeing? That's been in the game for ages, but it's not flyable (can't be set as client or player). However as a workaround, it looks like you can host missions which include the Mirage-2000C, you just can't create them. So if you can get someone who does have the module to add the aircraft to a mission you want to host, you should be set.
  24. Okay, worked out some more details. I must've managed to expend some of the countermeasures on my first flight, since the re-arming dialog behaviour changes depending on how many CMs you have. Currently it's fairly easy to play around with this, since you can dispense CM on the ground even with a cold aircraft. As best I can tell: If countermeasures are full, the rearm dialog will be buggy (no slider handle, -1.#IND) for both CM types. This happens if you start a fresh mission, for example. If countermeasures are empty, same as above... ...BUT! If empty and you request rearm (don't need to change anything, make sure you get the 'Copy' response though - cockpit open etc.), once rearming is completed the number of countermeasures wil show as 0, and the handle will be available to adjust the loadout. However, any option between 0 and 128 will show as -1.#IND and if you let go of the slider handle, it will disappear; this appears to be treated as 0. So it appears after you've used your CMs up, you can land re-arm to get 128 of either chaff or flares (you might need to re-arm twice; once to get the dialog to show 0 and another time to actually load the new CMs). I can't see any way to get it to load the default/only loadout of 128 + 16 you get at the start of a mission. Also, I confirmed that if set the flares slider to 128 and re-arm, you actually can dispense a large number of flares. I didn't count them, but it's way more than 16, so I have no reason to believe it's not 128.
  25. There's also a trigger guard on the stick, but this is automatically lifted at the same time as you enable the master arm (you can see it animate). Don't know if it's going to be like that permanently or not.
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