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  2. Yeah, I had already checked that as well, just forgot to mention it. Just double checked to be sure, and nothing is incorrectly bound. Cheers!
  3. By them being merged together I meant that as both 50 & 90 sectors feed into same receptor then I'd expect both 50 & 90 sectors on RWR to light up at the same time, which is what they do when range is very short. Because they do not do so it implies to me that somehow these 2 sectors are somehow still separated? So all this makes no sense to me.
  4. Ya the module is real nice don't know what I was smoking when I said that.
  5. Hour of day not at noon or around noon. Bonus for scenic golden hour, around golden hour and even into the night. I'll never forget chasing afterburners and sonic booms in the 104th when it had night missions back in 2013-2014 in FC aircraft. It was a rush. Not be flooded with multiplayer rules messages on screen while starting up/setting up my jet. Just do a good briefing description of rules, commands and good old kick with a message when someone still decides to break them. Weather: bring some wind and turbulence in moderation. Some servers I've joined past months (north america and europe) were set with the most tame of atmospheres. There are some things you have on single player/co-op that you'll not be able to have on a multiplayer server such as tackling the objective at your own pace with your own templates on mission generators or mission design (if you do Mission Editor stuff). After a busy day, that need will hardly go away. With lack of time, usually single player or co-op experience takes the forefront, especially with the power to chose the map and base your own and the ability to pause (also available in co-op).
  6. Sorry, not sure if this is a bug or I'm being an idiot. I have assigned the tower freq for Neuruppin on the CWG map to Ch1 on the radio in the ME. When I use the PTT button to open up the radio menu whilst flying in the vicinity of Neuruppin, it does not appear as one of the aerodrome options. I cannot figure out why? I have Ch0 set to Templin, and that one works fine if I have easy communication deselected. But if I have easy comms on, then for some reason it too does not appear in the radio menu from the available list of aerodromes. Any ideas? Cheers
  7. That's fine, took me a little while to wrap my head around it when I first got FFB myself. Forget about the gimmicky effects. I'm talking about trim. Unless something has changed in DCS, you can't use curves on an FFB base, because if you do, DCS can't apply the correct "trim" and movement on the stick, because DCS doesn't calculate/support it correctly. It might not be that noticeable in airplanes. But a few years ago, it was impossible to trim helicopters correctly if one used curves with FFB. I even had a nasty argument with another user that complained about it, and wanted to have DCS support it. You pretty much proved it yourself when reducing the curve. You seem to not have noticed before, so if this have been fixed in other modules, that's great, and then they will probably come around fixing it in the MiG-29 too.
  8. Just gonna mention the obvious which you have probably checked already. Axis conflicts? DCS has a nasty habit of binding axis that are not used and for the incorrect functions. What contradicts this theory is of course no movement in the controls indicator. But I would double check again. Cheers! Sent from my SM-A536B using Tapatalk
  9. Yes, technically you’re absolutely right. Coop is Multiplayer of course. Colloquially though, games with a focus on cooperative play are often explicitly referred to as Coop games. I think for some people PvP is considered the "default"; at least that's what comes to my mind first when I hear MP...
  10. For everyone's general fund of knowledge: When flying the actual aircraft is your profession, that book is your life and you learn it cover to cover, because the information in it could save your life. Aircrews in well run units are quizzed on the information weekly on paper, along with system limits and boldface emergency procedures (written out, verbatim, from memory) annually as part of the APART process and with no-notice and post-mishap flight evaluations. I know this because I spent a major portion of my adult life as a civilian flight instructor and test pilot for the US Army. I trained soldiers to these standards and helped write that annoyingly complex book for the MQ-1C. The Dash 10 is necessarily complex because it is the single standard by which thousands of people will operate these aircraft across dozens of units over decades. The Book is The Book for a reason.
  11. I'm sorry, I don't understand what you're taking about. FFB effects and DCS axis curves are completely independent of one another. The software for my FFB stick (FFBeast) doesn't even allow for an axis curve within the software as far as I'm aware and there is absolutely no issue with using a curve in the game settings whilst applying all the necessary spring and shaker effects to the joystick. Maybe I'm misunderstanding what you're trying to say. Either way, I'm just telling everyone what eliminated my AFCS bit test failure in the MiG-29 - reducing the curve in the roll axis in the DCS control settings.
  12. Because as i explained before, if the target is at true 90 degrees it will fall in the sidelobes of the 50 degree sector antennas. This makes that sector very insensitive to an emitter in that area. Combined with the low gain of the rear hemisphere antennas and the fact that both sectors have to independently detect the target at the same time to trigger the 90 light. This is why it triggers are very low ranges. They are not "merged" together or provide a boost in detection if that's what you're trying to get at. The system doesn't work that way. ED has said as much that the 90 degree sector is much weaker
  13. Hey Everyone, I've seen a few posts about this problem, but none of them have helped me. I'm fairly new to DCS and the F-16C and I'm not really sure what happened. I was doing mission 2 of the Dragon's Fury campaign for the second time (First time I landed at Anderson when I wasn't supposed to) and after completing the mission objective I was on autopilot towards waypoint 4 and I decided to accelerate time to get there a little quicker (tired of doing it again). A few seconds into the time acceleration my plane went into a spin diving towards the ground. I took control back, but I could not get full control. There was random full rudder and continuous full aileron both to the left. I turned on pitot probe heat since I saw a few posts about that (even though I was in a warm environment) and deployed landing gear. The landing gear seemed to help the rudder a little bit, but not the constant roll. I also could not trim it out. My stick was calibrated and DCS was not showing any input on any axis in the axis tuner. I could see the rudder pedals moving occasionally in the cockpit. I managed to touch down, but then lost control on the runway and crashed. The track file is just over the size limit, so it is not attached. After the mission ended I hopped into a free flight and no issues were present. This makes me think I did something when using time acceleration, but I can't figure it out. I thought maybe I mis-clicked a command on the keyboard when blindly reaching for ctrl+z with my VR headset on. Is there any sort of command that messes with the flight control surfaces? Watching the track with the inputs showing I can see the rudder going from neutral to full left repeatedly, but yet in the axis tuner it was not moving at all. Does time acceleration cause weird things to happen in game like it does watching tracks? I am playing in VR and using a Thrustmaster Warthog throttle and a Virpil WarBRD base with a Virpil MongoosT-50 CM2 stick. I don't yet have rudder pedals (saving up) and I am using the slider on the Warthog throttle to control rudder. I have only been using it on the ground. I'm currently on version 2.9.16.10973 of DCS. Cheers, thanks for any help/suggestions.
  14. Just to give additional hint. Luneberg lense antenna forms 4 beams. Each is supposed to be 20 degree width. Sectors 4,5(10) cover from 0 to +-20 Sectors 3,6(30) cover from +-20 to +-40 Sectors 2,7(50) cover from +-40 to +-60 Sectors 1,8(70) cover from +-60 to +-80 Luneberg lense can also cover more angle, but at expense of gain. In case of full SPO-15, documemt states 20 degree each. Remaining is the question for 90 degree. I have no info on pattern of rear antennas (they would offer least gain).
  15. Thanks all! Max - I'm using a WinWing setup - the Orion2 throttle, enhanced F16 stick and Skywalker pedals. The plan was to get their Black Shark collective so I could swap between planes/spaceships and rotary wing, but they discontinued that right after I bought the base HOTAS. I've been binging YouTube videos. Most cover the collective/pedal bit and I can get to that point, as well as usually avoiding the right rollover. But instead of lifting up into a hover (which some YT wizards seem able to do without any cyclic), I usually end up sliding left or backwards into the scenery. No amount of extra collective or cyclic seems to help. It's like I know what I should be doing, but can't see what's happening in order to react accordingly. The best I've managed is a hazardously aggressive launch into the air at 80-90% collective, whereafter I can transition to forward flight and enjoy bimbling around the Georgian countryside... and while I understand how to land in theory, I can't yet manage it without smashing myself into a ball of flame!! Other than that, I've really enjoyed the Gaz module, and have even fudged an Auto-hover enough to get a few HOT-3 hits on targets. It's just the fundamental manoeuvres I'm desperate to figure out.
  16. Actually - that's the reason I said MP, and not public servers, so I don't think it was missed. . Having seen so many people say they're SP only - I gathered that meant no servers at all, public or private. From many of the posts here, I think that's a fair representation too - given a lot of the issues seem to be time related to missions, etc. For instance - most of the missions (milsim, etc) that I've had experience with have been on locked down servers. (ie, not public). Interesting. For the sake of the conversation and clarity - I would treat co-op PvE as MP still, but given these two replies - it would seem prudent to use something other than just "MP" to describe the discussion, given that some people see MP more along the lines of just public servers, and not including the others. Thanks!
  17. If the UK map encompassed all the former RAF and RN bases in the South West, eg Cornwall, as well as Wales, do you think would be of interest to other players enough to make it viable? There are quite a few bases in the area that could be used for WW2, Cold War and just for modern flying. St Mawgan, Portreath, St Eval, Coldrose, St Athen, Valley, to name a few. This could be an extension of the Channel map.
  18. The square boxes are a thing with quad views. You can play with the size of the foveated region and the border region in quad views companion to tweak it but it’s always there a bit. There is a bit of smearing I noticed in the PSVR2, some of it for me was DLSS introduced. It is more than it is in my Pimax Crystal Super (but different worlds in price there!), but less than in the Quest Pro.
  19. I think a lot of people really avoid the public servers. For me Coop is just a natural extension of singleplayer (everything is better with friends?). I don't even think of it as multiplayer per se. It's the default way of playing for a lot of games...
  20. Today
  21. In other words, almost just like in the actual military, only it's easier to hide the beer. I'm all for using proper procedures and a detailed planning session, but "milsim" really shouldn't mean simulating the BS, too. Most of us get enough of that already.
  22. Why would you start with the Huey when your real love is the Gazelle. You can learn to fly a helicopter with the Gazelle just fine. They work the same, even if they might feel a bit different in a direct A to B comparison. @Tasky Only general advice I have (apart from watching Youtube tutorials), do everything slow and in small increments (talking about collective, pedals and cyclic). Add power slowly until you feel the Helicopter wanting to yaw. Hold it there and compensate with rudder. Add a little more, rinse and repeat. Eventually the Helicopter starts to tilt (pitch and bank), compensate with cyclic. If you do everything VERY slowly, you will eventually be able to balance it and pick it up. From there it is just practice, practice, practice. It helps if you have a stick with a long throw and little spring resistance.
  23. Try at 75-80 and see if it lights on. I did not have time to test ED's implementation.
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