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Everything posted by BMGZ06
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If you are asking if I can a stable 45+ all the time the answer is no.
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Thanks for the info that helps a lot. By Stable I mean before the update in open beta and in the stable version, the hornet just seemed to be able to attain a state where it was not moving around hardly at all on short final compared to now. It seems to drift left or right up and down far more. No idea why. Maybe a Placebo effect thinking SC is harder. I used to be able to line up the needles at the crotch and then it would just track like it was glued there with small power corrections and no roll input at all. I have to constantly correct throttle and a little roll input now. Honestly though I think it is more difficult and that is actually a good thing. I was getting bored before. Jello is a hard grader though.:thumbup: I just managed to get an (OK) - 3WIRE (BC) grade. Jello was silent the entire time which I hope is a good thing.lol I am no longer pulling power over the ramp so I am not getting the EGIW grade. I do need some serious training though. I need to hire a Sim flight instructor.
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I thought that was the case to not use rudder given the carrier normally heading so wind is over the landing deck and not the bow correct? I was having a ton of issues in the SC case 1 Caucauses mission. I opened it in mission editor and noticed the wind is 15 knots directly over the bow. This is something that is not normally done on recovery I assume to avoid major cross wind making things even more dangerous? The burble effect pushes planes down right or is it the other way around? I am having a lot more issues just getting the plane stable on final then before this update for some reason. Others in the server I play on noticed the same thing. If it is more realistic then I am cool with it. I will adapt. You would know though. I am sure it is still not nearly as difficult as it is in real life.
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Well I have never been good getting the hornet on the deck so I would say I am still being super consistent!:thumbup: My landing grades look like a stretched out eye exam chart.
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ED would have posted in the changelog about any physics changes I think. I looked and it says nothing about it. So maybe it is just the size of the new Carriers having a totally different impact on how the wind reacts around them? No clue but I am not the only that noticed clearly. That and the 12 people I flew with last night all noticed it as well. I am all for a bigger challenge. What I want to understand is if this is true to form and what ED intended or not. Maybe this is what real pilots have to deal with even in the best conditions. If so then, I will adapt to it over time I am sure. Go back into the stable version if you can and fly case 1 mission. See if you notice the difference. I did.
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I am just sticking with steamvr SS set at 180%. Gives me a good enough res and sharpness and doesnt hit performance as hard as using in game MSAA even with this new mask. No clue what the the Bloom setting does. I unchecked and restarted and nothing looks different. The Ball in VR is still insanely bright until I get in close to the round down of the ship. before that the ball is so bright that I cant tell if it is centered or not. The new overlay is not something I like at all. It is distracting and I disabled it with an edit someone posted in the supercarrier section.
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YA I gave up trying. Are you practicing in SP or MP server? I know the SC case 1 cauc map mission has a 15kt cross wind(BRC is 124 and wind is set at 304 right across the bow). This is not great for recovery ops.lol I am sure a great pilot can still get it on center line and catch a 3 wire but they would likely work really hard for it. :joystick:
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Ya I do not think the burble is active yet. I think there is some changes to the overall physics though. Everyone in our server felt it and had a hard time getting aboard. I went into my stable version and flew the case 1 and it felt so much easier. I think everyone is having issues getting a good trap now. Our mission planner said he made sure the wind is over the landing deck as usual but the planes just seem to act differently now in close. Much harder to keep the VV pointed at the crotch and leave it there like before. I noticed landing on normal runways feels like the wind is far more of an influence than before. Hey that is going to be true in real life though. I took lessons 24 years ago and remember very well how a little cross wind can really ruin your day.
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Yes everyone was having issues with it in our server. It is not so simple anymore to get it on deck.
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Yes I consistently get EGIW even when I know I am just trying to stay on GL as well. I am not cutting power to slam on the deck. Gets a bit frustrating not getting ok 3 or 4 wires because of it. Have you guys noticed the burble effect as well? It was causing everyone in the server tonight to balloon all the time at the ramp.
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If you are not getting much from the LSO then that is a good thing but your final grade tells the tale. If you landing grade looks like alphabet soup like mine then you really do suck at it.:megalol:
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Turn on carrier lights with human ATC
BMGZ06 replied to Shimmergloom667's topic in DCS: Supercarrier
This has already been brought up multiple times. -
Ya the Kiss off never works for me either. I have to tell the dude to go to the tanker so he doesn't fly into me in the groove which already happened twice and then another time I landed and he was right up my trumpet and crashed into the back of me.lol
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Yup I and the people I fly with normally all are diggin it. So much potential still as well. The deck crew really adds a lot of realism and immersion in VR.
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I see there is a another new graphics setting for MSAA masking? No clue what that is but maybe it has to be adjusted. I am in VR and the cold start mission was pretty choppy as well mostly in the low 30's FPS on deck and then coming back aboard. Lots of AI will hammer FPS I am sure.
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[NO BUG] Deck crew only rendering in one eye in VR for me
BMGZ06 replied to MPK's topic in Bugs and Problems
make sure you turn off Stereo_mode_use_shared_parser to false. Then you will see deck crew in both eyes -
Yup if they get the physics sorted out to be way more realistic then we are all going to have to relearn it. Wait until you see all the threads from people raging about how it was perfectly fine before and now it is too darn hard! :megalol:
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That works like a charm. Now I just need to find sound files for Fo2 and 3. Also need to figure out how to code the missile hit on the enemy for the sound file to play just for the enemy plane and not any plane that gets hit.
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Ok if I do that how is going to find the sound file though? I entered the string you posted with the name of the sound file on my PC and I place the sound file where so the code will work with it? I am not seeing how the mission editor will know where to look for it.
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Yes that worked for text message, thank you much. How would I go about adding the audio though for each Fox call? I have just one clip for Fox 1 so far. If I add the sound string you suggessted and use the name of the sound file I have in there it doesnt know where to find it I guess. Where do I have to place my sound file so the code string will locate it and play it?
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Well I am trying to get audio to play to only my group or coalition when a specific type of missile is launched. Then get another audio clip I have to play when the enemy plane is hit by any missile or weapon. I am not sure how I would use your script to work for me. Do I have to make a .lua file first and I assume I would also need the correct audio file for each of your triggers.
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I did make a giant trigger zone and then I did use that missile in zone. The issue was if I put no event then it just loops and never stops the audio. If I put On Shot then it works for any missile and the gun.
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I got the medal of honor last night after flying right into an MI-24 Helo or whatever it was called. So they gave it to me posthumously for sacrificing myself to save my wingman from having to do anything at all.:joystick:
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I have been in a couple of servers where they have audio like "FOX One" when you fire off an AIM 7 or FOX TWO for AIM 9. I have been trying to get it to work and I have an audio file from a F14 shooting down mig-23's. I can get it to work only if I set the trigger to once or repeat and then set Event to on shot. That works but it works with anything you shoot like the gun. I also could only get the "Good Kill" audio file to play if the event is set for on crash. Nothing else seems to work. I am a total noob to this and am just feeling around in the dark right now. Any help would great. I would like to make a fun mission for the guys I fly with and have more atmosphere in the game to make it feel more real.