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key_stroked

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Everything posted by key_stroked

  1. I covered that.
  2. Also bad advice. The manual specifically says to depress force trim up and hold it while you get enough torque to get weight off the wheels. After that it's much easier to stabilize the ascent.
  3. For what it's worth, I did some testing on a 2560 x 1080 ultrawide curved LG monitor and TrackIR. With that setup, the method shown in Wag's video is correct. I don't own VR so I can't test it using that.
  4. Using the "No spring FFB" option is bad advice if the OP is using pedals that return to center position when released. That trimmer option is for hardware that has no center detent and stays where you leave it when you let it go. If you use this trimmer option with pedals that return to center when released, the pedals position in the sim won't stick to wherever they're trimmed and will return to the center of their axis, meaning you can't trim the pedals at all.
  5. This is marked as "solved" but the solution completely goes against what Wags' tutorial video says to do.
  6. Still trying to get this to work. Was the ability to do this disabled by ED?
  7. I have the feeling we have to wait until BS3 before this gets fixed. Last update from @BIGNEWY was February, and it's now June. Why can't you guys follow up in a reasonable amount of time?
  8. He replied.
  9. Sorry, but this is the last way I know to get your attention. Please check your private messages.
  10. Well, I've tried every which way I know how to ask for an update on this. I've tried tagging people multiple times, asking politely, and the final attempt was private messaging IronMike. All attempts have ended with complete silence. I guess I know where I stand as Heatblur's customer
  11. @IronMike @Cobra847 Please...I'm asking in the nicest way possible. Can either of you ask Grover what he found out about how we're supposedly to correctly rearm the countermeasures after a sortie? If I've somehow offended the team then I'm sorry. I don't know how I would have done that, but whatever it was it wasn't my intention. I just want to know how to do this without getting a completely new aircraft and going through the startup procedure again. Can someone please answer?
  12. Great! I'm glad you're seeing the same behavior. Btw, the track I supplied in the OP showed that behavior (not moving when given orders). Imo your track file system isn't very reliable. It doesn't show a 100% replay of what actually happened
  13. The modified tint .bmp is in the right location (C:\Games NS\DCS World OpenBeta\Mods\aircraft\Ka-50\Cockpit\IndicationTextures), and the modified color shows in the folder when I set the icons to large tiles, but in game it's still black and white. Anyone had luck getting the tint to work after 2.7?
  14. Was this fixed in today's patch? I didn't see it in the patch notes
  15. I don't expect non-column formations to follow on a road. That wouldn't be very logical obviously. But currently in 2.7, changing their formation is only one of two ways (that I've found) to get them moving again. If you select a group and give them a road waypoint (green icon), the yellow dashed line pathing will appear, but very frequently the group won't move. Their speed is set at a default of about half the speed bar, but they'll just sit there while you watch the yellow dashed line start to disappear, starting at the units, and continue to shrink towards the waypoint set. You have to drag their speed slider bar to 0, and then back to a desired speed to get them to move and the yellow dashed line to once again emanate from the lead vehicle in the group. The second way to get them moving is changing their formation type, but upon doing that, they'll go offroad, really fast at first, before slowing down because they hit every single object they can. Often driving offroad is faster than driving on the road in a column formation. Units will also sometimes stop at bridges and remain there until you do the speed slider bar workaround, or change their formation to a non-column formation. Of course doing that makes them cross the river by going through the river, and as I said in the OP, if they're already beyond the river and you switch them back to the default column formation, they will drive back through the river to get to the road and then cross the bridge. I attached the mission I used. It's just an empty Caucasus map with the three unit groups I outlined in the OP. I slotted into the tactical commander slot and issued them waypoints and reported the observed behavior that was supposed to be in the track file I provided. CA Testing.miz
  16. This needs a hotfix right now. Anything that crashes the game this regularly is literally game breaking and shouldn't wait for a regular patch.
  17. Tested CA path finding on an empty test mission I made. 3 unit groups: Group 1 -- 1 unit (M1A2) Group 2 -- 4 units (M1A2) Group 3 -- 6 units mixed Putting all three groups in column formation results in only the lead units moving (for multi-unit groups) at first at really slow speeds. Eventually other units in multi-unit groups will start moving, but also at slow speed. Some units don't move at all. Any other formation (line abreast, staggered, diamond, etc.) forces all units to move at increased speed, but then they won't follow roads if you set a road waypoint. The yellow lines show on the road, but the units drive off road, though trees, etc. Units will also attempt to follow a road but instead drive beside the road through trees/bushes/other terrain objects instead of driving on the road. I had all three groups pathed to cross a river using a bridge. In any other formation except column, they'll go off road and cross the river by driving through the river. After they crossed the river, I switched them back to column to get them back on road, and some units actually did a 180 degree turn and drove BACK through the river to get to the road, then used the bridge. CA Pathing Bugged.trk
  18. Still looking for an update...this is beginning to feel intentionally ignored by Heatblur.
  19. I gave up waiting for Razbam and modded it myself. It's literally a 1 minute change but I guess they can't be bothered to include it in their patches.
  20. Wouldn't going below your target allow for pulse to work without ground clutter, and also eliminate the drawbacks of the pulse doppler filter issues?
  21. Can we get an update on this? Please?
  22. Wow Groove. The OP has clearly shown you multiple primary sources and all you keep saying is "that's your opinion". Documents aren't opinion. They're literally written facts. And as was already mentioned, you didn't even put the right value from the source YOU posted. Is this how you guys verify data all the time? It's like a trial court has a bloody knife in a bag with the defendant's fingerprints, but the defense lawyer says "that's your opinion. It's not my client". Pretty disheartening to see how you treat verifiable information presented to you in order to fix an error that anyone can visually see with their own eyes.
  23. I've been playing since the Jane's F/A-18 and LOMAC days and I use auto starts, hot starts, and air starts when I have limited time to play and don't feel like going through a 10 min INS alignment in some aircraft. But I guess that because I prefer time-saving features over ultra-realism, I'm lumped into the same "absolute beginner" category as your little sister. Try to open up your mindset and consider that people with schedules and jobs might not have the time you do, or that they just may prefer getting in the air to do the flying or fighting quicker instead of spending time flipping switches and knobs.
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