Nealius Posted February 1 Share Posted February 1 There's also a chance I'm not even cognizant of where it is. I know when I roll out on the groove it's usually way to the starboard, but after that I'm scanning ball-lineup-aoa. Link to comment Share on other sites More sharing options...
Raisuli Posted February 10 Share Posted February 10 Well, back to the carrier at hand, I had to remove it from a mission.. Can take off once; the second time I take off I have no flight controls. Makes flights short and interesting. Link to comment Share on other sites More sharing options...
draconus Posted February 12 Share Posted February 12 On 2/10/2024 at 6:49 AM, Raisuli said: Can take off once; the second time I take off I have no flight controls. It was reported some time ago. You should have the controls back in the air though, right? Win10 i7-10700KF 32GB RTX3060 Rift S T16000M TWCS TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria Link to comment Share on other sites More sharing options...
Raisuli Posted February 12 Share Posted February 12 5 hours ago, draconus said: It was reported some time ago. You should have the controls back in the air though, right? Nope. At least not as long as it takes to hit the water after going into a nice ballistic arc with only flaps and some rudder to manage it. Took off from 59, landed on 59, took off again, same problem. 59 is now retired and has been replaced with a different carrier. My gut is it's not likely to come out of mothballs in my lifetime. Incidentally if you run up to AB, then back down to mil salute gets you off the boat. On non-SC carriers all you need is mil. Still need AB to get off the Kuz, though. At least if you want to keep flying after the deck ends. 1 Link to comment Share on other sites More sharing options...
RustBelt Posted February 13 Share Posted February 13 Try doing a full Repair, when weird stuff like this comes up that nobody else reports it’s a good practice. Updates don’t always go right for reasons…. 1 Link to comment Share on other sites More sharing options...
toni Posted February 22 Share Posted February 22 Question: once you hooked down to the Catapult, can you shoot via the Request Launch comm menu ? Link to comment Share on other sites More sharing options...
draconus Posted February 22 Share Posted February 22 20 minutes ago, toni said: can you shoot via the Request Launch comm menu ? No, this is for the supercarrier deck crew to get into launch positions. Win10 i7-10700KF 32GB RTX3060 Rift S T16000M TWCS TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria Link to comment Share on other sites More sharing options...
toni Posted February 22 Share Posted February 22 thanks, so via keyboard I gues Link to comment Share on other sites More sharing options...
draconus Posted February 22 Share Posted February 22 1 minute ago, toni said: thanks, so via keyboard I gues Yes, for non-supercarrier launch you just press Cat Launch/Salute bind (default LShift+U). Win10 i7-10700KF 32GB RTX3060 Rift S T16000M TWCS TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria Link to comment Share on other sites More sharing options...
toni Posted February 24 Share Posted February 24 We need Forrestals to become a stand alone Module with their own characteristics,prifly,hangar, and more 1 Link to comment Share on other sites More sharing options...
MPK Posted March 10 Share Posted March 10 This the supercarrier at 16x Anisotropic filtering: And the same at 0x Anisotropic filtering: The catapaults and other textures smear but the landing lines stay crisp. The same can't be said for the forrestal at 0x anisotropic filtering: The white landing area lines smear and become invisible ... or should I say even worse than normal. Given that anisotropic filtering can cause stuttering in VR, can you please do the same as ED is doing with the supercarrier module to keep the landing lines visible? 2 Link to comment Share on other sites More sharing options...
draconus Posted March 10 Share Posted March 10 7 hours ago, MPK said: 0x anisotropic filtering AF 16x is very cheap and looks horrible at 0x. Why would anyone use it? 1 Win10 i7-10700KF 32GB RTX3060 Rift S T16000M TWCS TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria Link to comment Share on other sites More sharing options...
Nealius Posted March 11 Share Posted March 11 (edited) 17 hours ago, draconus said: Why would anyone use it? Literally at the end of his post: On 3/10/2024 at 1:32 PM, MPK said: Given that anisotropic filtering can cause stuttering in VR REQUEST Make the mules/forklifts visible on the mission editor view so users can avoid them when placing their own statics. Edited March 11 by Nealius 2 Link to comment Share on other sites More sharing options...
Northstar98 Posted March 11 Share Posted March 11 5 hours ago, Nealius said: REQUEST Make the mules/forklifts visible on the mission editor view so users can avoid them when placing their own statics. Alternatively, I think I'd rather have them just removed entirely so that players can set up the deck as they desire without worrying about them at all. We have the units so we can place them ourselves and the ability to make templates with them, but there isn't a way to remove the ones that are already there. 6 Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk. Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas. System: GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV. Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro. Link to comment Share on other sites More sharing options...
Nealius Posted March 11 Share Posted March 11 That as well. When we first got the Forrestal there were no statics on it. At some point we got default statics in a patch. 1 Link to comment Share on other sites More sharing options...
RustBelt Posted March 15 Share Posted March 15 On 3/11/2024 at 12:55 AM, Nealius said: Literally at the end of his post: REQUEST Make the mules/forklifts visible on the mission editor view so users can avoid them when placing their own statics. Why does AF cause stuttering in VR should be the real question. AF these days is basically a fixed 100% setting that devs should just plan on being there. What’s wrong with the VR implimentation? 1 Link to comment Share on other sites More sharing options...
Viper33 Posted July 3 Share Posted July 3 On 3/10/2024 at 5:32 AM, MPK said: This the supercarrier at 16x Anisotropic filtering: And the same at 0x Anisotropic filtering: The catapaults and other textures smear but the landing lines stay crisp. The same can't be said for the forrestal at 0x anisotropic filtering: The white landing area lines smear and become invisible ... or should I say even worse than normal. Given that anisotropic filtering can cause stuttering in VR, can you please do the same as ED is doing with the supercarrier module to keep the landing lines visible? Looks more like a LOD issue. Link to comment Share on other sites More sharing options...
Nealius Posted July 18 Share Posted July 18 I don't know if it's a Forrestal issue or global DCS issue, but LA lights don't appear until 0.5nm in night CASE III, making lineup a pain. 3 Link to comment Share on other sites More sharing options...
Oban Posted Monday at 02:56 AM Share Posted Monday at 02:56 AM Is there a fix for the parked aircraft rotating 180's and facing out to sea, instead of facing inwards towards the centreline ? AMD Ryzen 9 7845HX with Radeon Graphics 3.00 GHz 32 GB RAM 2 TB SSD RTX 4070 8GB Windows 11 64 bit Link to comment Share on other sites More sharing options...
Recommended Posts