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Everything posted by TheThumper
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I have the checkbox for "Use Audio Hints" checked and "Disable Squelch" unchecked. I never tried using VA's Notification sounds, so I just went and checked that and got both the VA notification as well as the VIACOM's hints/squelch. Here is the weird thing, I didn't like the "double notification" so turned off VA's notification sound and now it is properly playing VIACOM's hints/squelch even when I switch my audio sources (monitor to headset and back). Still more playing to do, but for now it is working again. thanks.
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Hello, I wanted to seek some advise on the issue that I am seeing with VA/VIACOM Pro.... When I play DCS I do not have the squelch and 'audible hints' sounds. If I restart VA while DCS is loaded then I get them back. When I play DCS I typically switch from monitor sound to either headset with mic OR VR headset with mic. My mic works as VA/VIACOM operates as expected, just don't get the feedback (squelch & audible hints). Not sure if it is a VA or VIACOM setup issue, I am guessing it is because of the switching input/output sources. I have played a good bit with both VA's audio tab settings and VIACOM's audio tab (Redir) with no luck. Pasting screenshots below:
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....and I stand corrected, sorry @Aquila. I just retried and pressing the "Target designate fwd/PAL" action does actually cancel the mode. I am not sure what I was doing wrong previously. This was just a quick test (actually working right now), but will play with this more after work. thanks!
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Thanks for the quick replies. Maybe I am confusing matters by stating ACM mode.... @Aquila: I entered PAL mode using "Target designate fwd/PAL" action. Subsequent pressing of this button does not appear to exit the PAL mode. @draconus: I just tried short-press of "PLM button" and remained in the PAL radar mode.
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After doing a bit of BFM and using one of the ACM radar modes (PAL for instance) how does one exit the ACM Radar mode? No matter what I have tried the diamond just keeps running across the HUD. Is there a way to Exit?
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Since my post in Mission Editor section went unanswered I thought I would post here as well as it appears to (I guess) be a bug. NOTE: Mission attached demonstrating behavior Behavior has changed in the last couple releases (in a way that seems detrimental). Setup: Carrier moving at 11 knots with 4 aircraft added with WAYPOINT TYPE set to "takeoff from runway" and PRK set to 1-4 respectively. Observation: In release version (2.5.5.41371) and older OB versions at mission start/unpause, all 4 aircraft are in place on catapults and launch sequentially (1&3, then 2&4) as expected. In OpenBeta(OB 2.5.6.45915) at mission start/unpause, only aircraft on catapult 1 appears (other 3 aircraft are missing). Once aircraft 1 launches only then does aircraft appear on catapult 2. This behavior is repeated for aircraft 3&4. Each aircraft is spawned ~57 seconds apart. I know the super-carrier is imminent and this may be addressed there, but wanted to highlight this change to make folks aware. Any insight on knowledge of the issue, potential workarounds is greatly appreciated.
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NOTE: Mission attached demonstrating behavior Since I was building a mission I am posting in the Mission Editor section, but since the behavior has changed in the last couple releases (in a way that seems detrimental) maybe this is a bug and should be posted elsewhere... feel free to move. Setup: Carrier moving at 11 knots with 4 aircraft added with WAYPOINT TYPE set to "takeoff from runway" and PRK set to 1-4 respectively. Observation: In release version (2.5.5.41371) and older OB versions at mission start/unpause, all 4 aircraft are in place on catapults and launch sequentially (1&3, then 2&4) AS EXPECTED. In OpenBeta(OB 2.5.6.45915) at mission start/unpause, only aircraft on catapult 1 appears (other 3 aircraft are missing). Once aircraft 1 launches only then does aircraft appear on catapult 2. This behavior is repeated for aircraft 3&4. Each aircraft is spawned ~57 seconds apart. Obviously for those of us trying to create a populated deck and coordinate launches for AI aircraft this poses a bit of a problem. Did something change in how we should populate these AI? I know the super-carrier is imminent and this may be addressed there, but wanted to highlight this change to make folks aware. Any insight on knowledge of the issue, potential workarounds is greatly appreciated. test.miz
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try this: https://forums.eagle.ru/showthread.php?t=237481
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Hey, just wanted to post that I have started experiencing similar as well over the last month or so. Haven't really dug in, but when it happens to me I am usually trying to 'alt-tab' out while DCS loads and it will sometimes just goto the DCS logo screen with windows cursor and hang. I have to kill via TaskManager and when I reload I just remain "hands off" until everything is loaded up and I am good. I have also had it happen when I am loading up the Mission Editor (goes to logo screen and hangs).... again I kill and reload and go "hands off" and I am good again.
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This is exactly what I was looking for, guy in video actually refers to the issue as "The Dance" also. Thanks very much A101Wayz!
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Hey Folks, Does anyone have any tips/tricks that would allow me to reload a changed lua file without having to "Do the Dance"? Say via the F10 menu or the like. By "Do the Dance" I mean Quit the mission Select the triggers menu in ME Select the trigger Open the Browse Window for Lua file Select same Lua file Save mission Rerun mission Thanks in advance for any help here.
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i"m new to DCS and I need help getting my input hardware to work
TheThumper replied to Chama's topic in Thrustmaster
Hey, welcome to the club. This is just a guess, but maybe you haven't found the 'axis commands' area yet in the adjust controls section. This is where you setup all your axis stuff (pitch, roll, yaw, etc). I am attaching a pic of where this can be found in adjust controls. Hope this helps! -
terrible flickering while loading a mission/joining a server
TheThumper replied to D4n's topic in VR Bugs
I get this effect as well with the recent updates. I am using a Samsung Odyssey WMR headset. I remove the headset during this period to avoid it as it is very annoying. I could imagine those susceptible to seizures definitely would not want to experience it! -
Looking for some more BuDs (BUsy DadS) to fly and chat with?
TheThumper replied to GTFreeFlyer's topic in Multiplayer
Hello Folks, Thanks GTFly for getting the group formed.... perfect tempo of real humans to fly with while still able to "live a life". Last night was a blast with A-A & SEAD practice, but boy was it late :). Sure would like to see more casual folks from the US East coast join up. If you are tired of flying solo, but are concerned about other commitments or "squadron pressure" then drop GTFly a line, the BuDs are casual to hang out with, but we lucked out with some pretty decent mission builders and flyers to boot (I am learning tons). -
Afraid I don't have any control over the shadows. I noticed them missing as well and would love to have them, but (AFAIK) ED doesn't provide a way to enable shadow effects..... sorry.
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Not sure what is up with the file date/time you saw with the last zip/rar, I did try to just update the file in the zip/rar last time I updated. For today's update I have included a "fresh" zip. The view you provided a screenshot of from the left stern side of the ship (forever known as the "Crotch" view :)) is the view I mentioned in my previous post. There are lots of interesting stuff to see that is missed when in the "Island" view (has anyone identified the jet in the hanger bay yet? :)). To remedy this I provided two views (Island & Crotch) and loaded them randomly when DCS started. NOTE: In this latest update the two views will occasionally switch now (didn't like doing it on startup), but you will always start on Island view. The reason these views are "crotch" views is because, lets face it, we are meant to be looking at a menu so if I point the camera (view) directly at the model (ship, etc) the "eye candy" will be blocked by the menu. My strategy has been to direct the camera above the model so you could look down and see the action. This isn't perfect, but hey it's meant to be a menu! For your request about the sunset, it has always been there you just had to be patient! The sun has always been animated to rise in the east and traverse across the sky and set in the west. I had code that once the sun set it would reset it to the east to avoid the background being night half the time. In this update, I warped space/time continuum and accelerated the traverse of the sun from the "10:00 - 17:00" hours and then slowed it back down for pretty sunsets and sunrises. I have commented the lua script fairly extensive if you want to adjust to your liking. Please enjoy the VRMenu and the feedback is welcome. Stennis_VRScene_Static.zip
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Attached is an updated Static VR Menu featuring the USS John C Stennis with flight compliment on deck. Not sure why/what update caused the menu to start getting clipped, but the only solution I found was to move the view directly outside the AirBoss's location in the Island. A bit unrealistic, but still allows for a great view! I also wanted a view from the opposite side of the ship so I created that too and now randomize which view is used on each start of DCS. Hope you enjoy and if you see any issues feel free to post. I will do my best to correct. Stennis_VRScene_Static.zip
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Hey, Sorry have been busy with work so just seeing this issue. Will take a look today and fix. I have been using the VR Menu with the moving camera that I posted in an earlier thread :)
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+1 I experienced the same thing yesterday with latest release
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USS Stennis StaticCamera VR Menu As requested, I made another version of my Stennis VRScene menu without the camera movement (can make you sick!). I picked a static spot that I thought was pretty cool. Check it out. Stennis_VRScene_Static.zip
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I only speak English (sorry) so I may have mis-read your question, but there is a thread here: https://forums.eagle.ru/showpost.php?p=3623244&postcount=132 that has different VR menu. hope this helps!
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Hey Yaga, yeah took me a bit before I understood it also. Here is how I figured it out: I built my scene around the USS Stennis and this helped to give me reference. 1) spawn the camera at (0,0,0) 2) do a lookat(1,0,0) and you will be looking towards the back of the ship 3) do a lookat(0,0,-1) and you will be looking towards the left (port) of the ship 4) do a lockat(0,0,1) and you will be looking towards the right (starboard) of the ship etc. Make sense? I might have some of the directions backwards, typing from memory. Basically, LookAt tells the camera where to point so depending on where your camera is currently at will affect your view. I posted a lua file a few posts above, grab that and take a look at what I did there. Hope that helps and good luck!
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At one point I almost had this entire thread memorized :). I am pretty sure someone had a scene that would show different/random aircraft each time. Don't remember the details so sorry, you would have to dig through the thread.