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TAIPAN_

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Everything posted by TAIPAN_

  1. Same reason people look at the model aeroplanes they built, if it's a thing of beauty enjoy it. A more practical example is my UFC button box has multiple face plates with labels so I can fly different aircraft without having to lookup what I've mapped to what, and LCD screens that I can see things on as I type on the panel (eg the Hornet UFC LCD screens). My CDU has buttons that I can't use by feel as well, especially the letters. I've owned VR, it is true indeed that fumbling happens. Especially if you drink beer while you fly! Keyboard is probably a better example, as are the other things I mentioned. But yeah Joystick is fine once it's in your hand.. Yeah it's personal preference really, pointCTRL is still a mouse-like solution and you're using your brain to fill the gaps. I like the touch and physical movement of a good controller. I agree the brain is a very powerful thing though and can make you feel like you're "actually there" and it did it for me in things like Half Life Alyx. For flight sims though I like hardware/cockpit, since there's no walking around anyway.
  2. Previous bug report closed so I couldn't update It was the center AMPCD that had an issue before. However now it's happening on the DDIs as well. Two missions, with 2 walleyes each, both times one of the Walleyes didn't uncage. This was with Multithreading, and I was using the Datalink pod. Has the original issue been marked as resolved internally or is it still ongoing for a fix in future?
  3. Even pilot damage from bullets or pilot death? I wouldn't want to require bandages after flying in the sim.. If something is said to be an explicit truth always, test it to the extremes. Another example is VR, many people say it is more realistic. To me it is just a replacement for trackir and the monitor, and it makes the sim less enjoyable and less realistic to not be able to see my hardware (throttle, gear lever etc)
  4. The second one is for different aircraft, possibly the Harrier and F-14. It is an older kneeboard, I had a copy and edited a few updates onto for the Harrier changes.
  5. Thanks, sorry I forgot to mention I used GBU54 (since default GBU12 were gone anyway I chose something different to do a single pass attack)
  6. Yeah it's actually very easy to accidentally click prepare mission when testing, since it's in the menu right next to fly mission. Once you've done it once, it stays saved in the mission file forever (unless you manually remove it as far as I know). It's probably more noticable by me because I have a simpit setup with UFC etc, so my default views look mostly out the canopy and not into the cockpit (horizon line in the middle of the screen). For the zoom if people use an axis or haven't customised the FOV speed they wouldn't notice it either.
  7. My GBUs took out the 3 transport planes and some of the helicopters, but the mission recorded zero hits for me (and my wingman suicided of course). DCS has been buggy lately in recording some kills, may be related to MT I'm not sure. Not sure if there's any other way you can record the mission completing, maybe if detect any damage at all in the parking area. Track and log attached if it helps Hormuz.log Hormuz.trk
  8. When we save head position with the view keybinds, it saves these positions in Snapviews.lua in the savegame folder. View.lua is where we save our zoom speed (acceleration) for keyboard zoom. However the mission files in this campaign have a Config\View folder, in that folder is the Snapviews.lua and View.lua that cause issues - they override the users head position and views. This problem happens if you use the "prepare mission" function in the editor. It's generally known as an old bugged function, eg it breaks the DSMS in the A-10C such that you cannot load stores into the weapons computer. It also does other things like this views folder. Most missions/campaigns don't do this except for very old versions of DCS. Eg Reflected, Baltic Dragon doesn't have the folder. Also most multiplayer servers don't put these files either, so it's a bit jarring to have views changed if you've customised them and have zoom go back to slow speed. Is it possible to remove the Config\View folder or these two files in all missions? I could do it myself but then it will get overwritten any time it's updated.
  9. nullYeah HUD in night mode, too bright
  10. Since Razbam have messed with the allowable loadouts, the campaign loadout won't work properly. They appear OK in the mission planner, but once the mission loads it removes anything that's an invalid loadout. This one is "Bandar Airport Strike" mission, the 2x3 GBU-12 are missing. nullPersonally I think it's a shame that Razbam have done this without providing prior notice and documentation on what the allowable loadouts are, it's quite a complex mess of interactions between stations (eg sidewinders are removed with certain bomb combinations). When they shipped this without notice they must have known it would break some campaign loadouts. In any case their manual isn't even available yet so we make do..
  11. Posting here instead because the Discord forum keeps deleting my text. I'll link this in Discord. SCENARIO 1 -STT lock -AIM-7 selected -missile mode Select BRSIT -Flip ACM cover up = it switches to missile NORM -Flip ACM cover down = it switches to BRST SCENARIO 2 - The reverse doesn’t happen and its inconsistent: -STT lock -AIM-7 selected -missile mode on NORM -Flip ACM cover up = it doesn’t switch to BRSIT -Flip ACM cover down = it doesn’t switch either SCENARIO 3 - it strangely queues the missile mode button if pushed while ACM up and then switches it after ACM down: -STT lock -AIM-7 selected -missile mode on NORM -Flip ACM cover up = it doesn’t switch to BRSIT -Push the Missile mode button: Nothing happens -Flip ACM cover down = it switches to BRSIT when it should stay on NORM Discussion here: https://discord.com/channels/1071433028045377637/1090109882000228372
  12. I had this issue previously with the Sidearm after the MT first patch, when the SA6 lock wasn't being detected properly. I haven't tested Sidearm since the patch though.. Where do we check if aircraft are invisible in the editor? I couldn't see the setting on my client aircraft. Wondering if this affects MP missions where the frontline moves i.e. spawns are dynamically created by hiding/showing aircraft.. but want to know the setting so I can check in the editor.
  13. Anything in the back seat like that you can do as part of your startup: -TCS to MAN so that Jester doesn't leave it stuck on old targets when locking new a new target with PAL -Target Aspect to BEAM (seems to work better with cold targets than NOSE default does) -Target Size LARGE (goes active at 13 seconds, even though DCS only warns them at 10 seconds) -Set Countermeasure bundles, and counters then reset (if you changed the mix in the re-arm menu prior to arming)
  14. I just ran the single thread version to avoid this bug. Next minute, SA11's big missile appears in front of my face straight into my engines with no warning (in F-15C). Bug affects both versions...
  15. Balls and assholes says Okie If special options are added for selection, please keep Random in there as a choice.
  16. Bump on this now that MT is out - I noticed no improvement for GetWorldObjects or Tacview. Can GetWorldObjects be moved to a new thread as well so that it doesn't slow down the main/bottleneck thread?
  17. I like the FORGE. Was a pleasant surprise.
  18. The computer monitor actually already simulates a limited FOV. You'll notice when you get in a cockpit in real life, your picture accuity is the equivalent of the zoomed in view in DCS yet at the same time your FOV is way wider than DCS in a computer monitor. The NVG full screen with an appropriate FOV/zoom level is the equivalent of real NVG FOV, whereas the default DCS implementation is unrealistically small. If we weren't limited by DCSs "pop in" mechanics that hides many objects until you zoom in then it might not be so much an issue. In any case, we can't say that the default DCS NVGs are realistic at all. As you say - "To each their own" and opinions may differ, so choose based on personal preference.
  19. Yes unfortunately we need ED to fix it properly to get past IC checks. It fails the "pure scripts" check, but passes pure client. Servers like Hoggit and DCS Dogfighters will fail. Praying for hotfix soon..
  20. Thanks guys!! This is now working for me in the F16 and F18. The other non-MFD areas of my extra screens still have the fuzzy background but at least it's workable. If anyone flys the M2000 and exports the RWR (VCM) screen, this fix also applies to that by changing the picture.additive_alpha = false in the VCM_screen.lua. Thankfully the radar (VTB) export already works with MT similar to how the A10C does. I've attached the change to the M2000 RWR, along with the changes for the F16 & F18 mentioned by @Sadhu above in a JSGME format mod to save some time for anyone else who needs it. Sad news about the F-14 though, I wasn't able to get anything fixed in that. Doing some digging, this fix will only work for screens that use a background element called "ceTexPoly". The F14 screens use "ceMeshPoly" I believe which seem to have a different data structure. Maybe someone who knows the lua better can figure out how to fix ceMeshPoly style screens? It seems the problem is due to the background bleed through combined with the history of previous screen draws - setting a solid background without alpha works around by covering that up. MT export fixes.zip
  21. I just turn off the visual friendly callouts, and rely on IFF or my own Visual ID. But I keep the callouts of the aircraft type eg "That's a Flanker" etc, then make my own judgement based on which server I'm on. I uploaded what I changed here hope it helps: https://www.digitalcombatsimulator.com/en/files/3329425/
  22. Interesting that some exports don't suffer the issue greatly (eg. M2000 radar "VTB"). Could be related to what @Sadhu posted. I might try the workaround as well.
  23. Probably same for aircraft as well.
  24. Here's mine. Short video showing it in action: Screenshot
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