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Everything posted by nighteyes2017
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why not check the units speed? unit speed higher than condition.
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Though they are not made anymore, the best for the last 20 years has been the thrustmaster cougar HOTAS. It is a metal made, heavy, exact replica of the F16 stick. You can still get them second hand. The overall quality of these are still unmatched . Wich is why, after 20 years, they are still around. The feel of this HOTAS is just spot on. The stick is standard not force controlled. However there are several options to convert them to force sensing. Many of them already are. there is a whole site dedicated to this HOTAS set: http://www.cougar.flyfoxy.com/ The software and configuration options this thing has is unrivalled. It requires some more effort to program, but even today, the software has more configuration options than any other stick. I'm still baffled that they stopped making these, and still more baffled that they havent started producing them again with the coming of the F16 in DCS.
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reported earlier TGP moves SPI but SPI does not move TGP
nighteyes2017 replied to nighteyes2017's topic in Bugs and Problems
accidentally posted this in the main thread instead of here: can it be moved over here and then delete this one? -
came across something weird here. As far as i know, when using the radar cursors on the ground radar, the TGP should be following the radar cursors shouldn't they? (as long as the radar isnt in area or point mode of course) However, if i move the ground radar cursors, the TGP just stays put. But if i then switch the SOI to the TGP, and start moving that, the radar cursors on the ground radar DO follow the TGP. Shouldnt this be happening both ways anymore? track and used mission file attached. (edit: just saw i posted this in the wrong thread, should be in bug reports, can this be moved there?) SPI and TGP.trk SPI and TGP.miz
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yes, i checked that too the first time. To be absolutely sure i checked it again today. Over the horizon or close by gave the same result. See attached track file. spi weird 2.trk
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The weird thing is, even if the round spi symbol does not follow the hmcs out of the HUD, it still works. If you press TMS up anyway, the spi DOES ground stabilize where you were looking. You can see that by turning the nose of the aircraft around en making sure the piece of ground were you designated falls in the hud. You will then see that the SPI is were you wanted it. Now, why would any software developer, sim or real life, implement it like this.?? that just does not make any sense at all.
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I tried to use the HUD to make a markpoint, and discovered some weird thing. steps to reproduce: - turn on the hmcs - HUD soi - markpoint mode in HUD - press tms up once to ground stabilize. - LONG press tms up to make the spi go crazy. yes i know for markpoints you have to press short a second time to actually make the markpoint, but the long press should not cause this behavior. Also, when you leave the hmcs off, everything is fine. spi weird.trk
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It was a bit difficult to follow what the problem actually was, but with some testing i found out what you meant. So the problem here is actually that, when a plane's skill level is set to 'client', AND is late activated. Once you jump in, you get a delay message stating that 'your flight is delayed'. If, while sitting in that client, a trigger is activated activating that group, the plane spawns in. However, if you try to jump in that group with 'choose role' AFTER the trigger has activated the group, you don't spawn in and you get an infinite 'your flight is delayed' message and you never spawn in. Does that about sum it up? Also, i wasn't able to reproduce your test stating that it works when starting from ramp. Whether starting from ramp or ground, both cases were the same for me. as long as try to take control after the trigger happens, the flight is infinitely delayed. ok, having tested all that, i can see why this isn't working. Since a group wont spawn in before a player takes control, the late activation flag doesn't really exist, and so the trigger doesn't actually trigger it. When you do take control, the flag is set but the trigger has already happened. So you have to wait for another trigger. Though not ideal, i can think of 2 workarounds for this: 1) when the base is captured, setup a continuous loop (every 10secs or so) that keeps triggering the activation. This mean you have to wait a max of 10 secs when you try to jump in those planes. (tested this, it works) 2) remove the late activation flag, but block the planes in with static objects so they are unusable. Then use a trigger to remove those objects when you want them to be usable. this also works, but is probably less elegant. Also, there is this: https://github.com/ciribob/DCS-SimpleSlotBlock/blob/master/SimpleSlotBlockGameGUI.lua maybe that helps?
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i agree. entirely. it is bugged. Now, to make it even more strange and obviously bugged, try this: go to nav mode, go to mark page and set HUD. Set HUD as sensor of interest. Now, press tms up ONCE, to ground stabilize the spi. Instead of pressing a second time to make the markt point, LONG PRESS tms up, like you would to bind the cursor to the HMCS. The cursor will start dancing around on its own without any input
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can not reproduce prop sounds in outside view
nighteyes2017 replied to nighteyes2017's topic in Bugs and Problems
Well, i could not find the sound on any flyby i tried on youtube. So to be sure i made a quick vid with the sound i'm hearing. No sound mods installed btw. -
Most noticable when watching the F18 from the front in outside view. Starting max zoomed in its ok. Then, zooming out you'll start hearing propellor engine sounds. Only hearable when flying btw. start happening above mach 0.7. slower than that is fine. above it increases in volume and pitch
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The unit list can get pretty long and cumbersome. Wouldn't it be much easier to read if make the group collapsable/foldable in the first collum of the unit list? More than not, i use that list for selecting or finding a group i created, not the units themselves. but since it lists all the units individually, its a long list and hard to read. folding to group level would make it much easier. if i than want to find a certain unit , i could simply unfold the group it belongs to.
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Now i know there are lots op people out there that have trouble with learning to refuel. Personally for me the turn that a refuel tanker makes feels a bit on the shallow side for me, but still, not really an issue. However... The tanker in the tanker track, makes 2 different tracks, depending on whether a player is connected or not. That means that a tanker planned on a certain track, where it is safe to fly, will suddenly make larger tracks when people are refuelling from it. Thus the tanker suddenly flies into sam ranges. I would like to see the tanker always making the same track, no matter if people are trying to refuel or not. Maybe it would be possible to set a maximum bank angle in the ME for the tanker in order to facilitate players? As a mission maker, i should be able to depend on the tanker following the track i set for it, and not having to guess how large the track will be when people start using the tanker. Or maybe some sort of indication in the ME over what track the tanker will fly when people start tanking?
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reported F18 Showing Ground distance instead of slant range
nighteyes2017 replied to nighteyes2017's topic in Bugs and Problems
that sounds more like a workaround, than a feature. Also, the manual also shows multiple pictures of it being (should) slant range, with the pod as sensor of interrest, and not the HUD. So maybe AGR ranging mode does show slant range, while the others dont. (they should) -
Was practicing 30 and 45 degree dives today, using my F16. I decided to try the same in the F18, and it didnt work. The numbers weren't adding up. After some searching, it turns out the ranges in TGP and the HUD are Ground distances instead of slant ranges. So i made a mission to compare the F16 and the F18 together to be certain. Using the F16 to overfly a steerpoint at 18000ft, the slant range should not be able to reach 0, because directly over the steerpoint, you are still 18000ft away from the waypoint (slant range). This works as expected in the F16. In the F18 however, this is not the case. The distance reaches 0 when directly overflying the steerpoint. You can see it in the trackfile, or use the mission file to test and compare. F18 F16 Slant range.trk F18 F16 Slant Range.miz
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raven one campaign. Alert 7 mission. So the first time i played the mission, i got shot down. So i wanted to try again. Ik pressed the wrong button and accidentally skipped the mission and went to the next one. No biggy. i quit that mission immediately and now the alert 7 mission button read: 'fly again'. So i did. Now i flew the mission again and completed it. However, after the mission, the next mission (sead) now reads 100% success, even though i didnt fly that mission yet, and the results of the Alert 7 mission was unchanged. Eh... what happened here?
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correct as-is hung start on latest update is not a real thing
nighteyes2017 replied to Simba11's topic in DCS: F-16C Viper
from what i understood from an F16 captain i talked to at an airshow: the pratt & whitney engine needs a 20rpm stable, but the general electrics engine is able to just walk from 0 to 100 in one go? anyone with better engine knowledge able to confirm or explain further maybe? -
awesome!. thx!
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since the new update. vehicles wont move anymore. Does anyone know a solution?
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you could also check the base stores. see if the base stores actually have that plane at the base. if the base number of planes says 0, then you cant spawn that plane there. You can plan it, but it wont spawn.
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fixed Trigger "Remove Static Objects Zone" doesn´t work
nighteyes2017 replied to RasendeWildsau's topic in Mission Editor Bugs
it looks like quad zones are bugged for several functions that can use them. I started a new topic pooling the quad zone related problems here. -
So i first ran into this problem when i posted here. then i ran into this post here, wich seems to have the same problem regarding quad zones not working, while circle zones do. then i tested the 'scenery destruction zone' function myself with a quad and circle zone. Circle zones work fine. quad zones dont. So it seems the quad zones are bugged in some functions where zones are used. wich affects multiple functions off course. just a guess at this point, but i think this post, will turn out with the same source problem (attached scenery destuction zone mission file. try switching the trigger from zone 1 to 2 and see the different results. trigger fires after 10 seconds) Quad zones test 1.miz
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fixed Missile in Zone broken with Quad point Zones
nighteyes2017 posted a topic in Mission Editor Bugs
copy paste from topic here. I guess the topic is more in place in this part of the forum. (other topic can be removed) It seems that when using a missile in zone condition with a quad-point zone, always triggers the condition even when the missile is not in the zone itself. Circle zones seem to work fine. I've setup these 2 test files: The trigger logic detects if a missile is in the zone between the Mig and the patriot. If so it activates an action for the patriot to shut down, and thus explode the missile. Then, after 4 seconds, another command is given to start the patriot up again. both triggers give a message so you can see when the trigger fires. When using a circular zone this works just fine When using a quad point zone, the patriot missile explodes as soon as it leaves the launcher When starting the mission, fast forward time 1min 45secs. That's when the patriot starts firing. mission files and track files atached. missiles in zone circle.trk missiles in zone quad.trk Missile in zone Circle bug test.miz Missile in zone quadpoint bug test.miz