

Reccelow
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Everything posted by Reccelow
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I agree it has changed some, for me its mostly the burble and much more unforgiving on unstabilized approaches. It takes very little to get away from me now... A good way to "feel" how it behaves in a stabilized approach, disregard the real world Case 1 pattern and go for a longer final. As for tanking, i agree too. I've graduated from having to use bomb mode on the wings to just popping up the sweep handle to manual mode to keep them from moving and I can plug a lot faster now.
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Since 2.9 I've noticed the AI dont reverse into parking spots on the deck. Now they drive straight in and instantly flip 180 degrees. Reviewing the taxi/parking section of carrier RunwayandRoutes file I see the last value (representing velocity) used to be a negative (I assume this was causing the object to reverse?) and is now positive. I've tried experimenting with the routes file and different values, but cant get the AI to back into parking slots any longer. This is troublesome as they bang into each other trying to park in the last 2 of 3 positions on the "patio" section and destroy each other. Thanks for your efforts.
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Since 2.9 my AI flip around once parked on the deck. TO/Taxi is fine, right after they park, the aircraft flips 180 deg...? Any ideas? Here it shows backing into the spot properly, then does an instant 180 2.8 is working OK, I do notice there are a lot new "trajectories" files in the \DCS\CoreMods\tech\USS_Nimitz\scripts folder.... This is the result after stopping Backing in OK
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I use this, works in 2.9 OB (for me) JTAC Coordinates in Lat/Long [UPDATED for 2.7.0] https://www.digitalcombatsimulator.com/en/files/3304451/
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The Moose.lua is for download here for those that use it as scripting framework, particular carrier ops with the Airboss module. More info here: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html Thanks again for all you do!
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Fantastic job to the devs. As gratitude I'm attaching a modified Moose.lua (ver 2.92) file that allows the use of Airboss, tested and working well. Moose292.lua
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I saw the posts about the Voice Chat option possibly being related. I tried selecting it on (SP only, I never do MP) and it does increase range. In the user mission "Pretense - Syria" the CVN tacan would go inop after 12 mi. With Voice Chat option selected, I get 25.
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The fog of war in 2.9 is so thick, I cant see any enemy units at all in F10 view! Red AC/ground units will blink on a couple times then gone. I can fly over an enemy location and see all the units (labels too) but in F10, nothing there.... Is this a new feature? New video setting? All settings correct in ME Also noticed supercarrier TACAN has about 60NM range max......at all altitudes. Is that new too?
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Thanks. Hawkeye! I thought it was certainly a possibility. Note from my above experiment with the rows of "90x1" Hesco objects that have completely flat top surfaces. I purposely put them on an uneven area, not too bad, but very much indicative of the locations were the sat imagery shows airports, so I'm thinking that part is cancelled out by either the height or length or perhaps both of the static object......?
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Some experimentation on existing objects gives food for thought. Here are a number of the 90x1 "Hesco" objects arranged together to make a landing strip (I cant recall the mod right now...) setup in off map Syria, rough semi flat area. All placed together they make a nice flat surface. Easily landable with rotary, I managed to do 2 touch and go's with the Hornet. So it may actually be possible, if the mod maker was to recreate the Hesco object with runway size dimensions...........we could be populating strips all over. Going to see how it works with decent runway sized group for a full stop fixed wing landing.
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Yes, I recall that issue when I tried with the farp mats that we had around at one point. I found I could get a reasonable landing surface and apron by stacking them on the more uneven areas.....but you could never taxi off, if you did there was no way back on. I made a workable Fallon, but of course the AI would ignore it. Perhaps the same might work with two or even three "layers" of a runway object....
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With all the impressive modelling the community produces, I was wondering if anyone can make a static runway object? Say 200ft wide by 8000ft long, just plain black with dashed centerline. We have numerous buildings, apron equipment, working TACAN object, etc. With just a landable runway object, the possible user created air bases via template are substantial.. NAS Fallon (I believe we have a working IFLOS object to..), Al Udeid, etc......
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SAMs, Military Facilites and more for DCS: Sinai!
Reccelow replied to oibafx's topic in DCS: Sinai Map
Great job! Do you still have the version with placed units, mods, etc? -
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Militariy Aircraft Mod
Reccelow replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
Now, if someone could make this livery, I'd be overjoyed. I think its called the "Shamu" paint scheme after the orca... -
Militariy Aircraft Mod
Reccelow replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
Ok this all got me interested in the KC10 Drogue again, I decided to dig in and think I got it sorted finally. First off here are the coordinates for the drogue as reported by DCS modelviewer. Modify your KC10_Extender_D.lua file with these values. I commented out (add -- in front of the line) the originals and inserted mine right below them. Now....its still a little tricky but at least the probe will contact the drogue in the right place. Here's what I find and its working: 1. The probe contacts the drogue in the proper location now and you get two calls "Contact" followed right away by "Breakaway". 2. Once that happens DONT LOOK AT THE BASKET, as it will slowly appear to creep away. Get a good sight picture, fix it in place. No /minimal relative movements and HOLD THAT POSITION. 3. Disregard the basket. It will start to creep away slowly and you get the call "You're taking fuel" DONT CHASE THE BASKET. 4. The basket will slowly creep back and forth to your probe but DONT FOLLOW IT, hold you sight picture and you'll keep taking fuel. Here's my sight pictures and demonstration of the ready precontact, contact and taking fuel views I hold. Note the fuel total increasing. I've done it 3 times now and works each time holding position by focusing on the area I've circled in red. You will likely need to find your own points, everyone's viewpoints will differ.... Cant stress this enough DONT LOOK AT THE BASKET -
Thanks to Beldin for allowing me test of the FORD class. So far this is great! I've got Moose and Airboss working for automated carrier cyclic ops. Attached for others is the modified MOOSE.lua base script and the test Airboss script for CVN-78 (just the Ford so far I'll add the others in next) To use: Create a mission. Add the Moose and Airboss scripts in the ME as Mission Start triggers (Moose first), add CVN-78 and 3 Late Activated airframes (placed anywhere, dosnt matter for late activated) with a start time of 10:20, weather is up to you as the ship will begin it's turn into wind about 10:25 for a 10:30 cycle: 1. E2D : Group name Wizard, and give it the callsign Wizard too 2. S3B (Or even better the F/A-18E mod tanker) :Group name CVNTanker 3: SH60 or UH60: Group name CVNRescue Happy CQ Important : Group name AND ship name for Airboss to work is CVN-78 AirbossCombo_CVN78_Test1.luaMoose2719FORDNoWO.lua
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Militariy Aircraft Mod
Reccelow replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
Yes, regarding the KC10 drogue tanker , have your wingman tank from the basket first and note the offset when he is "connected". Pause the sim at that point and take few screenshots from numerous angles. Its been some time, but I think the spot was a few feet behind and to the right of the the basket..... -
Excellent! Thank you
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If I add a ship to a mission, I don't see the CA control. It is available in some missions I've downloaded, but not one I create. CA ir working fine in other aspects, so there must be a setting or script to run in the ME? This illustrates the issue. First image is from a mission I downloaded, second is one I created. If I add a CGN to my mission, no CA control....
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I get that too, try disabling jester (its a jester menu item from the front seat) before you start setting up for the lgb bomb run. This works for me, but sometimes I forget to re-enable jester on the egress and wonder why he isn't painting targets on the radar.......
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Militariy Aircraft Mod
Reccelow replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
Regarding the KC-10. What I did in the past is to make my wingman tank first (the AI were able to last time I tried, some time ago...) then when it's apparent he's taking fuel, pause and examine the AI pilots probe position closely. As someone stated its off by a few feet so takes a bit imaginative vision to get it. I was able to get the contact call after much jousting, pausing and screenshotting the cockpit views to nail a couple reference points. Then the tanker went into a turn and I gave up..... good luck! -
Community A-4E-C v2.3 (May 2025)
Reccelow replied to plusnine's topic in Flyable/Drivable Mods for DCS World
No sorry. I've posted the EDM file , it's as far as I got. Hopefully someone who knows what they're doing can get it going. -
Civilian Objects And Vehicles
Reccelow replied to Eight Ball's topic in Static/AI Mods for DCS World
Fantastic work and skins. Is the paintkit available somewhere? Looking to do this for CVW-8 (Fear the Bones F-14 Campaign...)