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blueskunk

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Everything posted by blueskunk

  1. hi since 2.5 i have a problem with setting the curve for the saitek rudder pedals i use. i just tried a whole number of things and when testing in flight i didnt find any difference at all. it seems as if the sensitivity adjustments aren't working at all. (it worked fine in 2.2 and 1.5) anyone else has an issue with this?
  2. agree with the op
  3. my rig: i7-6700, 1070gtx, 16gbram oculus rift to summarize i'm not overly impressed so far (i only fly vr, things will surely be different when flying on a single monitor). i played with the settings for an hour now: basic settings medium-high-ish, pixel density 1.2, msaa 4, anisotropic 8, shadows off deferred shading on: 40ish fps with regular drops to 20ish, better sky/terrain/tree colors but unnaturally dark cockpit deferred shading off: 60ish fps with drops to 30-40, overly bright sky/terrain, unnaturally light-green colored trees/forrests, readable cockpit in order to maintain playable fps and a readable cockpit i dont use deferred shading. so i have to live with the overly bright and unnaturally colored world.... looking forward to recommended settings for 2.5 to optimize visuals and fps.... or turn off trees alltogether? cheers
  4. how is this all not confusing? ...
  5. thx for the response. you're right. when easy communication is checked, the coms channel is blacked out if the correct freq is not set in the radio. what i found out now is this: easy coms unchecked in the gameplay options as well as the editor mission settings (i dont know if one overrides the other, so i unchecked both). ingame all coms text is white but at least the correct frequency needs to be set to communicate with the atc. i dont understand what the blacked out text is good for but at least the radios work now as intended. cheers
  6. hi in gameplay settings i have unchecked easy communication thus expecting to be only able to communicate with atc etc when setting the correct frequency in the respective radio. when i start up a created mission, though, i can contact tower on all 3 radios without the appropriate frequencies, i.e. coms options are not blacked out. am i doing something wrong? (also: in the editors mission options easy coms is unchecked, too) thx for any help.
  7. i worded it badly but thats what i meant in my original post. i did use the advanced settings and selected the attack target option. a line linking from the waypoint to the sam site showed up (similar to what happens when i assign a target group to a jtac, which btw, works fine). i'm just starting with the editor, so i'm not sure if there's anything else i might need to do. thx
  8. ... seriously?
  9. hi i just try to setuip a simple training mission. i want a flight of f18s to conduict a sead attack on a specific sam site. i used additional options and connected the waypoint with the sam. when i start the mission though the f18s start engaging a random other sam site somewhere along the way. how can i make the f18s not attack anything except the specified target? thx
  10. thanks for the info. what a bummer. single player campaigns make really so little sense in dcs. strange that this isn't adressed... if only single missions can be created with coop mode maybe its worth considering making those available as dlc.
  11. i want to start by saying i really dig the opf campagin. i own all dlc campaigns for the a10 and this one is my favourite by far. out of interest, why is it single player only? would it be possible to design and sell it with coop-mode in mind? are there technical reasons? cheers
  12. BUMP BUMP BUMP thats really needed!!!
  13. brilliant. found it. thx a bunch! :thumbup:
  14. still cannot complete mission 6 (dcs 1.5.7) i politely disagree since it's not a free campaign! any chance to receive some kind of unlock to continue with the remaining missions? thx
  15. great input, sirs! thx a lot! :thumbup:
  16. hi i want to create a simple carrier training mission for myself and my buddy. my question is, does anyone know of a workaround where 2 pilots can spawn on the carrier with full fuel and to take-off from the rear take-off position? after some testing i found out this: if we both spawn on the deck we will automatically spawn on the 2 forward take-off positions. this means we can only take 50% fuel in order to do a short take-off. when both pilots spawn on the carrier with 100% fuel there isn't enough space to do a u-turn and taxi back to the long take-off position. we did try spawning one after the other, where the first guy spawning would taxi back to the rear position then wait for the second guy to spawn and taxi back too. this, unfortunately didn't work. even though the first guy was at the far end of the deck the second guy couldn't spawn on the carrier. funny enough when an ai plane lands and comes to a stop really close behind the forward take-off position it is actually possible to spawn onto the carrier. i appreciate any input.
  17. i thought the pitch up when extending the probe was some sort of functionality, as it works like an autopilot (alt hold), i.e. its keeping my plane level and i cannot disengage that and maneuvre normally, unless i retract the probe. (off topic: retracting the probe after aborting refuelling doesn't work)
  18. i dont get any effect when engaging autothrottle, i.e. speed isnt maintained
  19. thx. :thumbup:
  20. Hi Does anyonw know if it's possible to play the DLC campaigns in coop mode? It doesn't mention that in the description. Cheers
  21. hi bucic, here are some: 0:08 - 0:09 a sideways movement of the camera, while it is pointing in a different direction. i can move the camera fwd or back slowly (different speeds) using the mousewheel but when i point the camera sideways as it moves using the mouse i get this choppy motion. nothing like a smooth pan at all. and the camera doesn't continue on it's path. instead it moves where i'm pointing it. 0:23 is good, too. as the camera slowly zooms in it stays pointed at the jet taking off. slow zooms i can't do. just really fast ones ... everything out of the cockpit seems doable using track ir, i suppose. all the outside shots i can manage are where the camera is maintaining its distance to the jet. i can move it around with the mouse but that is a very edgy movement. 0:55 or 1:01 that view onto the front of the jet, while the camera moves backwards. i know how to position the camera into space (i usually pause the game). but when i press play the camera isn't tied to the jet at all and the plane zooms out of view imediately. if i use something f2 or f4ish it doesn't end up looking like that at all. 1:14 that chase scene, where the camera doesn't look like it's tied to either of the 2 jets. i could go on.... if these shots are really only achieved using the methods described in your thread i'm just totally impressed :-) ...or, of course, i do it all wrong (which i can't rule out, tbh). anyway... thanks for taking the time :-)
  22. ... same as my 14th
  23. thanks for the link, bucic. i knew of that thread and have tried all recommended key-combos. still, in no way do i achieve such "cinematic" views as seen in the linked video.
  24. hi can anyone explain how to get those camera angles: [ame] [/ame] most of them i wouldn't have a clue how to achieve. is there a 3rd party program or is it in-game functionality? if so, is there any documentation for that? much appreciated (ps: i found a bunch of tips in the forum but nothing yet that would allow me to create those kind of shots)
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