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nomdeplume

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Everything posted by nomdeplume

  1. Best option would be to put them on a different frequency so you can listen to them if you want to, but you don't have to. If there's just particular periods where they're talking too much, you can also use the advanced waypoints section to add set option -> silence: true (tick the box). That'll cause that group to not use the radio until you give it a 'set option -> silence: false' command.
  2. No. You can consider it a bug in the mission. I'd sugggest just making a copy of it, then load your copy in the mission editor and change the weather to static rather than dynamic. Or you could play around with the dynamic values until you get something that it'll actually let you fly. Or, you could just ignore the ATC and start up any way. Not as if you'll get in trouble for it. I haven't actually flown that mission since the beta so I don't know what the weather is actually like.
  3. ATC probably has a crush on the player and doesn't want them to come to any harm, so think they can protect you by denying you startup permission. :D Seems to be weather-related. Tried to recreate the setup in a new mission and had no problems, so I switched the weather in the Smerch Hunt mission from dynamic to static with all 0's and then received clearance. Possibly the airfield only permits takeoff/landing in one direction and the weather made that impossible?
  4. How are you setting the FAC task? I think you'd need to use an enroute task, and make sure it's started prior to the unit reaching the hold point. Any 'Perform Task' task will stop processing of further tasks for that waypoint until it is completed (or stopped due to a 'stop condition'). Enroute tasks are done in the background, so to speak, and once started the logic immediately moves to the next task for that waypoint.
  5. They're in the general category as 'View briefing on/off' and 'Show debriefing window'.
  6. Steam version is native 64-bit if you're on a 64-bit OS. If you're on a 32-bit OS it'll be the 32-bit version.
  7. Things like that are usually are a result of using 'prepare mission' which causes the game to save information about all your systems configuration, including DSMS profiles and inventory. If you then change your loadout for that mission, it'll still try to use the pre-saved DSMS configuration and things get weird. If you open up the .miz file (it's just a zip file, so use e.g. 7-Zip or rename it to .zip and then use Explorer) you should see some additional folders in there, and one will be called 'dsms' or something similar. If you delete that, I think it'll fix the issue. Back up the mission file first, of course!
  8. You'll have to be the judge of whether it's any good or not, but here's one I just made. Hope it's helpful. Covers plain CCIP, 3/9 and 5 mil CR, CCRP delivery of smoke rockets, and CCRP bombing. Also includes a few deliberate misses to try to show the key difference between 3/9 and 5 mil.
  9. The switch does effect some things, but it seems like the generators directly provide DC and AC current. For example with the APU running but the generator off and the inverter off, the engine temperature gauges don't seem to work, the fuel gauge won't work, and the oxygen gauge falls to zero. There's likely other things but I didn't look very hard. The flight manual suggests (p425) that the inverter is needed to 'allow APU generated DC power to be inverted to the AC buses that supply power to many of the instruments'. Doesn't really seem to be the case.
  10. You can see the full version number if you go to the mission editor and select Misc -> Credits. The splash screen at startup only shows the first 3 components, as Kankkis said.
  11. Yes, if you taxi onto the runway they'll keep telling you you're not cleared for takeoff. There's a stretch of taxiway before the runway at each airport where they'll respond to your request to takeoff with permission. If the runway is occuppied they will say 'unable to clear for takeoff' and then automatically give you permission once it's clear.
  12. Ummm... you sound very confused. I'd suggest running through the tutorial missions and/or watch tutorial videos. Assuming you're using realistic mode, 'V' is the china hat fwd keybinding, so pressing that will for most sensors toggle between narrow and wide FOV. M cycles the weapon master modes. Neither of these 'target' anything. If you're using game mode, they both target surface targets of some kind, but M doesn't cycle maser modes so I don't think you'd be referring to it as such. So... I'd really recommend running through the tutorials (again?). The short version is: TMS UP will generally lock your currently active sensor (SOI) onto whatever it's pointing at; TMS UP LONG will make it your SPI which is required for some weapons, and generally useful anyway; use the Master mode button to cycle the HUD into either CCIP or CCRP mode and then use either the UFC SEL buttons -or- make the HUD the SOI and use DMS LEFT/RIGHT to cycle weapons profiles that you've configured in the DSMS. You can also directly activate a weapons profile from the DSMS Profiles page.
  13. The real throttles have an 'off' position, and then a hump you have to lift the throttle over to get up into the 'idle' position. If you have the ThrustMaster Warthog HOTAS then you'll have the same setup, but if you have any other throttle you probably won't have the separate 'off' and 'idle' positions. If you have another HOTAS, then you need to use the keyboard shortcuts (or some other binding) to move the throttle from the 'off' position over the hump to 'idle'. At that point the engine will start spooling up through the normal auto-start sequence. Simply moving your throttle while the game's throttle is in the 'off' position will have no effect. I believe that's what you're experiencing. You need to use the keyboard bindings (which I think are RightAlt+Home to move the left throttle to idle, and RightCtrl+Home to move the right throttle to idle). You also need to make sure your physical throttle is all the way back in the idle position, as the engine start sequence won't run if it's not at idle. If I recall correctly, in the betas the game would ignore the 'move to idle' command if your HOTAS throttle wasn't at idle. Not sure if it still does. Similarly to fully shut the engine down, you need to move the throttle from the idle position over the hump to the off position. Keyboard shortcuts are RightAlt+End and RightCtrl+End. You can of course bind these to other buttons, although you don't start and stop the engines very often so there's probably more useful functions you can bind to your limited HOTAS buttons. They're listed as "Engine Start Left/Right" and "Engine Stop Left/Right" in the controls page.
  14. Your throttle is too far forward. It needs to be in the idle position for the engine start cycle to operate. Make sure your physical throttle is all the way back before you use the keyboard shortcut to put it over the hump from off to idle. I also noticed it was twitching so you might want to verify your controller is calibrated properly and the throttle can hold a steady position. Also, the RightCtrl+Enter keys within the sim will open a dialog showing the input state of your controllers.
  15. Server-side difficulty/realism settings usually override the client settings. e.g. if a server is configured to not allow the use of labels, then nobody can use labels. This ensures people can't "cheat" by using easier settings than others. I'm not sure I've understood your question, but hopefully I've managed to answer it all the same. :D
  16. It's "Weapon release" in the controls configuration section. On the real stick it's the red button at the top left. Default keyboard binding is RightAlt+Space. Note that there's also a "Gun trigger" command (default binding: Space) for firing the cannon.
  17. Did you add it as a modifer using the 'modifiers' button at the bottom left of the controls configuration screen?
  18. Technically the last one is mark Y - mark Z is a magic marker for the calculated point of impact for your latest weapon release, updated every time you fire anything. Can be helpful when you need to make a second attack run but you've gotten lost. :D Edit: curses!
  19. That's what I assumed it would do from the name of the option, but it didn't seem to do that. And I read here later a description that was more along the lines of what I said above. And I've just now enabled the option, and set my TM Warthog HOTAS switches in various positions: both fuel flow switches to 'override' (down position), left engine operate switch to 'motor' (down), autopilot to alt (down), radar altimeter to 'nrm' (up), and the throttle pinky switch to 'aft'. None of these non-standard switch positions were reflected in the in-game cockpit. Additionally, after unpausing the game everything was frozen - even the normal 'zoom out to default fov' didn't occur until I pressed the pause button again to resume. If you have a different experience with that option I'd like to know how, as the way you describe it is what I thought it would do and seems like a useful function. The way I described it is what it's always done for me when I've tried it. The only benefit I can see is that it allows you to remove the 'press pause to start' dialog (or whatever it says) when the sim loads and still have the game paused while you sort yourself out.
  20. In the 'new task system' PDF there's mention of two different ways to assign targets to AFAC/JTAC units, I think they were referred to as 'attack' and 'engage' in the beta but may have been renamed. The only difference was that the 'attack' (which may now be 'assign'?) gave the unit magical knowledge of the target (i.e. it could always know its location, even if it didn't actually detect it) while 'engage' would require the unit's AI to independently detect the target before it would issue attack instructions to the player. I think the latter is also what results in the 'no tasking available for now, stand by' message - when the AI knows it has targets left to assign, but hasn't actually detected them yet. But I don't play with the JTAC much and find it very mysterious when I do, so this is all just conjecture. For the SAM radar, I think setting their ROE to 'hold fire' or 'return fire' (I use the latter) stops them using their radar. I've used this on a mobile SAM that I wanted to have move mid-mission, and it doesn't show up on the RWR once that occurs.
  21. It provides some audio messages for certain situations, including a 'shoot shoot' message when you're within release parameters, and probably some other stuff. This refers to the use of the A-10C radios to hear other flights and communicate with JTAC and ATC. With this option disabled, you need to tune the appropriate radio to the correct frequency manually, and use the corresponding HOTAS MIC switch to 'activate' the radio - this will bring up the comms menu where you can select any asset to communicate with, but you'll only receive a response if they're on the frequency the radio you're using is tuned to. With 'easy comms' enabled, you can use the \ key to open the comms menu, and communicate with anyone. Assets which are on one of the frequencies your radios are tuned to will be shown in white, while assets on different frequencies are shown in grey. If you select a grey option, the appropriate radio will be automatically tuned to the appropriate frequency before your call is made. Permits crash recovery from the 'escape menu'. If you fly your plane into the ground, I think this lets you hit escape then 'rcvr', and you'll get a new plane. Not quite sure exactly how it works as I haven't used the option since I was learning Black Shark, and that was a looooong time ago. But it might be helpful to enable this while learning, especially if it takes a while to load the sim on your system. From what I've read, I think this just makes it so that when you unpause the game when it first loads, it'll still be paused - you can then look around the cockpit and make sure your own switches and whatnots are in the same position as those in the simualated aircraft cockpit, and adjust as needed. Then you can unpause (again) and start flying, secure with the knowledge that the position of your real-life doodads matches that of the in-game wotsitz. Personally I don't use it, someone who does might be able to explain its utility better than me.
  22. Have you been able to work out how to reproduce it?
  23. You could open it in the mission editor - the briefing dialog there allows you to copy and paste.
  24. Hmm, wrong game. :) I'm sure a mod will move it soon... Probably you wanted this forum: http://forums.eagle.ru/forumdisplay.php?f=87 I can't read Russian either so I'm no help. :)
  25. Thanks Zeke. For anyone else testing that track, mark points are created at 18 minutes into it (12:18:00). I tried a whole bunch of stuff and couldn't get it to display the mark point when you switched to MARK mode, but as soon as you create a new one while in MARK mode it does. Haven't been able to replicate though. It's an ... interesting startup sequence, but I can't see anything that's obviously missing. Well, except for closing the canopy. :) But I doubt that's the issue. Maybe it's the order of events that somehow confuses the waypoint system. Edit: and it's not the mission itself, just went through it with my usual (albeit accelerated) startup sequence and didn't have any issue with the mark points.
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