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Wardog21

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Everything posted by Wardog21

  1. Doing a cold start in a pitch black cockpit while parked under a bright light source on the supercarrier really breaks the immersion factor at times. Lighting at airbases doesn't even effect the exterior of the aircraft. It would be nice to have light sources other than the sun affect the lighting inside the cockpit at night.
  2. I don't see a dedicated wishlist for the tomcat, so here it goes... It would be nice to have keybinds for the mouse for view controls such as "Zoom In Slow" and "Zoom Out Slow". Also, it would be nice to have the eject command be a 3x press.
  3. Wow, I didn't realize that this setting was persistent in the mission editor. I was working on one mission where I had it active, then switched to another that I didn't (or at least thought I didn't). This fixed it. So simple, but I would have looked past it for eternity. Thank you!
  4. Hi all, I can't get DCS to populate the VPC objects in the mission editor for some reason and I've been running this mod successfully for years now! I just built a new computer and transferred the ssd my DCS open beta install is on along with a backup of my savegames folder. A 1 to 1 transfer basically. However, for some reason now when I go into the mission editor and select any of the VPC objects through statics\structures, they are not showing in the ME. I have reinstalled the updated 9.6 version, and the omni-lights fix for 2.7 with no joy. I even went as far as to install the original, then the patched update, and the lighting fix. No joy. I double and triple checked to make sure the install paths were correct, and that I had the correct folders in the right place. I even went as far as to manually go into the bazar\shaders\model folder to add the fix after I used OVGME without success. Still, no joy. If I open a mission where I have those assets in place as fortifications, the mission loads with said assets in place (listed under fortifications\all\"name of VPC asset". However, if I load a newer mission where I have not placed any of the VPC objects, when I go into vehicle\fortification\all\, I only see the Tacan Beacon listed as an available selection and no VPC objects. Similarly, when I load a mission where I have placed VPC objects as statics, the mission will not load in the mission editor. In a new mission, when I go into statics\structures\, the mission editor fails to populate VPC objects in the list like it always has before. All of my other aircraft and tech mods in my saved games folder works without issue and DCS Open beta 2.7.5.10869 Does anyone have any idea what the heck is going on? I was just working on missions with the VPC objects right before this new computer build, and now it doesn't even see the objects in the folder!
  5. I get it... There really is no reason to be flying a jet below street light level through downtown areas or highways, so it makes sense to not model every single light source on the map. However, why not have actual light sources at the airbases? What good does "cockpit global illumination" actually do when it isn't "global". I hope ED gives us (at the very minimum) actual light sources at airbases, as well as static light fixtures that do not break after updates. Hopefully some day we will get true global cockpit illumination. I don't understand how the light from the sun can affect everything inside and outside the aircraft, but the other light sources can only affect the exterior model, not the cockpit. At least now I know this is DCS and not my hardware. Thanks.
  6. Yes, it is turned on. At one point, I ran everything at it's highest level, still no joy.
  7. It would be great if bright flood lights on carriers and at airbases affected the darkness of cockpits at night. It really breaks the immersion when you are parked under bright flood lights, and your cockpit is completely black. I shouldn't have to use the flashlight when a bright flood light should be casting light into my cockpit. The exterior of the aircraft is in some cases not even affected by these lights. On the Supercarrier it works for the exterior of the aircraft, but on airbases, it isn't.
  8. The Adriatic Sea (Itally/Bosnia area), or anywhere else in the Mediterranean for that matter. Especially the area around Sicily, Tunisia/Libya, or Gibraltar/Morocco. It would allow for a wide variety of conflicts that span from WWII to more modern conflicts.
  9. I see the errors at the end. I thought repair would have fixed this? DCS log.txt
  10. In the Editor today I went to click on an airplane and got this grey-blue box over the area where you would select the aircraft, the role, and add in the name. I cannot add new aircraft using the button on the left side, and I cannot copy and paste existing aircraft. I have no issues with ground units or ships. This seems to only be an issue with aircraft. I have also tried to start a new mission. I get the same result on a fresh mission using the Add Aircraft button. I quit DCS and used the repair function. I chose the slower option to verify each file. Restarted DCS and got the same issue. I'm running DCS OB 2.7.3.8494. Has anyone else had this problem? Restarting DCS doesn't work. Repairing didn't seem to work. I recently installed some aircraft in the mods folder, but I've never had issues with that before. Any ideas?
  11. Sadly (even though I want to hold out hope that they will), I agree with you about the inaction ED will likely take regarding this. Although, I can see how ED would favor addressing customer complaints about "in-game" content or continue working on bringing newer modules in rather than focus on tiny operational quirks in the ME that will bring in zero additional revenue.
  12. I agree about the template option, and it's kinda what I was getting at with the copy and paste thing. As I mentioned in another post, if you couple the time it takes to build a FOB or enemy camp and then run the mission just to find out that the camp is actually on a hill, despite finding what you thought was flat ground in the ME, becomes tedious when trying to select every single unit to copy and paste into a new location. Moving each static object at that point just makes me want to exit out of the ME.
  13. In the Mission Editor, when clicking on the first unit of a ground vehicle using the armor button, you can move the entire selection of units, or by pressing Ctrl, you can single out the first unit and move it separately. In this vein it would be useful to have the ability to select a grouping of static objects like you already can using Shift, but while holding shift, to be able to move the entire selection while clicking and dragging with the mouse. The ability to select a group by clicking and holding down a mouse button then moving it to form a highlighted box over statics would be useful as well. Similar to how you move icons around on the desktop. Having to copy and paste, then manually delete each static takes too much time.
  14. It would be nice to have a highlighted area added to the "ALT" map in the ME that denotes flat land/level ground. I feel that this would make placing static objects and aircraft that can start from the ground much easier and faster in the ME.
  15. I would be all in for a pre-flight walk around in first person.
  16. I will be the first to admit that I'm totally ignorant when it comes to the workload involved in coding. The extent of my coding experience has been fiddling around with Excel Macros and doing extremely basic stuff in DOS back in the day. That isn't saying much at all. I am unfamiliar with the csar script you speak of. I will have to look into that. I know this isn't Arma. I've played it, but I keep coming back to DCS. Also, I'm not new to DCS or ED titles. While I am in no way trying to underestimate the workload involved with this task, I can't imagine it would be anymore difficult than ED creating Combined Arms? Also, thanks to Combined Arms, DCS is not purely a flight simulator anymore is it? And after all, it's Digital "Combat" Simulator not Digital Combat Flight Simulator. I could be very wrong, but I feel like the basic mechanics of what we need for this are already there in Combined Arms, are they not? Can you not control ground vehicles with the keyboard and mouse? Why couldn't the FPS part just be a modified copy of the Humvee code? Whether it is written into Combined Arms or as a standalone module for DCS, what if it worked like this: Upon ejecting and landing safely, you had the option to enter the "select role" screen and select the "downed pilot" role. You would then be put into what is basically a modified Humvee. In F1 view you would have only crosshairs in the middle of the screen, and basic info regarding your sidearm and or health to start with. You could then use the radio to contact CSAR. Then, when you get picked up and returned to an airbase or carrier, you can select a new aircraft role. By the way, if you didn't have the module, or if you didn't want to participate in the downed pilot role, you could still have those options of being able to set a timer for respawn so you could still bypass the CSAR all together. This again, would be set by the author of the mission in the ME, but you have to agree that it would make a lot of helo pilots out there happy as well. Sure, I imagine that the brunt of the code would be trying to figure out how to do things like record and transfer your current position as an "aircraft role" to the new downed pilot role so it would populate in the correct spot. The Humvee code already exists and could be modified to only go as fast as soldiers do, and at first leave out the ability to jump or crouch if it was too difficult. No need to create a new 3D model as it would use the same generic 3D model as the ejected pilot. I'm guessing that the transport troops code could be used to extract you and the way DCS would qualify you as being returned safely could easily be done using part of group or unit inside moving zone trigger in the ME. This just seems logical to me. Again, I have no idea how it would really work within the confines of the code because I have no clue as to how that all works, but again. It seems like most of the tools are already there. I can't believe it would be too difficult for ED to do this. This like all modules could evolve over time and become more refined, but it would be a start. Again, I'd gladly buy Combined Arms or any module that modeled this, just like I purchased Super Carrier to have the deck crew and better ATC for the carrier. It's the little things, even though I bet they are massive projects to take on. I get it, maybe this is just too much? Maybe, for starters, a good place for ED to start would be making it possible for other players in multiplayer to see your pilot walking around on the ground after ejecting? I think that's a solid starting point. Then you can start tackling it piece by piece... that's how you eat an elephant after all. Don't get me wrong, I agree with you, if we took a poll on this and it turns out that nobody else wants to have this implemented, then by all means, ED should just keep trucking along like it has been. But, DCS is growing and while I hope that it some day includes a pilot recovery/csar ability, I'll be content in the meantime with having realistic basket physics and interactions with the aircraft while refueling, and the Super Carrier touch given to airbases so that ground crew and equipment can be seen and used and have better ATC. Would also be nice if troops could be seen inside the Huey during transport and didn't just populate and disappear outside the helo. There is so much work to be done, and yes it all has to be prioritized. I just hope ED doesn't fall behind the curve, because some day, a studio will have a high fidelity full spectrum combat simulation in one package where land, sea and air battles all take place in one highly detailed gaming environment. I hope for ED's sake that it is DCS that spearheads this. Lastly, I'm not trying to be confrontational at all, but I feel I have to call you out on the second half of your second sentence. With all due respect, I would argue that you don't speak on behalf of "the majority of the player population" in DCS. On what information or authority do you make that claim? Also, you're killing my buzz man, this is a "wishlist" not a "demand list". Haha.
  17. After I eject, I want to transition into a first person shooter, where I have to evade capture, sneak and or fight my way to an extraction zone to be picked up by a player controlled or Ai controlled CSAR helo. It would be nice to have multiple options inside the ME called "Pilot Recovery Options". These options could be: "Traditional" - In this instance, it uses the existing game mechanics. You get shot down, eject, press escape and choose a new slot. "Bypass CSAR" - In this instance, you have the option as a pilot to bypass the CSAR element. In doing so, you are taken back to the "Select Role" screen and are then required to wait a predetermined amount of time set in the ME. "Realistic CSAR" - In this instance (upon landing after ejecting), you must radio for help and are subsequently given coordinates to use on the F10 map to reach an extraction zone. You must evade capture until you are picked up by a CSAR element via either air or ground (also set by mission author in the ME). I feel this would really set DCS apart in the industry.
  18. Yeah, I watched that video, thanks though. That is how I learned how to adjust the coordinate box in the F10 map. I re-watched the video just to make sure I wasn't missing anything. I did it step by step how it is done in the video with no success. I select waypoint 1 on the screen, go into F10 and create a mark point, put the mouse inside the mark point and press RAlt+Y to capture, and it fails to record the Lat and Long correctly. The heading is always 207 from Krymsk. Not sure if it helps, but when I'm at Kutaisi, the bearing on the waypoint display is 209 when captured. It doesn't matter which waypoint I select, or where on the map I select, the Bearing is always the same for every capture.
  19. Can't seem to get the navigation to work right. When I select waypoint 1 in the cockpit then capture the coordinates of my markpoints in F10, the coordinates do not transfer from the map into the Waypoint 1 data screen. Furthermore, when I set multiple waypoints, the bearing, Lat and Long are always the same for each point I capture. Doesn't matter where I capture on the screen, it gives me the same bearing. The height is the only thing that changes I think. What am I missing?
  20. First off, I love this beautiful Mod. Thank you for all of your hard work and continued dedication. Does the portable tacan stations ED recently added not work with the A-4E? I have verified they do work with my other ED aircraft, so I know that I'm using them correctly in the mission editor, but have tried numerous times to get the A-4E to pick up the portable tacan stations with zero luck. Normal tacan stations on the map and carriers work, but not the portable tacan station. Just to be clear, this is the ED portable tacan station, not a mod.
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