

GregP
Members-
Posts
1161 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Everything posted by GregP
-
They were part of the retail game before 1.1.0.9 but were then removed. Still available here though: http://files.digitalcombatsimulator.com/en/84753/
-
Right, I eventually figured it out on subsequent runs. I guess I'm just still a bit confused by your terminology, though ... I understand "fly the 290 radial out to 12nm from the TACAN" by I'm not sure why you refer to that as "12 DME". DME is a device, not a unit of measure, right?
-
Excellent! Thank you, sir. I put my unemployed wife to work setting up the download at home (10GB? Wow!), and can't wait to give DCS World, the Su-25T, and the P-51D a test this evening.
-
Some of us (*ahem*) like to get started on their HOTAS profiles while at work ...
-
Welcome to the forum, Mr_Ripley! Username455 pretty much answered your questions above, but I just wanted to mention that there are a TON of amazing online resources for learning DCS: A-10C even on your own. Some good places to start: DCS: A-10C Wiki, especially in the "Guides, Tutorials and Reference Documents" section ExcessiveHeadspace's videos And, of course, this forum. My suggestion would be: 1) Read through / skim the manual 2) Do all the training missions 3) Read everything on the DCS wiki 4) Watch all Fish's and EHS's videos 5) Read as much as you can on this forum -- there's a TON of helpful info here on every topic you can imagine And after all of that -- even if you've never gotten online -- you should be a fairly proficient A-10C pilot. Good luck!
-
I gave this mission a try last night but got stuck on the first waypoint -- how do I figure out what 12DME means? I mean, I know what DME is, but you seem to be referring to some kind of a DME station that I could dial into my TACAN or something -- and I don't recall that ever being mentioned in the manual. Hints?
-
So, Ivy Bridge sucks at OC'ing
GregP replied to blackbelter's topic in PC Hardware and Related Software
The benefit of CPU o/c'ing in DCS is, as EtherealN mentioned, very much system-dependent. What I can say, however, is that based on my experience as detailed here, with a single screen at 1920x1080 in an example mission my FPS increased 14% by going from a stock 3.3GHz up to 4.8GHz, while using 3 screens at 4680x1080 the same overclock increased my FPS 8%. In other words, nowhere near a linear improvement in performance with overclock, but essentially a 'free' increase with no downside other than increased power consumption and heat generation, which are both probably non-issues for most of us --especially given how just about everybody, regardless of system, seems to be wanting more FPS in DCS. -
Are you sure that the key you're using as PTT is not already mapped to something else within DCS? A conflict like that might prevent VAC from working correctly.
-
You can toggle snap views by pressing RCTRL + Num0 instead of just holding down Num0. And as for binding, can't it just be bound like any other key? In the UI, clear the current key assignment and enter your own.
-
Wow ... old thread. Had to go back and read a bit to remember what I was talking about. :) But the answer is no, I never fiddled any more with the zoom HUD settings. Per the earlier discussion when I agreed that moving the eye point back further in the seat seemed reasonable but had the downside of making the HUD text not fit within the smaller HUD frame anymore, if you check out any of Fish's excellent tutorial videos you can see how appealing and fluid his eye-point position is -- but yes, still has the downside of not everything being able to fit on the HUD. He's commented that this doesn't really bother him and that he just moves his head inward toward the HUD (via TrackIR) when he needs to read some HUD text that doesn't fit in the normal zoomed-out view, but from experience I know that that just doesn't work for me.
-
I can't see anything wrong with what you've done, aside from your needing to set DisableSnapviewSaving to false in your view.lua if you want your 2nd or 3rd methods above to work. How are you testing this in-game? I have found that some of the official missions, as well as a number of user-made missions, prevent client-side snapview customization from working. If you haven't already, create your own mission and test your snapviews that way.
-
Yep, I'd most likely buy a set too. They look incredible!
-
Well I haven't done a test with the 7970, but back when I was using a 6970 (but still using a resolution of 6400x2160) my FPS went from 20 up to 23-4. I'd imagine just about same would happen with the 7970.
-
Excellent video. I always knew I'd been neglecting the HOOK options, but it never occurred to me that the EXP modes were all that useful. Definitely learned a lot here -- thanks!
-
Yup, as I posted here: http://forums.eagle.ru/showthread.php?t=84963&highlight=7970
-
Update: 1) I verified that I do in fact have "use these options for all missions" already checked. 2) I deleted all controller axis bindings in game mode, and still I have the weird control behavior. So that's those two possibilities ruled out. I've attached two versions of the Smerch Hunt mission: the default version and a version with all LUA files removed ... both mess up my controls. As a point of comparison, I've also attached the default In The Weeds missions, which works just fine, with or without the LUA files that are included in it by default. Missions.zip
-
Snapviews are views that you can define such that when subsequently pressing the corresponding button will take you directly to that view again. As such, they're perfect for getting zoomed-in views of MFCDs, instruments, etc. There are two ways to access them: 1) Momentary snapviews: Press LWin + KPx, where x is 0-9. This view is only active for as long as you hold down the button combo. 2) Sticky snapviews: First press and release RCtrl + KP0, then press and release KPx, where x is 0-9. This will 'toggle' the snapview such that it will remain fixed in that view until you press RCtrl + KP0 again. So how do you define the snapviews? I believe some are defined by default, but they may or may not be proper for you based on the resolution you use. For my setup, for example, none of the default snapviews are adequate, because I run a 6400x2160 resolution across 4 monitors, which is most definitely not what the devs had in mind when setting them. :) To set your snapviews: 1) Change ‘UseDefaultSnapViews’ to ‘false’ in View.lua 2) Change ‘DisableSnapViewSaving’ to ‘false’ in View.lua 3) Move the viewpoint to your desired location (refer to the Key Commands PDF for the key combos to pan, tilt, zoom, etc.) 4) Press LWin + KPx, where x is 0-9 5) Press RAlt + KP0 And you're done. Even though I use TrackIR to pan around and zoom in on the cockpit, I still find snapviews to be tremendously useful. I have mine set to: KP1: Radios KP2: NMSP KP3: CDU KP4: left console KP5: HUD KP6: right console KP7: left MFCD KP9: right MFCD
-
Thanks for the responses, guys. I'll pass on the missions that are messing things up tonight when I get home. With more testing I realized that not ALL missions get messed-up controls ... it seems that most ED missions (for example In The Weeds, Defend Camp Yankee, and Sitting Ducks, and the campaign missions) work just fine, but user-made missions such as =STP= Dragon's Mission and Training Packs and StrongHarm's "Build-up In Patara Valley" always mess up my controls. It seems that Smerch Hunt also messed them up, even though I believe that is an ED mission file. Anyway, thanks for the help so far, guys.
-
OK so, removing all the *view*.lua files does indeed restore my desired modified snapviews. HOWEVER, I can find no way to stop my controls from being remapped ... even if I delete every single file other than 'mission', still my controls are messed up. In a simple takeoff mission that I created long ago, my controls work fine. But as soon as I load another mission, suddenly roll and pitch are reversed and get 'stuck' in either full forward/backward/left/right after I move the stick. Is this not a common problem? You guys can just take other people's missions and jump right in?
-
This is an annoyance that's been around since the betas. It seems that the vast majority of user-made missions that I download somehow preempt my own snapviews and default viewpoints with (I'm guessing) whatever the creator was using. So for example my own tweaked HUD view now gets replaced with some other HUD view, apparently the one used by the mission designer. It also seems that axis and button assignments are also prone to being preempted by user-made missions ... what's going on here? Is there any way to prevent this from happening? It essentially makes these missions unplayable, doesn't it?
-
As do I: http://forums.eagle.ru/showthread.php?t=84963&highlight=7970
-
Super HI res display for sim's
GregP replied to Haukka81's topic in PC Hardware and Related Software
Hmmm .... well, I've built a system that has 2/3 of that display area for less than half the cost of that setup (I run DCS at 6400x2160, incidentally): -
6970 -> 7970: 70% FPS increase in DCS!
GregP replied to GregP's topic in PC Hardware and Related Software
Official ED answer here: http://forums.eagle.ru/showpost.php?p=1395308&postcount=24