Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/18/10 in all areas

  1. Hey there. I've received numerous requests to make additional videos about DCS A-10 since the multiple JDAM drop video. I enjoy making these. Feel free to suggest what topic you would like covered next. Gonna consolidate these into a master list of vids. As of now, there are 4 "main" ones, with the Targeting Pod guide being the latest: The above video describes how to range targets and create more accurate markpoints with the targeting pod. I made this fairly (as study sims go) newbie-friendly vid to show how to land. Part 1 is a basic VFR approach from the pattern; Part 2 has a crosswind landing and missed approach + additional info on crab angle calculation. I have introduced my personal preferences into the procedures very slightly, so I'm sure it'll deviate from the official Landing training mission. But, this is how I usually do it. I am not going to get particularly hardcore in the landing series of vids, because they're meant to be a starting point to practice and not an encyclopedic repository of pitch-perfect landings. Lately I've been experimenting with the trim system and MRFCS, and so I made a video about that. There was some confusion in the openbeta forum about how these systems work. It's also motivated by my desire not to end up in the state of confusion that I (and many others) were in about Black Shark's trimmer. I went into the A-10A manual that's linked in the "A-10 documentation" thread, read up on the trim/MRFCS topics in that, and then compared it to the functionality in the beta. The result was that it works as described in that document. Which is very cool. Please note that since the MFRCS is still a WIP item, I'm not going to do part 2 until there's either a good way to portray it as WIP, or until it's finished. The original JDAM video; shows the user how to launch multiple JDAMS and explains how the markpoint system can be used to input new navigation waypoints for flight plans. _______________________ I'll annotate any technical errors people find.
    4 points
  2. Я сейчас скажу крамольную мысль, мое личное ИМХО... После "акулы" ГС2, выглядели так слабо, в смысле так не дотягивали до акульей планки, что поиграв с неделю я снес ее нафиг и больше не ставил, хотя купил онлайн версию за относительно большие (по сравнению с диском) деньги (которых мне жаль, А-10 в два раза дороже но ни капли не жалко...). А тянуть ГС еще и в ГС3 (в мир а-10) может не надо (щас запинают...:D), просто даже после сырой беты А-10-го, ЛА из ГС2 будут вообще, выглядеть жертвами аборта... умерла так умерла... Живут же фальконисты с одним ЛА, а в ДКС их уже два, да нет истребителя - глядишь следующим сделают и по-быстрее...
    3 points
  3. Hello Guys Latest update on my start up Manual according to the new Patch 1.1.1.1 If you want to give it a try so you can download the PDF File below: EDIT: 20-01-2012: Updated to Version 2.5 Download (updated)
    2 points
  4. Лучше-бы это время убили на А-10, ибо ГС2 "нирыбанимясо" :music_whistling:.
    2 points
  5. Simplified reference for HOTAS functions. This is to provide a better format (one page rather than the manual's 8.) NOTE: Some switches (like Boat) are not listed in the X52 version, as I've separated those functions in my X52 control setup (this thread). I've attached the Excel files (WH and X52) for your editing and printing pleasure. WARTHOG HOTAS: HOTASFunctions(WH).zip HOTASFunctions(x52).zip
    1 point
  6. I think this deserves a new thread of it's own, it was getting mixed up and buried within the Buildings mod discussion :D I present to you all a whole bunch of new road textures for FC2.0 (and DCS Black Shark) Road Textures Black v2.0 Semi-Markings *High Resolution* This mod replaces all default road textures with semi-marked, dirtied, black tarmac ones. IMPORTANT: Please be aware that this version features very high resolution texturesets, they range from 2048x2048 for the road junctions, to 2048x8192 for the longer lengths of road, so a good PC specification IS required! Anisotropic Filtering level of 8x or more recommended for best results. 4GB+ of system RAM recommended. http://files.lockon.ru/en/454/ Road Textures Black Semi-Markings v2 New Road textures, v2.0 Semi Road Markings Replaces the default road textures with tarmac ones, road markings are only drawn on main roads (see thumbnail screenshots) This version features texture resolutions ranging from 512x512 to 512x2048, so most PC's can run this mod with no noticeable FPS loss or resource usage. Anisotropic Filtering level of 8x or more recommended for best results. Now MODMAN 7.3.0.0 compatible. http://files.lockon.ru/en/449/ Road Textures Black v2.0 *High Resolution* Full Markings This mod replaces all default road textures with fully marked, black tarmac ones. IMPORTANT: Please be aware that this version features very high resolution texturesets, they range from 2048x2048 for the road junctions, to 2048x8192 for the longer lengths of road, so a good PC specification IS required! Anisotropic Filtering level of 8x or more recommended for best results. 4GB+ of system RAM recommended. http://files.lockon.ru/en/397/ Road Textures Black v2.0 Full Markings New Road textures, v2.0 Full Markings Replaces the default road textures with tarmac ones, now with full road markings. This version features texture resolutions ranging from 512x512 to 512x2048, so most PC's can run this mod with no noticeable FPS loss or resource usage. Anisotropic Filtering level of 8x or more recommended for best results. http://files.lockon.ru/en/396/
    1 point
  7. So I managed to get myself into a pretty rare situation; one-vs-one helicopter WVR dogfighting. Here's the video: http://www.youtube.com/watch?v=DRcbjpwTX_k My question is -- any advice? I know a little about fast-mover dogfighting but this was a completely new situation. Anything I did wrong (other than nearly hit the ground due to rotor wash)?
    1 point
  8. 1 point
  9. There's also a broken flag where you transition to the Profile page on step.. 10 I think. Here's the text extracted from the training mission. Create a mission or start one where you're on the line and run through it manually. DSMS Training 1. Welcome to the training lesson on the Digital Stores Management System or DSMS (often pronounced "dizmas"). We'll conduct this lesson right here on the ramp, so I'm going to run the batteries and bring up some systems. 2. DSMS is the primary interface between the pilot and payload. In the A-10C, weapon profiles are used to select and configure the weapon of choice, so that you are not really selecting a weapon per se, but selecting a profile, which has a weapon assigned. For example, you can create multiple profiles for a particular weapon to prepare for various tactical scenarios. You can then select the most appropriate profile in combat depending on the situation. DSMS allows you to create and customize up to 20 profiles, each saved under a unique name. Profiles can be cycled by DSMS controls on the MFCD, the SEL rocker on the UFC or HOTAS controls when the HUD is SOI. A selected profile is called an "Active Profile" and is displayed on the bottom-left corner of the HUD. 3. DSMS includes the following pages: Status page, Inventory Select page, Selective Jettison page and Missile Control page. Some of these have additional sub-pages. 4. The DTS Upload page is now up. Press OSB-18 on the left MFCD to upload DSMS data. 5. Okay, now let's select the DSMS page with OSB-14. 6. You are now looking at the Status page, which is the primary display of the DSMS. This page allows you to quickly view the following information: a. - Weapon inventory and status for each of the 11 stations b. - Release settings for the active profile (selected weapon) c. - Gun status and ammunition remaining d. - EO power timer (if Maverick is active) At the top of the display, OSB-1,2 and 4,5 allow you to access the other sub-pages of the display. Without pressing any buttons, take a moment to become familiar with the display. 7. Let's set MASTER ARM to training mode. Right click once to set the switch to TRAIN. 8. Blue indication on the DSMS denotes TRAINING mode. White indicates Master Arm SAFE and green indicates Master Arm ARMED. 9. As you can see, stations 1-11 are displayed sequentially clockwise, starting from the bottom left corner. Each station box indicates the profile name, which usually corresponds to the designation of the loaded weapon and the quantity remaining. Depending on the weapon, additional information may be contained inside the box, such as the launcher configuration or weapon sensor status. a. In the bottom center of the display, the cannon data block indicates the ammunition type and amount remaining. b. The center of the display indicates the current HUD mode and additional details of an active profile when one is selected. 10. Starting with station-1 on the left side of the aircraft, we are carrying the ALQ-131 ECM pod, an LAU-68 2.75-inch rocket pod with 7 training rounds loaded, an AGM-65D, a BRU-42 rack with 3 BDU-33 training bombs, and a GBU-38. Continuing to the right side, we have another GBU-38, another BRU-42 rack, an AGM-65K, the AN/AAQ-28 LITENING pod and the LAU-105 launcher loaded with 2 AIM-9Ms. We are also carrying 1150 Target Practice rounds for the gun. 11. A basic functionality of the DSMS is to select an active profile. Let's first try selecting the rockets. 12. The center of the display now indicates additional profile information, which in the case of rockets includes: a. - HUD mode (CCIP) b. - Profile name c. - Release mode (single, pairs, ripple single, ripple pairs) 13. We can now view and edit this profile by selecting the Profile Control page with OSB-1. 14. The Profile Control page displays the weapon settings as set in the current profile. You can alter the settings along the left and right sides of the display. The settings underlined in the profile table in the center of the display can also be changed, but from another sub-page. Let's try changing some settings for this profile. 15. Looking at the right side of the display, you can see the current release quantity is set to SGL (single). This means that for each press of the weapon release button, only a single rocket will be fired. Let's change this to RIP SGL (ripple single). 16. You can now set the ripple quantity to determine how many rockets will be fired while the weapon release button is held down. For example, to set the quantity to 3, press button "3" on the UFC and then OSB-8 to enter the value into the profile. 17. Using OSB-10, you can also change the release HUD mode for this profile, which is the HUD mode you intend to use when employing the weapon. This can be selected between CCIP and CCRP. On the left side of the display, you can create a new profile name for this profile by entering the name in the UFC scratchpad and pressing OSB-18. Let's take a look at the Profile Settings sub-page to access the additional settings underlined in the data table in the display center. Press OSB-16. 18. You can now see additional profile settings. On the left side of the display, these include the Escape Maneuver, Desired Time of Flight and Minimum Altitude. On the right side of the display, you can set the Horizontal Offset, Vertical Offset, Weapon Eject Velocity and Bomb Rack Delay. Press OSB-3 to save the changes to this profile. 19. This is the Profile main page, where you can view and select from a list of all available profiles. You can also enable or disable and activate and delete profiles here. This page can also be accessed from the DSMS Status page, where we began this lesson, by pressing the PROF OSB without an active profile selected. Press OSB-1 to return to the Status page. 20. We are now back on the DSMS Status page. If identical weapons are loaded on compatible stations and configured with the same profile settings, the profile will apply to all of the weapons. For example, if you press the UFC SEL (select) key to cycle the profiles, you will notice that the BDU and CBU profiles apply to stations on both sides of the aircraft. 21. Next, let's take a look at the Missile Control page accessed by pressing OSB-2 from the Status page. 22. The Missile Control page is used to configure the AGM/TGM-65 and AIM-9 missiles. We'll discuss the Maverick first. 23. OSB-4 enables and disables power to the Maverick seeker head. Whenever the seeker activated, it will need 3 minutes to align, so this should be done prior to entering the target area. Once activated, an EO timer is displayed in the bottom right corner of the display. You can try pressing the button now, but note that in TRAINING mode, the DSMS will not actually power up the seeker. 24. OSB-5 selects between MAN (manual), LOC (location) and TIME modes of applying EO power. In manual mode, the seeker is only activated by the pilot pressing the EO power OSB. In LOC mode, the seeker is activated at a set range and bearing from a specified waypoint. In TIME mode, the seeker is activated at a specific clock time. Press OSB-5 to set the LOC Automatic Power function. 25. Selecting a waypoint to calculate automatic power activation requires a few steps. First, select the custom waypoint function by pressing OSB-9. 26. Now press and hold the FUNC button on the UFC to lock into the function keypad entry mode and press the SEL rocker key on the UFC to cycle through waypoints. 27. Now press OSB-9 again to exit the custom waypoint function and we can enter the range and bearing from this waypoint at which EO power will be applied. 28. You can now enter a bearing value in the UFC, followed by OSB-7 and a range value, followed by OSB-8. Don't forget to take the UFC out of FUNC mode. 29. EO power will now be applied automatically as you approach the designated point. The radius of the activation point is 5 nm. in radius or 25% of the set range. END
    1 point
  10. Nice colorfull paint scheme for these German Tornados of the 33 Sq.
    1 point
  11. До А-10С онлайнщики делились на три группы: ястребы, штурмовики, вертолетчики. Теперь вместо истребителей добавится "пехота". Т.е. те, кто будут прокрадываться к вражеским филдам на Буках, сбивать вражеские самолеты-вертолеты и уходить обратно в лес. Аля "Спасти рядового Райана";)
    1 point
  12. Нифига. Я чесно пытался разобраться в английском мануале. Не получилось. Так что знания инглиша нужны по-любому, плюс английские аббревиатуры доставляют. К тому же технический английский это что-то, до сих пор с ужасом вспоминаю мануал Фалькона, переведённый с английского-технического на русский. У нас так не говорят. :D
    1 point
  13. 6.000 feet, flaps down, gear down, throttles back, do your testing :) Just don't forget to subtract couple knots for atmospheric pressure ;)
    1 point
  14. I'm flattered you think so. While I do have some real life flying experience (and even some PIC time) I'm not a professional pilot nor have I ever flown an A-10. Right now the vids are hosted in their own youtube channel (I created a thread that got moved to the video section for announcements). As they grow in number, I may elect to host them on their own site.
    1 point
  15. China aft long slews TGP to SPI. China hat forward long slews all sensors (including maverick) to SPI. By default, keys C and V(?).
    1 point
  16. Haha, yes, of course you can read it while...on the ejection seat ;)
    1 point
  17. I'm more of a RTFMWYP kind of guy. Read The Fuggin Manual While You Poop.
    1 point
  18. Да, были времена, Тор с помощью помехи разряжался за 35-50 секунд.
    1 point
  19. Нет. Я просто злой. По жизни. :)
    1 point
  20. A DCS Su-25 would be fantastic and presumably there's enough info out there. I hope they can release complimentary aircraft if possible.... A-10C = Su-25 Ka-50 = AH-64/A ?? = ?? ...etc
    1 point
  21. Хок, какой то ты сегодня негативный, кто то испортил настроение?
    1 point
  22. It's frustrating to try to TA a maneuver helo isn't it? Zoomed out is a bit easier usually. If you're in a gun fight you got too close. It's usually best to run and attack from a position of strength. If you're trying to maneuver, lock, survive, etc. all at the same time. It's not a position of strength. Never mind the manically violent dance floor you two were twirling around on. Dim your HUD and HMS so you can actually see the world through them. Full bright makes life hard. Vikhrs on AA mode (possibly head-on as well) in the 10-2km range. When inside 2km go guns guns guns. Even if you TA'd the bandit at close range a Vikhr shot would be very tough and not any better than lead at that point. When you got to some 500m without locking then it's definitely time to go WWI style. Not only will you actually get rounds in the air and him on the defensive, you can stop fiddling with the impossible. At the merge you could have sent Wingy on a pincer right/left to extend and then after 10 sec a "engage bandits" command. Given an extend/rejoin the wingman would have a much easier time than you. You can also "drag n' bag" by turning and running and letting Wingy get the kill, or vice versa if the bandit goes for him. Keeping the speed up to about 200 kmph and being smoother with the controls would allow a much less bumpy ride. Being slow and jerky makes life difficult.
    1 point
  23. Ну хотя бы то, что к каждому следующему аппарату существенно улучшается мир.
    1 point
  24. темпы производитсва были бы выше, если бы между акулой и а-10 мы не занимались ГС2...
    1 point
  25. Нужен TrackIRFixer, патчит newinput.dll.
    1 point
  26. Someone asked about restoring defaults to the controllers to prep for this profile. Simply go to C:\Program Files\Eagle Dynamics\DCS A-10C Beta\Config\Input\Aircrafts\A-10C .. in the Joystick folder (and keyboard if you want to set that to defaults) move any of the files out with the later date.. those are the files created when you make changes to your setup. When you restart DCS you'll find everything back to install values. To prep for this profile, select 'A-10c Sim' and 'All', then delete everything in the X52pro column. Enter the 6 black(denotes ingame set) controls from the diagram into the appropriate function. Note that Trim isn't in the Axis section yet, so this profile uses the 'Stick to trim' function on button 7.
    1 point
  27. The F-15C's combat record begs to differ when compared to the Harrier. I win. What's next? Comparing the C-130 to a Tu-144 in a WVR engagement? Not even Top-Gun era sane Tom Cruise could do well in that situation. Put decent pilots on both sides and the Eagle will still come out on top. Why? Because it's a Air-Superiority Fighter. The Harrier isn't. BVR / WVR doesn't matter. The Harrier is meant for ground attack not burning holes in the sky.
    1 point
  28. That's awesome TH! I am correct about the last couple pics being a homemade 3-way switch? Very nice solution there!! :thumbup:
    1 point
  29. Wrong wrong wrong. GS is the ONLY thing that winds will effect. No bearing what so ever on what IAS is achievable.
    1 point
  30. Have an excellent Birthday Case. Enough pictures of your momma! Here are some prettier 'birds'.
    1 point
  31. Happy birthday mate!
    1 point
  32. Actually, they flew pretty low during Desert Storm and only when the Iraqi set fire to those oil wells, they were forced to fly above the smoke stacks.
    1 point
  33. The model was created by AleDucate (as posted at the bottom of those pics in the thread referenced). He has a youtube channel as well. Looks as though he does models for the Strike Fighter series. Terrain looks a bit like SF2 with some photoshop.
    1 point
  34. Correct me if i am mistaken but the SU25t in Flaming cliffs one suffered from "mach tuck"
    1 point
  35. They do LOWAT over sea, with potentially harder to see aircraft. ... which makes it different from an F-22 or a flanker how? ;) Neither did you mention numbers, nor did anyone describe instrumentation saying so - and like I said, I can 'stick your face in the gunsight' in my car, so descriptions like that are pretty much useless. A 2G decel is not due to viffing alone since the physics do not permit it- there's something else happening. In what way? Irrelevant on the altitude. By the time you gain your 200kt back you've been gunned. Altitude is energy only when your opponent doesn't already have all the energy in the world on you, and altitude is irrelevant when it comes to jinking, whether it be in terms of missile evasion or guns evasion. If you DO NOT HAVE SPEED, you're dead. You're not moving out of anyone's or anything's way, you are not rating, you're not doing anything except maybe trying to dive while your opponent drives to the elbow. This is why SPEED is life. Not 'energy' ... speed. If the guy's in front of you, you can slow down and dive back down, but what does that give you other than maintaining status quo? The big deal about speed with big turbofans is that the faster you go, the faster you go faster. You climb better ... that is energy fighting. But if you're floating around at 250kt in front of someone you're just a dead duck. Which is why the thrust alone won't give you anything like 1g deceleration - you can do the math on that one. It's probably the pitch-up and subsequent altitude balooning that helps add g to the speed loss, or in other words, good old flying mechanics of induced drag (and in this case, lack of forward thrust) :D Guess how you do that in a non-TV jet? Yep ... barrel roll. You can dump speed like craaaazy.
    1 point
  36. 1 point
  37. lol. Happy B, Case :D
    1 point
  38. Ja ist es. Kannst alle Knöpfe klicken die vorhanden sind.
    1 point
  39. I love the pictures, thanks for posting! And they say its an ugly plane... :cry: Beautiful pics of a beautiful plane IMO! :thumbup:
    1 point
  40. I like science :D Hapy Birthday Case! :sorcerer:
    1 point
  41. Now I'm stuck with animations. I've added a lot of detail but thats gonna give me a real headache.
    1 point
  42. Oh really! Stop living in denial.. yes you are still playing a game, you might have convinced your wife but not the rest of us :music_whistling: What i love about the DCS series is they can be played at many levels, you can start playing with many helpers enabled, and later adjust the setting to full sim hardcore and do the full startup procedures etc. Personally i prefer all simulator settings enabled, and having a steep learning curve.. but it may suite you to us some of the built in helpers. Bottom line.. if you are willing to but the time to learn this game/sim you will be rewarded for many years to come with some challenging game time.
    1 point
  43. Strongharm, The only thing I see is that you have toggle autopilot set to the "E" button and LAAP engage/disengage on the "D" button. You don't need both, they are one in the same. Consequently, I have mine set to "D" in (3) modes as well.
    1 point
  44. The only good thing about the movies was Jessica Biel, and I do not mean her acting goPki_V34xA
    1 point
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...