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USAF-Falcon87

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    DCS
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  1. Looking at the manual regarding the dogfight override mode, I saw the following statement regarding what happens when you press the DGFT switch. “MRM”, “SRM”, or “HOB” will be displayed in the HUD Master Mode Status, depending on which missile type was last selected in Dogfight mode, along with the missile quantity of that type This is not what actually happens. DGFT is shown in the master mode status. Does the manual need an update, or does the sim display it incorrectly? (or the third possibility, am I doing it wrong? )
  2. That did it! THANK YOU!!!! (It's been bugging me for a while!) Ric
  3. At some point in the past I must have hit some key combination that turned on the text shown in the lower left of the attached screen capture. It appears in the lower-left corner of the screen whenever I am not in VR. Can anyone tell me how to turn it off? Thanks!
  4. I was not a Strike Eagle guy, but may just be one of those deals where standard procedure was to leave it in ON? Pilots are lazy by nature. Once we find a switch that we can leave alone forever, you can bet we will!
  5. Closest I could find to that in the config directory was gui.cfg, and all it had was typeGui = "DCS" --"MAC" so didn't show me anything I could use. Any other ideas? Ric
  6. OK, last night I was moving my fps counter around by dragging the arrow in the upper left hand side as I've done many times before. However, I APPPARENTLY moved it somewhere that I can no longer see! When I go to the second-left frame counter, I can see the -> Stats bar and move it. AND I can move it to where i can't see it (but I don't dare let go of it till it's back in sight! Any idea how to "reset" the position of the frame counter? Gotta be in a config file somewhere, right? Thanks, Ric
  7. OK, a friend with a G2 was trying to get to where he was using OpenXR instead of SteamVR. We created the shortcut, but it still kept bringing up SteamVR (can't tell if it was actually running in OpenXR or Steam, but closing SteamVR killed the game). Any ideas? We DID check to make sure it is two dashes (not an EM dash) in the --force_enable_VR --force_OpenXR part. He has the OpenXR toolkit, so OpenXR is definitely on his system. I'm stumped--any ideas? Thanks, Ric
  8. Hello all, I was having the VR lockup issue like many others. I saw the threads about motion projection being a possible cause, but it showed as being off in the OpenXR Toolkit. However, it was turned ON in the companion app. Eventually I was able turn reprojection off in the companion by opening the companion menu and VERY quickly maneuvering through the menus, but I realized there's an easier way. In the companion app, at the bottom, just uncheck DCS. This should keep the companion app from loading in DCS, so if reprojection is turned on in there it won't matter. Hope this helps somebody! Cheers...
  9. 11 mtrs/sec is only 20 knots. That ain't much wind. And again, with it being a downwind drop as I did in my track, if nothing else it should just arrive with more energy, not overfly the target.
  10. These kids today and their new-fangled doodads!!!!
  11. Still a problem in current build. GBU with 30 kt wind again 2022-05-02.trk
  12. Unless things have changed in the 15 years since I retired (wait--it's been 15 YEARS already!??!?!!?), KC-135s should not have azimuth to the tanker on TACAN--just DME. Only the KC-10 had azimuth (it also had DME). That MAY have changed since my day, but since they say they are simulating a 2005-ish time frame, that should be accurate. And not that it matters much in-game, but we would never use X channels for A/A TACAN--always Y, to keep from interfering with/being interfered with by ground-based TACANs.
  13. And here is the mission file Maverick TGP test with wind.miz
  14. Here's yet another track. Still a problem. GBU with 30 kt wind again.trk
  15. I will try to get a track as well, but in the meantime to add to the available info, SOMETIMES the problem can be corrected by WASing George to Gun, player to Hellfire, then WASing George to Hellfire and putting player back to gun. Of course, that worked until today, and now that's not a 100% fix. I'll keep trying to get a track.
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