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Everything posted by Talvid
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Hello to whom it may concern, My huey exloded on startup at the FARP on mission 2. I went into ME, selected the player unit, selected the option to take off from ground, and moved it to another FARP helipad, and just pressed the Green play mission button, in order to partake in the mission experience. That solved the blow-up on mission start. 2 other things I noticed were that the trucks at the first encounter with the enemy drive over a very steep step. It's quite comical. Later on, after the infantry got out of the trucks and attacked, I killed a truck and the AI got the other one. Then the SAS Operator said to land between so he could gather any intel. When I landed there, nothing happened, I waited about 2 minutes, no indication of any triggers or an proceeding with the mission at all. The only Mod I am running is a cockpit.lua on OvGME for my control indicator positions. Okay thanks for reading.
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I had a real headache today while trying to line up the bomb fall line on a Tunguska. I tried to compensate by heading directly at the target even thouh the ASL line was far off to the left. The game glitched and sent the bomb towards the ASL line instead of in the same direction as the flight path of the aircraft. Having the weapons systems fail half the time is one of the most frustrating things about this. It's been a while since I was able to go up and do a whole sortie without a hitch.
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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Talvid replied to shdwp's topic in User Created Missions General
Oh I see now, I had to scroll all the way to the bottom of the folder contents to find the .exe Yep, Liberation works and advances on my OpenBeta Server. All I had to do was copy the missionscripting.lua from the Liberation folder to my OpenBeta server scripts folder. Such a nice change of pace attacking hostile ground units that are in motion, and being able to attack enemy CAS aircraft. I will say though, the red frogfoots seemed a bit jumpy, like they went at light speed sometimes or glitched altogether way outside my gun pipper. Anyway it was a blast. -
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Talvid replied to shdwp's topic in User Created Missions General
So is there anything particular I have to do to fly the F-15E S4+ in liberation now that it's out? -
Hello all, When frequently view the Adjust Controls screen, I find it helpful to narrow the column widths so I can view all my controllers at the same time. As you know this is done by hovering the mouse cursor over the right edge of the column header cell, clicking and dragging. When I close DCS and run it again the column widths for each controller in the Controls Settings GUI are reset to default. I would really like a GUI feature where the column widths I set stay where they are after I set them and even after closing and opening the program. Thanks for reading!
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do you know where I can find the Razbam Discord server?
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Hello all, I edited the ALE45_PRG.lua in the F-15E/Cockpit/Scripts folder to look like this: null even so, the countermeasures program still dispenses 1 Flare and Chaff, 2Flares and Chaff, and 1 Flar and Chaff and cycles that twice. I wonder what I'm not doing that is necessary to set my own countermeasures programs in the .lua file
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Well, this time I punched in 1A and it did swap from B back to A. This was in a Unit that didn't have any waypoints preset in the Mission Editor. I ran OpenBeta this time without any 3rd Party Mods, except for Civil and Military Aircraft Mods enabled. For the Record A1 did not work as an entry for a Steerpoint. Here is the track of it working fine swapping back and forth. I don't know why I wasn't able to swap Steerpoints from B to 1A on the 4YA Aerobatics server. F-15E Steerpoint B Test.trk
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I believe I tried 1A and 1.A but nothing seems to change it back. I wonder if you can replicate it?
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Hello all. I keyed in shift B and fc option 10 to make B my active steerpoint for home base. Now I can't change it back to 1A or anything else. Bug or incorrect procedure on my part?
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The ease of entering information into the avionics, by use of the UFC and MPD pushbuttons is a delight.
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Oh, I know, I was just giving you props. Do you have to use manual mode in A/G Delivery to be able to set loft at 30 degrees? null I have a good Ballute technique going. These were my results with a single run in with 2 bombs. I use Auto release, and pop up at .800 mach, and 0.8 nm, to 250 ft AGL and the release advance is -375ft AT. I destroyed a SA-2 Track Radar, and an SA15.
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Reading in between the lines: because I'm a badass.
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This formula is for Mk84 AIR GP bombs Set for AUTO release set Ripple Single, Quantity 2, Interval 50 Fuse TAIL or N/T In the A/G Delivery page press the PB for additional settings ( top left). In there key in -375 in the UFC ( using shift + 0 key to enter a minus sign). Press the AT PB (the left side middle pushbutton). Now your bombs are programmed to release 375 feet earlier than the default setting Fly towards and designate a target ingress to target at low level, under 100 ft radar altitude Strive for an approach speed as close to .800 Mach as possible When you reach 0.8 nautical mile from target finesse-ingly pop up to 250 ft radar altitude. This requires minimal back pressure on the stick, followed promptly by forward pressure to level off ( there's more room for error with this factor, 300 feet works just as well) Hold the pickle button When bombs are away roll out and stay low. You can look over your shoulder to watch the impact, but I would recommend putting the jet in a gradual climb before doing so. Rinse and repeat Please let me know if you implement these factors for a low level drag chute bombing run, and if it worked for you. Thanks for reading.
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to make a steerpoint a target point and designate that target point for bomb release; *all steps done in the UFC keypad 1. Press MENU 2. Press Option button 10 to enter the steerpoint menu 3. Key in the number of the steerpoint you wish to make a target point 4. Press Option button 1 to select it for editing 5. Key in the steerpoint number again 6. Press the . Key 7. Press Option button 1 to save it as a target point 8. Press menu 9. Key in the number of the target point you just made 10. Press the . Key 11. Press the Option button 10 to designate that target point for bomb release. You are now designated with a bomb fall line on that target you made out of a steerpoint.
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Throttle Curve for the Thrustmaster Warthog HOTAS
Talvid replied to Talvid's topic in MiG-29 for DCS World
I have the pre-AB segment about as linear as I can get it, and the AB doesn't kick in at the mil- power gate. I'm happy with it. -
RedKod is doing one. GitHub - RedK0d /CLICKABLE-FC3: A partially clickable mod for the FC3 Planes
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Hello all, I have noticed that the default throttle axis curve, when using the Thrustmaster Warthog Hands On Throttle And Stick, causes the afterburner to just start engaging when the controller is against the first set of stops ( just before the fingerlift into the afterburner range) I have tested and come up with this throttle curve that I think is ideal because it brings the nozzle percentage just into full Military power at the first stops, and just a little further the fingerlifts engage and the burner kicks in. Try it and see if you like it. No more flying around unknowingly with the burner lit! (if you are unable to see my attached image. The axis tuning I use is: Slider-checked, Invert-unchecked, User Curve-checked. and From left to right the values: 0,15,30,43,52,60,68,76,84,92,100 ) I hope you other TW Warthog HOTAS users find this ideal for your MiG-29 setup. For other controllers I'm sure your axis values can be tweaked to make a nice smooth curve. What I do is set the throttles just before the burner kicks in, then open the controls settings, check the black box location on the throttle axis curve, and adjust the values until the black box is in the same place when your controller axis is pushed up to the mil-power stops. (Please do not use the black box position in my attached image as a cue or reference for where the afterburner engages. I may not have necessarily had my Throttle to the mil-power stops when I took this screenshot) Thanks for reading.
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To those at Looking Glass. This has been a very engaging, fun campaign. Great job on the musical score too. I noticed that at least on mission 9 and 11 briefing documents the tanker is listed as a 'KC-130 MPRS' and the Tacan for it (12X) guides me to a KC-135 MPRS. In mission 9 I actually spotted a Hercules flying near our strike package on ingress and I almost flew to it for gas instead of the actual tanker, because of the kneeboard saying KC-130. Alright, thanks for reading.
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I remember seeing a pdf for how to configure ports and other settings between 2 LAN PCs for DCS multicrew. Does that sound familiar and if so can anyone direct me to where I can find that please?
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Left panel switch at the top, what is it for?
Talvid replied to Talvid's topic in DCS: Mosquito FB VI
I trained with Captain Hepp in mp this week! I got 3x better at the Mossie in 2 hrs -
What is the lone off/on switch at the very top of the dash, left side pilot side? It isn't there in videos by Reflected Simulations, is there an option that will remove it in the ME?
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F86. Somehow it's working now, even with mods enabled.
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This week tried to launch missions 1,2, and 3 they all end mission just as soon as the mission loads. ( I played through the campaign in the year 2020, and loved it btw) but now it's not working at least on my DCS OpenBeta. Do you have an idea what could be wrong?