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Everything posted by ApoNOOB

  1. Now imagine this... "Hello, this is the newly formed VEAO Team, happy to announce...!" Sorry just kidding. Don't even think about them anymore! :D
  2. Most goverments/states will have plans for things like famine etc. so even in the most alarmist sense, there would be no danger to starve. If you are troubled by this or know people that are fearful of food shortages, your goverment will probably have public information about details in this area and emergency plans. The panic buys did more to throw retail in chaos than the actual impact of the virus or the protection/isolation measures imho. If people wouldn't have started hoarding things (lot's of which didn't make any sense), nobody would have noticed much difference when going into a supermarket. Medical supplies, atleast here in my country, are a different thing. Lot's of states have been caught red handed in slacking off preparing for medical disasters and I expect a lot of rethinking in that area. Further, it was heartbreaking to see some messing around with medical supplys meant for other countrys on state level. There have been export restrictions going up all around the world for things like masks and some states have had the audacity of stopping wares meant for others countrys. (That didn't originate with them) Hopefully this crisis allows for some things to change for the better. I myself have caught myself generally underestimating the general danger of infection. Currently we take this Covid-19 very seriously, but with other 'common' viruses we slack off. Most countrys employers and some workforce cultures foster a pressure to always go to work and 'function' if you are 'still able to work', which of course is a receipt for mass infection. Also more social distancing and self isolation even in times of non crisis when obviously sick, should be more stressed by everyone.
  3. Hey another thing that might help you, is the ingame axis control indicator (Right Control + ENTER). It's a small window that shows you, what your axis are doing right now. Have you checked in windows if all axis on the MfG rudders are working as they should?
  4. Hello g2k, sorry you are having those issues, the latest sounds like it is DCS. :) I believe it is the issue posted by feefi, let me try to help you a little with that. By default DCS assigns default bindings to every new device that is plugged in. That means when you plug in a new set of rudder pedals, DCS will most often assign axis bindings that make no / little sense. Let me not bore you with why it does that right now. For you, it is important to double check your bindings, clear conflicting / wrong bindings and maybe tune your axis to preferred settings. (not sure about the MfG rudder pedals, my Saiteks I need to tune) See this picture: https://steamuserimages-a.akamaihd.net/ugc/789754785220291920/0639DE66FC0D7B6ECB0EB79E2D3E801E73479355/ On top left there are two columns, one to select the aircraft (make you are in sim!), second is axis commands. Axis are a different tab and you will not find them from the button search in that same tab. Note that you can navigate the window not only up/down but to left/right aswell, some additional devices might be hidden and cause you to overlook a double binding. Removing a binding is done by selecting the relevant axis and clicking 'Clear' at the bottom. To bind an axis just double click in the empty spot for the device/axis you want to assign and push the relevant axis around on the hardware in the next window. It should detect the input and just press ok to continue. Another thing that might come up are left & right brakes. On my Saitek ones, in some modules I need to invert the left & right wheel brake axis. https://steamuserimages-a.akamaihd.net/ugc/789754785220327167/02DFAC37CD13E0D22BAC3D8D2E232F84FD25C9E5/ To open that select an axis and click Axis Tune, that way you can also tune all your other devices. Maybe your joystick feels to light around the middle, or a slew on the trottle needs a deadzone. There should be some guides around that explain axis tuning indepth.
  5. No MAC in DCS:World? Very conflicted about that part in the news. Part of me never wanted more FC3 in DCS, another part longed for more. :3
  6. Best time of year! *pew*peng*
  7. Op Desert Thunder feedback: Like it very much, LAR fights are always fun, fights around Bandar Abbas inbetween are also cool. What I would like: More Helicopter stuff (shark on Blue maybe?). Transport slots @ Kish for Blue, maybe a second FARP when capture progresses? and Bandar Abbas + Bandar Lengeh for Red. This would allow dedicated helicopter pilots to help shape the battlefield. On that note, if there is expansion on this, we should look and talk about CTLD ranges. I am not sure how it is set up right now, but the range from crate pickup (from FOB or FARP/AB) to LZ and SAM placement feels very close. If you have a bunch of dedicated helicopter pilots, this quickly becomes a bit too powerful and very annoying to fight against. I am unsure what would be a reasonable range since nobody is going to be happy with anything, if you have the CTLD range small, Helicopters will be able to repair SAMs in safety faster than the enemy can destroy them. If you make the range too big the reverse happens with the addition of Helicopter pilots being very unhappy about long flights. Range of CTLD from pickup to being able to build should be ideally short enough that it is still fun to build alone (flight 5-6x times to build a big one), while being long enough that if a transport got killed, it is not close enough from spawn&pickup to build multiple SAM's up right away again that just got destroyed. Octuple & me for example build a Hawk ~8nm from the FARP on a Mountain & while climbing up there is a bitch, if somebody went about destroying that (in fact it was teamkilled), repairing it takes no time at all. Same for RED@ Lar, if you build some SAMs south on the mountain and the enemy goes about destroying them, building it up again takes no time (even if you take out a Transport). I am a huge fan of groups of Helicopters working together to build stuff, build forward FOBs, deny territory, make a safe airspace/fallback area etc. but I think we should discuss this aswell because fighting it has to be fun too. Would love to hear from other rotorheads what they think is reasonable & fun. edit: BLUE Lar Mistral slots not blocked by script and I am able to spawn there before Lar is captured (or even WP2 is cleared). All other slots looked fine on first glance. edit2: There is also something off with JTAC times, they are really short and disappear after ~20-30 mins.
  8. 104th CTD dcs.log-20191218-204849.zip dcs.log-20191218-203741.zip
  9. It was simply asked to be streamlined with current modules. I think it makes a lot of sense, since using a different way for every module is very confusing to users. Again this has nothing to do with the 'real thing' or 'realism'. Nobody asked to be able to change laser codes in the air. We are talking about using the kneeboard function to look at your codes&change them as in other modules. (Simulating the groundcrew doing it) I don't want the version of 'as close to the real thing as possible' either, since fumbling around with a screwdriver as groundcrew on the bombs doesn't look very fun to me. :)
  10. Also that doesn't mean at all that the 'most populated MP servers' will also have the most used ingame voice(radios). There is a lot of player types around, and some simply do not want radio communication. Others scoff at brevity, feeling silly etc. Ultimately ED's inhouse solution will not change much for the majority of MP players, only for a minority that cites things as "meh I don't want to install 3rd party software", maybe some reduction of workload for overstressed server admins. But it's not going to get that A10C gun running your troops communicating.
  11. I suggest doing it like in other modules where it is changed by ground crew on the ground. In other modules it is done via. kneeboard and will also show your current code there. For those that don't know, afaik IRL usually the pilot will just tell the guy lazing what code to use, but in DCS we have engine limitation. (Code is set via mission editor/CTLD script and can not be changed ingame) No realism was harmed in this production. :)
  12. I am sorry but you are obviously making assumptions based on a server (i don't want to bash..) for being notorious as not really being organised(communication), like other communitys. You can't tell me you don't know, DDCS, Blueflag, 104th, Hoggit, TTI etc. You can be ignorant about something, but if you keep insisting on it, it looks like trolling. edit: I just checked with server browser and SRS client, and most SRS users connected to server (& ingame)reflected the player numbers shown in the server browsers. (104th, TTI, Hoggit)
  13. I know this is gonna be said everytime, any control issue comes up, please don't be mad at me. But recently I had exactly the same with a conflicting double axis assignment. :D
  14. I get burned out by DCS regularly, sometimes I am bored with my current modules, sometimes it's frustration with a current version, sometimes just something else that captures my attention. Sitting in a MP server over the slot selection, not really wanting to do any of the tasks in any module is not unfamiliar to me. If no people are on coms in my usual MP servers, I might not even get that far. But taking a break 2-8weeks from DCS and coming back, checking out new features, learning a new module or trying a new popular online mission most often does the trick.
  15. I think you are falling for a recurring trap here. Most of the work arounds we use for all kinds of stuff are not 'realistic'. Realism, in the terms of input hardware, interaction with the cockpit etc. is NEVER going to be 'realistic'. We can only remove the the immersion breaker and try to find something that works for us. (Joysticks, TrackIR, VR etc.) When you have accepted this reality, stuff like not being able to hide joystick, is actually a immersion breaker. (Since me not being able to easily see HSI is not 'realistic' to me in that moment) On topic: I really believe this should be a feature in all DCS modules. (Where stick/collective/throttle blocks view to something)
  16. Buy him the Warthog! Don't you love your son!? Haha! (This is funny to me because my dad pitched in and years later still love it, really thankful he understood my hobby) I am very happy with the stick, not having read all the posts, there are two recurring issues: The slew control on the throttle is a very low quality sensor that in some units seems to be faulty built in factory. You can fix that mostly with deadzones, but if you buy it from a vendor check that out and send it back. Second and most common is low quality grease used in the stick. After about a year of heavy use, the grease will degrade and you will have to manually re-apply some by yourself, which is a little bit of work. ^ Done that, the stick is imho even better than default from factory, since you can apply 1-2 more fixes while doing that. One is to remove or adjust the spring to your liking (helicopter pilots like no spring and adjusting it may be wise for extensions) the other is to remove or replace a part that reduces or increases sticktion in the centre of the stick. The throttle is really great too, if you look past the low quality slew control (i only really use it in the a10c), has absolut great feel and has been steadily going for about 5 years without any problems. I figure at somepoint I might need to take it apart for some cleaning but there seems to be no pressure yet. For the Hornet specifically I have no problems, nor any other modules. You have enough buttons, axis, switches etc. reasonably needed, if there is need for more, with modifiers the amount of possible buttons becomes absurd. For tasks like A2A refueling in the Hornet (or A10C, Harrier, F-16, F-15 etc.) a throttle like this is great and honestly I can not imagine doing it without it. This is all with the default TM Hotas Warthog, I see currently no reason to upgrade to the hornet grip, it works quite good without it. Now I know this is a lot of money, but imho it's well spend on this, since it's also a investment in a hobby, you will use for many years / hours a year. You should also note that the price for flightsim hardware on ebay etc. will not quickly decay, if you do some maintenance you can make quite a bit of money back. There are many products I have heard good things about in the price range (and above!) of the TM Warthog, if you pay so much it might be worth to consider going a bit further if it's worth it. Last, if it's a concern your son might drop the flightsim hobby and you sit there with hole in your pocket, you can claim that stick always for yourself. "This cost a lot money, son. If you don't use it, it's mine!"
  17. "Don't use curves on your joystick, that is not realistic!11 a REAL pilot has no curves either!11":joystick::pilotfly: Please, if you go on about realism, think about all the little workarounds we already have. We can not with our hardware (Monitors, headtracking, VR, gaming joysticks etc.) be 'as realistic as possible'. Like with curves for joysticks with tiny amounts of travel compared to their real life counterparts, there will always be workarounds and trade offs ingame and IRL to make this sim work, with all the different setups out there. I don't even fly in VR and find the sight problematic at times. There is also the reality of the MP scene and the people that build those missions. Nevermind the disregard to their workload... Even if you can make specific changes for an Aircraft in the editor, most of the mission builders don't take the time to do it properly for every slot/aircraft group, or don't know about the module and what the player needs/wants. Anyone who ever worked on a really big MP mission can assure you, the amount of time it takes, the troubleshooting, the endless fiddling around, is simply frustrating. And now the mission builder has to consider which obscure aircraft specific settings have to be set up for every slot, instead of allowing the player to make a sensible decision/use his own settings. Most of the "ah you can just set it up how you like in ME"-group(for other modules&features aswell) doesn't seem to be really multiplayer oriented, or they would know half the time on a public server you have a incomplete flight plan, nevermind small things like radio frequencys, hardpoints etc. Current system(no way to allow ingame change of aircraft specific options) urgently needs a rework, and stands in the way of fleshing out many other systems ingame(radio/nav presets for example). In the meantime consider poor VR folks and make an option to make this invis, we can already do similar in many modules.
  18. Yeah a lot people in this thread have been arguing a strawman, nothing that the OP said. Myself I love all the small tiny systems, and most of what I have tested actually works / has a purpose. Now if you ask about dev. priority, I can agree this stuff can come last. But I think most of these small systems are really not that difficult to code and take up probably a minimal amount of devtime compared to all the other things we are looking for. People have noted the truly dull failure system in DCS, and I think the answer is not less feature but more. Expand on the failure system(s), make them fun! Make or give server admin/modders tools to create persistent airframes over sessions. I realize there is a real challenge in there, especially since every other DCS airframe is a total loss. :3 But I see a lot of potential here. Generally there also should be better ways of starting/identifying specific and random failures, there should be different categories (if even only for gameplay sake). Like 'fatal', 'irreversible/permanent', 'fixable' etc. alone for training sake could be cool. Also there could very well be a setting that announces on trigger & walks you through, if a failure(or even damage) hits you. That way there could be 1) a helpful system for players in distress 2) a guide/tool for new player to learn how to deal with emergency procedures.
  19. Sorry just don't have the money for it. This is already a insanely expensive hobby and I have to save up for most of the stuff. There is a notion around to have a subscription based model to simply support ED, without thinking about the consequences and nuances about what that payment model would look like. If it is only about supporting ED, buy & gift modules, petition for something like Patreon etc. Not having read the whole thread, I don't know if people tried to imagine such a system already, but generally it will leave a majority unsatisfied, once you lay it out. Is it one fixed number for everything? How much do you need to add per module? How does demand (via $ by customer) work in terms of dev-time priority etc. How to determine the subscription price for countrys with weaker economies? Will monthly payment method work for everyone globally? The more you think about it, the more brittle such a constructs becomes.
  20. Weekly annoying Apo wishlist post: Issues again (or still) with tankers, on OP longbow, those near fleet work, but rest seems to have issues with Tacan&not on radio menu. They ARE still in the mission(spawn), just don't react. (edit2: There just was Mission restart vom OP Desert Fox to Long Bow and on first glance tankers seem to work) <- edit3: No tankers gone from menu again :( Also red reported an issue with Guduata not capturing when having cleared all units. (I think they said they got the 'all units clear land troops' message, but someone from that round has to pipe up) Similar issue we had yesterday night on Blue when having captured Sukhumi. We got troops on it, got the HAWK site setup, but still the server message reverted to 'capture Sukhumi'. The next targets units spawned, but I wasn't in the server to see if we could capture the next base (Guduata). A lot of frustration has been expressed the last view days about ranges from spawn to target area, mostly by red. As I understand this mostly came from frustration of not having any A2G people and Sochi not being captured the whole round. The server was running already for many hours and apparently there was just no crew around to fly much A2G. My suggestion for that would be somekind of assistance for the first TA (that is essential to spawn aircraft) after a fixed mission time has elapsed (let's say half or 3/4th mission time), that atleast makes it easier for the respective Team to capture a base. I don't know if the ground unit numbers for Red side are the same with tanks etc. but for example you could have AI units try to strike X amount of targets each hour. Or simply have a JTAC popup after a set amount of time. Also having made the flight for Blue to Kutaisi(in Helicopter) and yesterday trying to get from the FARP to Sochi for red in a KA-50, I gotta say those ranges are 10-15nm too long for my tastes. Personally I see no reason not to move them up a bit, while the KA-50 is mighty dangerous and dedicated rotorheads will make quick work of Sochi, and anything else on the coast, the bigger problem is that not enough people fly them and do the job. Please helicopter pilots, especially from red give some feedback from this. Personally I like the long transit flights from/to the boat with A2A refueling in&out and would love it if more of the community embraces it. Imho fuel restriction and somewhat long flights (I don't think they are excessive) are the best ways to prevent airquake and thoughtless fuel use by all aicrafts. But on a mission like longbow a middle ground should be had if there is disparity in the teams. Not saying these idea are the way it should be done, just throwing my feedback out there and some ideas to address some balancing without affecting the spirit of the mission. ---- edit4: More red helicopter confusion(longbow), I am not sure where to spawn, either there are slots missing/not loaded right or I am blind. There are no Helicopter spawns at Sochi and there are no slots for the FARP between Sochi&Guduata (don't know it's name).
  21. Just had this again in latest beta version in MP on 104th server, since this keeps happening to me, I watch my TGP like a hawk. I 100% turned off laser, turned off TGP, landed, refueled/rearmed -> took off and lazer does not work. Other people seemed to have the same problem. I was buddy lazing before and had a complete laze time of maybe 7-10 mins. (I always turned it off when I could, trying very hard to not have long times of constant lazing) I want to also note this is a big problem than it initially sounds, for example I was buddylazing for a teammate whose lazer was burned out after take off too. Flying for 40mins with only laser guided munition, only to realize you can't guide them and to then see your only teammate with TGP kill himself is a terrible experience. =(
  22. Damn bro! don't link random 50min plane docus =( Cant resist that
  23. Is LotAtc currently working? If yes what version? (I tried 1.3.0 beta1) edit: Some issue on longbow with Shell tankers (61/62). They disappeared from Tacan and later somebody said one Shell killed itself. (Atleast one is at angels 14k which is cutting it close in those mountains)
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