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Kevin509

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Everything posted by Kevin509

  1. I'm not entirely sure if this is a "bug," but it confuses me to say the least. One of the voiceover lines english Petrovich (who is generally awesome, btw!) uses when he misses an ATGM shot is to shout "Missile, MISSILE!" To me, this sounds much more like a warning for an incoming missile than something I'd expect my CPG to say if he misses his own shot. Is this functioning as intended or is this a mistake? Thanks! A simple test mission is attached, including my track file. To replicate simply have Petro shoot at the trucks and fly like a drunken fool so he misses Here's a video demonstration as well: mi24_bugvoice.miz MissileMissile.trk
  2. Bumping this, as of today we're still missing these spawn points. Additionally I noticed yesterday that the Mi24 can be placed at parking spot 12, but not 11, which messed up what I was trying to do with a mission design. Would be nice if this could be fixed. Thanks!
  3. As stated in title, the Seacat missile on the various British frigates doesn't have a proximity fuse. It requires a direct hit to detonate, and because it's so kinematically weak anyway, it barely ever achieves that direct hit. From the little bit of research I've done it appears the Seacat should have a proxy fuse, so this appears to be a bug to me. Thanks.
  4. Can confirm I set my unit to frequency .52 AM and the beacon is working as intended. Thanks for the help!
  5. Appreciate the quick replies both of you, and hopefully you're right, this sounds like exactly the sort of boneheaded mistake I would've made lol! I'll confirm when I'm home.
  6. I attempted to make a ground unit broadcast a radio signal that I could home in on with the F86's radio homing compass, and I was not successful. I tried the following: Place ground unit (jeep) (using advanced waypoint options) set frequency 520 am power 10 broadcast a morse code .wav on loop In the aircraft, if I set one of the 10 radio presets to 520 AM, and I go to that preset, I can hear the morse code loop so I know the ground unit is set up properly as far as broadcasting the signal goes. However, when I turn on the radio compass and try to tune in I get nothing. I selected 520 after some trial and error because it’s one of the frequencies that’s actually marked on the face of the controller, so I can be reasonably certain I’m tuning accurately, but the little needle never moves and the compass never responds. Am I missing something obvious, or is it just not possible to do this currently in DCS?
  7. Just discovered this project today and spent most of an entire workday getting caught up on this thread. Wow, just, wow is all I can really say! I can't wait to see the finished project, and it's amazing for those of us who love this sort of history but could never afford this type of project to live vicariously through someone else who's really doing it!
  8. It’s easy to focus on the negatives especially when we post online but it’s important to recognize the positives too; and I just wanted to make a quick post to say whoever was the voice actor for my guy Petro deserves a solid pat on the back. I think we’re lucky to have English voiceovers at all for Petrovich and the devs could’ve easily just left us with Russian VO and subtitles. The fact that we have English voiceovers for Petro that are actually good is an awesome thing and it improves my experience as a solo player significantly. He sounds genuinely excited when he calls out “Yeah! Good effects on target!” and genuinely panicked when he spots an incoming missile, but is calmer about AAA fire, etc. As far as these things go I think the actor really nailed it. The English version of Petro is better than George in the Apache as a “character” IMO which is sorta funny when you think about it. Anyway, that’s all I’ve really got! Personally I wouldn’t mind if he had the occasional one-liner or something too, but I understand that might not be to everyone’s tastes
  9. My mistake! Turns out I wasn't on the latest OB patch! I forgot that launching from the MT shortcut doesn't run the updater by default. Updated now and working fine. Thanks again
  10. I believe I'm on the most recent OB but I'll double check tonight and confirm. Appreciate your attentiveness Flappie.
  11. Came here looking for something like this, last night I experienced three CTD's in a row in the Mi24 instant action Sinai ground attack mission asking Petro to look at an aircraft. There's a moment towards the start of that mission where a flight of two fighters (mig 29's, I think?) fly over the player. I wanted to have petro ID them because I didn't know if they were friendly or enemy at first. Putting the AI cueing icon on those fighters and pressing the look for targets button causes an immediate CTD for me three times in a row. I gave up after that and Petrovich works fine when looking at any ground target or helicopter. I'm at work now but I can reproduce it and upload a track/log later tonight.
  12. I don't want to hijack OP's thread because I think that is sort of what OP was asking; but if the devs are going to take a look at the sabre it's really the actual ballistic performance of the rounds that have been the community issue for a long time. The mod file I linked above changes the performance of the rounds so they pass through the gunsight rather than beneath it, which is the critical improvement. I believe it also substitutes the ammo type for API/APIT but it doesn't give any more options in the drop-down you show. Appreciate the attention to this Flappie!
  13. I completely understand that this is a niche within a niche in that the active player base for the F86 is probably a very small subset of DCS as a whole, and ED is a small team with limited manpower and resources and they need to dedicate the majority of those resources to things that generate profit, ie new product. BUT - the fact remains that inaccurate gun ballistics/gunsight is pretty much a game breaking bug on a gunfighter aircraft and would never be tolerated by the community or the ED Devs on one of their 'flagship' products like the F16/18 etc. Additionally, the community has done the work and produced this .lua file mod which as far as I can tell completely fixes every issue I have with the F86's gun ballistics without being unrealistic or over performing: https://www.digitalcombatsimulator.com/en/files/3301685/ However, this of course breaks IC so can't be used online. While I make no claims to be an expert in this, it seems to me that it would take maybe one afternoon for one dev at Eagle Dynamics to have a look at this existing user mod, confirm that the changes meet their quality standards or whatever, and then push it out with the next patch. I have no doubt the community would be grateful and it seems like such an easy win.
  14. *** Suggesting the Mods move this to the dedicated Mi24 wish list Forum at this time *** Bumping this old thread now that the Hind's been out and the CH47 is upcoming. This seems like the time to address helicopter logistics in a big way for DCS and part of that should be that Helicopters with internal storage should be able to carry additional ammunition and/or fuel in the internal compartments, just like they do in real life. I know there's a lot of talk about the "Fat Cow" FARP with the CH47, but there's no reason that redfor shouldn't be able to do something similar with the Mi8 and Mi24. Heck while we're at it let the Huey or UH60 mod carry reloads for the Apache. What a cool combo that could be online. Have a Huey with 24x hellfires on board follow the Apaches out... Force a 60 or 120 second delay for reloading this way vs at a normal FARP to simulate the crew having to do the work themselves. Seems like that would be a fun new high risk/high reward gameplay mechanic online; as well as being a realistic feature to add.
  15. Kevin509

    MI-24VP

    As an aside, I'm curious why there's so much desire overall for the flexible gun on the Hind? Are there really that many of you out there who are CPG mains who want to play from the front seat? Because as someone who plays solo from the back seat and owns both the Apache and the Hind, I can hit a target at longer ranges with the fixed gun in the Hind and overall find it a more useful weapon on the Hind than the Apache. It's fun to squirt at the bad guys with the helmet tracking sight from the back, but ultimately if you're doing that you're 'doing in wrong' as far as employing the Apache goes, and I don't believe any version of the Hind has that sort of capability for the turret mounted gun, so it would be solely the CPG's weapon. I personally like shooting the gun while I'm flying, so I'm glad ED gave us the P. I'm not sure everyone is really considering that they'd be losing the gun as the pilot with a Hind V or whatever.
  16. Did some playing around just now and the key thing I was missing is the throttle twist grip. I do not know why but DCS does not recognize engines off unless the throttle is fully off. To to answer my own question for anyone else curious, if you're landing at a Farp or airbase to repair I find the easiest way to accomplish it in the Hind now is to pull both the fuel shutoff levers, rotor brake on, throttle twist grip off. Leave APU off until time to restart after repairs. Thanks to others who answered as well!
  17. Landing at a FARP that has the necessary ground units to provide rearm/refuel/repair services, I have no problem rearming or 'fueling the Hind 'hot' by selecting the intercom mode on the radio control panel and contacting the ground crew. However, when I want ask to repair I get "unable, shut down your engines" or something like that. My first thought was just to shut the engines down by pulling the two big red fuel levers, and turn on the APU to provide power because that seemed like the "realistic" thing to do... but still I get "unable" so I guessed maybe APU was the issue and turned that off. Still "unable" so ultimately I just ran the auto-shutdown hotkey and then I was able to repair. So I know for next time, what exactly does the game want turned off in order to repair? Does it really have to be a 'cold and dark' aircraft?
  18. Bumping an older thread but you seem to be the leading SME on the Hind on the forum so I thought I'd ask out of curiosity- I watched a walkaround video of an Mi24(V, I think?) and they showed a location in the left wingtip above the outermost ATGM station on the left wing that had a lens and they said this was the gun camera location. I always assumed the camera switch in the Hind turned on that wingtip camera. But you're saying our Hind in DCS should have a cockpit camera? I always turned that switch on as part of my cold start just for fun, but maybe I'll skip it if our Hind doesn't actually have the camera.
  19. As stated in the title, is there a way in the Hind that I can display the control helper (red box showing control axis positions) but not the autopilot helper boxes in the upper right hand corner? In the Apache RCtrl+Enter once brings up just the control helper, and pressing it again brings up the autopilot helper in addition. Third press turns them off. In the Hind it appears the only option is all on or all off. There are times where I use the control helper, but once I developed an understanding of the autopilot systems I never need to look at that overlay to see what they're doing. It would be nice if this worked the same as the Apache.
  20. It's there, but the keybind in the menu doesn't match what the button says in the cockpit if I remember correctly which makes it really hard to find in the control bindings. The physical button in the pilot cockpit is on the left wall sort of between the fire suppression system and the fuel system controls. I believe if you hover mouse on it the in game description is "Pilot launch SNARS" or something like that. In the control binding menu I believe it's just "launch countermeasures" that you're looking for. *edit to say I might be misunderstanding you now that I've reread your question. I assumed you didn't know how to launch the flares yourself. But if you're asking if there is a way to disable Petrovich launching flares when he feels threatened, I don't think that option exists yet. And yes I agree it would be nice if Petrie had some common sense IFF and didn't call out "missile launch!" every time a wingman fires an ATGM. As an idea for the devs, maybe Petrovich auto flare launch should be tied to his ROE setting? IE if he's free fire he's also 'free fire' on the flares but otherwise he just informs you of the launch?
  21. I think I've fixed all the incorrect skins in this version of the file. Nevada Full fixed .stm
  22. Ha! I've seen some of your work, I'm nowhere near as talented! I attached the file, it does require four mods: Civil Aircraft Mod - https://cam.em-key.de/ Military Aircraft Mod - https://www.digitalcombatsimulator.com/en/files/3307071/ Special Mission Aircraft Operators Mod - https://www.digitalcombatsimulator.com/en/files/3321706/ Bell 206 - https://forum.dcs.world/topic/313394-bell-206-l3-longranger-mod-ai-only/ *Edit to say I just tested this myself and some of my skins are still changed, so I'll need to work on that some more Nevada full.stm
  23. Any update to shadows and performance with today's open beta patch? I didn't see anything about it in the changelog
  24. Thanks for doing a test for me! It looks like this must be what is happening to me. Do you have a link to the ME bug you're referring to so I can better understand what to do/not do? I'm working on a template for populating the airfields around Las Vegas with static objects based on some real life photos and after placing about 250 static objects I realized that all of my UH1's (and about half of my Mi8's and Yak 40's) are suffering this issue where the skins aren't 'sticking,' but the vast majority of my units are fine. I just want to be confident before I offer to share my template with others that the skins will come through as intended for other players.
  25. I'm having an issue where certain static object aircraft/helicopters placed in the ME revert to their default skin if I exit the game and re-enter. This does not happen exiting the mission and reloading without restarting the game. I haven't tested every object of course but as of right now I'm experiencing this with the UH1 and the Yak 40. I'll upload my .miz file later today but can someone do a quick test for me to confirm if this is repeatable: Open up the ME and place a static UH1 assigned to CJTF Blue with skin Civil VIP. save and play the mission and confirm that you see the correct skin. Exit DCS and restart the game. Now open that mission in the ME again. For me the skin resets to the default italian SAR skin for CJTF Blue.
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