

nomdeplume
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Everything posted by nomdeplume
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Fighter plane collision at Duxford show http://www.bbc.co.uk/news/uk-england-cambridgeshire-14101641
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Especially the engines. You turn them off in the opposite way of how you start them: move them from 'idle' to 'off'. The default keybindings if I recall are RAlt+Home to start the left engine, and RAlt+Home to start the right engine. To stop them it's End instead of Home, i.e. RAlt+End and RCtrl+End. As far as I know it's 'hardcoded' into the game, i.e. not something mission designers have any control over (all they can control is who owns which airfield, by placing units of the appropriate coalition in its vicinity).
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Yes, just shut everything down and wait about 3 minutes. I think you need to be within the ground crew radius for this to work, i.e. in the same kinds of places you need to be to rearm or refuel. There's no comms associated with it though, just shutdown and wait.
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Graphics bug I think, see here: http://forums.eagle.ru/showthread.php?p=1193897#post1193897 Seems like you might be able to fix it when it happens by alt-tabbing out and then back in so the game resets the graphics. Might be worth a shot if it happens again.
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Next DCS (US) Fixed Wing Aircraft Wish List
nomdeplume replied to diecastbg's topic in DCS Core Wish List
Just re-watched the segment (starts at about 1h09m) - they were on a reccy mission and were told to go tank, then get over to Mosul. They did 4 or 5 gun runs in an urban environment (danger close), and then the other Tomcat hit a building with a laser-guided Maverick (well, they called it L-MAV, guessing that's what it was) which they provided lasing for. Attached is a screengrab from the film showing footage from whatever targeting system they were using. -
I think a re-install might be excessive and probably won't help. If you could post a track of one of the missions where you start airborne with a wingman we can probably work out what's going on. Unless of course it works for you in that situation. :) I think the River Raider mission might be like this, or maybe I'm thinking of the instant action missions..?
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I don't use the AI JTAC enough to know all the parameters that will cause it to issue an abort, but it does have a magical sense of what you're targeting and when you fire weapons. For example if you've checked in with JTAC and then spot a helo or Frogfoot and fire a Sidewinder at it, the JTAC will scream ABORT ABORT ABORT because it knows you've fired a weapon at something other than the designated target. Never mind the JTAC shouldn't really have any way of knowing you're fighting another aircraft, and even if they did they should butt out... I'm not sure if they'll say to abort if you come in from the wrong direction. It wouldn't surprise me either way. In most cases though, even if they have given you poor directions or chosen a bad weapon, you could just check out, kill the target(s), and then check in. They should proceed to give you any additional targets - one of the benefits of interacting with a computer.
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Statics are treated as individual units. So for an ammo dump, you just need a trigger with a condition 'unit dead' and select the name you gave your ammo dump from the list.
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Next DCS (US) Fixed Wing Aircraft Wish List
nomdeplume replied to diecastbg's topic in DCS Core Wish List
The documentary film Speed and Angels (about two pilots who go through the training to be F-14 pilots) includes an account by one of the pilots providing CAS in an F-14. I think it was just guns. -
Even though probably nobody cares, CASA's application to have the grounding extended was accepted, and Tiger now cannot fly in Australia until August. http://www.abc.net.au/news/stories/2011/07/07/3263920.htm?section=justin
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Ground Crew - Rearm options and DSMS config
nomdeplume replied to Stingray66's topic in DCS: A-10C Warthog
and for configuring the DSMS, you can just re-load its data and it'll magically get the right config for your new loadout. To get to the LOAD page, just hold one of the OSBs at the bottom of either MFCD and you'll get a menu that allows you to set which pages are available along the OSBs at the bottom. First you press the button on the left or right corresponding to the page you want and it'll be highlighted; then press the button at the bottom where you want it to go. It's pretty straightforward if you just tinker with it a bit. You only need to load the DSMS data rather than using LOAD ALL. -
Given the choices (e.g. "modem 56") I'd assume it's kilobits per second. So you can approximately divide them by 10 to find the number of kilobytes per second (it's really 8 bits to the byte, but there's also protocol overheads so dividing by ten gives a pretty good estimate of actual useful data rates). Probably 1mbit and 10mbit, though they seem like strange speeds for "LAN". On the other hand, higher speeds probably aren't any use for a game that's designed to be playable over the internet. Probably ADSL 256/128 is the most appropriate. I think the higher you set this, the more bandwidth on the server you'll use, and some servers request you set it no higher than a particular rate. However I'm not sure how the same setting when set on the server interacts with the client's setting. I'd probably avoid the "LAN" settings unless you're actually playing on a local network; it's possible they do more than just set the available bandwidth, but also introduce assumptions about latency etc. appropriate for local play but not suitable for internet play. On the other hand, maybe they don't. But if "LAN 1" does refer to 1 mbit/sec then that's faster than your upload speed. Of course, that would probably only really matter if you're hosting a game.
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Two issues: EAC switch and sticky nosewheel
nomdeplume replied to CaptainCernick's topic in DCS: A-10C Warthog
Pretty sure you'll find that that was the problem. The game assigns various axis to all of your controllers by default - the TM Warthog and MFDs are the only ones it has any pre-programmed cleverness for. So, I'd suggest going through the controls and clearing out anything that doesn't make sense. You can hit RightCtrl+Enter within the sim to pop up a window showing what the game is seeing as your control inputs. You'll probably find when you're fighting the sim that its inputs are nothing like what you think you're giving it. In this case, that'd be because the rudder would be overriding your stick inputs. -
Templates: Where are they stored?
nomdeplume replied to Bahger's topic in User Created Missions General
C:\Users\username\Saved Games\DCS Warthog\MissionEditor\templates.lua Make sure to back it up before modifying it! Format is pretty self-explanatory I think, you'll want to delete from the line that defines the template name up to and including the line that says -- end of ["template name"] -
This is repeatedly suggested, and the repeated response is the same: that's not what the emergency brake does. It's not like a hand brake in a car. It switches the brakes from the left hydraulic system to the emergency accumulator (which is charged from the right hydraulic system). If you lose your left engine you can pull the emergency brake lever to get your brakes back (albeit without anti-skid protection). If you lose both engines, the accumulator gives you two or three good pumps before it's out. P.S. The description of this in the flight manual (pdf page 146) could really do with some TLC... no wonder everybody thinks it works like a car's handbrake.
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Tiger Airways grounded in Australia http://www.abc.net.au/news/stories/2011/07/02/3259293.htm Tiger are a low-cost airline operating mostly in SE Asia. You can see their routes on their website: http://www.tigerairways.com/ http://www.abc.net.au/news/stories/2011/07/02/3259400.htm has an interesting video interview attached ("Pilot discusses Tiger Airway's grounding") which suggests safety concerns aren't limited to just Tiger. Excerpts from the first article linked above: Tiger grounded over 'serious' safety concerns The Civil Aviation Safety Authority has suspended all Tiger Airways flights in Australia for the next week because of "serious" safety concerns. CASA moved to suspend the budget airline's services after an incident on Thursday night when a Tiger Airways Airbus A320 flew into Avalon Airport, south-west of Melbourne, below the lowest safe altitude. It is the second time in a month that Tiger has flown below the safety standard. ... "Tiger has not been able to, at this stage, convince us that they can continue operations safely, so that's why they're on the ground." [CASA spokesman Peter Gibson said]
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It's not an option so much as an automatic feature. If you shut down your aircraft and wait about 3 minutes, it will be automatically repaired. Should work in any location where you can request refuel/rearm/ground power.
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Hmm, having a reliably functioning input device is kind of a basic requirement for pretty much any game. :) If you're just trying to determine if it is actually being detected reliably, all the switches are animated. So if you use the 'slave all to spi' then the china hat on the throttle will move forward.
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Tips for a buildernoob - randomnessessess.
nomdeplume replied to maxmax's topic in User Created Missions General
Hmm this is kinda #3, so see below. This recent discussion should explain things nicely: http://forums.eagle.ru/showthread.php?t=75831 That's basically it, unfortunately. What you normally do is set all the groups to be disabled (by setting the 'hold time' on their first/starting waypoint to several days in the future; 9 is a common choice. The day field is the last field in the time entry widget, i.e. [hh] [mm] [ss] / [dd]. Groups that have their starting time set in the future will not appear in the game world until that time occurs, and by setting it to several days in the future you effectively prevent them from ever appearing (who's going to leave the same mission running for over a week?). The "GROUP ACTIVATE" trigger action can be used to make a group appear in the game world prior to its hold time arriving, so if you set 3 groups with a hold time of 9 days, then activate one of them, only that group you specifically activated will appear in the game world. There's a GROUP DEACTIVATE action that does the opposite, so you can make all the groups active at mission start and then remove the ones you don't want to use from the game world. Previously the standard way was to use 'mission start' triggers to randomly set one or more flags, and then use those flags to decide which group(s) to activate. Now we have the ability to set a flag to a random value (rather than just on/off), so you can alternative have a trigger that sets a flag to a random number between say 1 and 3, and then have 3 more triggers that say "if that flag is 1, activate this group", another one that says "if that flag is 2, activate that group", and a third one that says "if that flag is 3, activate the other group". You could do the same thing with the AFAC, i.e. have several different "instances" of it and just activate the one corresponding to the enemy groups you've activated. An alternative approach which might give you more variability is to have lots of different enemy groups, which are activated independently of each other, each with their own flag. That would give you lots of different combinations. You can then use the "START CONDITION" dialog in the tasking parameters for the AFAC to require a particular flag be set in order to enable that particular FAC assignment. I think the target assignment should just skip groups that are already dead, so you could also experiment with using the random % in the start condition, and repeat the same task a few times. That way you can be assigned the targets in a random order. Note however that the conditions in those fields are "or'ed" together, so if you set "flag X must be true" and "random 50%" then that tasking will always be assigned if flag X is true; and if flag X isn't true, it'll be assigned 50% of the time. Either condition being true will satisfy the requirements. Normally mission goals are based on particular tasks that can be achieved by the player+wingmen (if applicable) in a single sortie. e.g. taking out a tank platoon or similar. But in that case you wouldn't want to end mission as soon as all the tanks are dead, as the player will be in the middle of maneuvering and be upset at having the game suddenly end. For this reason, most missions don't use the end mission trigger, as generally players prefer to end it themselves when it suits them, rather than booting them out of the game (they might still be landing, or wanting to go through a shutdown process, etc.). So, my advise is simply not to bother. -
Their website is www.digitalcombatsimulator.com but I think it's also available on Direct2Drive. It's probably a good idea to keep track of where you buy things from. :) Also they probably sent you an email with the details, so if you kept that...
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That's what I do too (although usually only if I start to creep, normally the jet stays put), but it's obviously not possible in MP.
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SLI support for the 295 has always been sub-par compared to what you get when you have two discrete cards in SLI, IMO. However I think that only really applies to the configuration interface not showing as many options. I have Multi-GPU rendering mode set to 'NVIDIA recommended', and in the program settings it says 'NVIDIA recommended (Multi-GPU)'. You can use the nVidia Inspector tool to get nice graphs of your GPU usage to verify SLI is actually enabled and functioning. I'm currently on driver version 270.61. But I haven't had any issues for some time with earlier drivers. (I only have one 295, though.)
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It is the additional helicopter that's causing it. Seems the Mi-26 won't land on a FARP if it's in use by another Mi-26. I did a completely separate test mission to rule out any other factors (winds, enemies, etc.) and could replicate it easily. If I changed the helo at the FARP to a Mi-8 then there wasn't an issue. On a hunch I also tried it with a CH-47, and that has the same problem. So my guess is it applies to all the large transport helicopters. (Of which these might be the only two?). Attached is a simple example mission. There's no player aircraft, so the mission will start in the external view of the airborne Mi-26. Its next waypoint is to land at the FARP the other Mi-26 is taking off from. It takes about 5 minutes for that chopper to start up and take off, and as soon as it's up the inbound Mi-26 will land. A short distance away is a pair of CH-47's in a similar setup. The departing Chinook there is set to spawn after 5 minutes (it starts up really fast). The landing will orbit the FARP until that occurs. FarpCongestion.miz
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Don't forget you have Mavericks, so you might want to consider your tactical options and see if you can come up with a safer way of taking out your targets. Not that there's anything wrong with taking a more dangerous approach if that's your preference, just thought I'd mention it. There's no need to place yourself within range of the AAA in this particular mission, if I remember it correctly (it's been a while...). For actually spotting targets with the TGP, I find it's best to scan the area while switching between WHOT, BHOT and CCD (if daytime) modes. Bumping up the gain (and adjusting the level to suit) for the IR modes can be very helpful, too. You can do that with the OSBs on the left side of the TGP display. Also, periodically zoom in and out with the TGP. It can make targets a lot easier to spot. This is particular true in-game, since rendering 3D models from slightly shifting perspectives naturally results in a kind of 'shimmering'. Adjusting the zoom increases the chances of hitting the 'sweet spot' where this effect is very noticable, and can help you spot even small targets when they're against a background that hides them well. The TGP's north indicator isn't always correct (I think this is slated to be fixed in the 1.1.0.9 patch), so you might want to double-check which way north is. Finally, if you're new to the sim you could consider enabling labels to help you work out where to look. I think a big part of spotting targets in a video game is knowing what they look like in the game, i.e. the particulars of how the game renders them. Once you've acquired a sense of what it is you're looking for
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I start using the coolie hat at about 12 seconds, track finishes at 29 seconds. This is just an air-start on a random test mission I had. Here's a dxdiag.txt from my system. Edit: I had 1.1.0.7 from a full install, and patched it to 1.1.0.8. And here's a video of the attached track, starting from about 10 seconds in (just after I reset the view zoom). Coolie Hat Quick Look.trk