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Everything posted by SonofEil
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Any reason AIM-7 Sparrow will not (initially) launch despite "SHOOT" cue
SonofEil replied to Bearfoot's topic in DCS: F/A-18C
Also just a FYI, there's currently a bug where if you've previously used, or even selected ground munitions then A/A missiles won't fire. It's caught me out a few times now. -
Cool. :thumbup:
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Haha, yeah that pilot controlled lighting could be a pain in the butt sometimes, had to get those clicks juuuuust right. Ah the good old days hoppin around in 152's. Re: HUD, I actually keep the brightness knob at only ~1/4 turn most of the time. If I'm flying at night I'll have it at 1/2 to 3/4 in night mode.
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Ah, I made a thread on this exact issue (edit: now moved to this forum I see). I wasn’t even in MVFR. Mid-day mission, ceiling was 12K ft overcast, unlimited vis but the carrier was extremely difficult to see. Finding/lining up with the landing area through the HUD was all but impossible until very short final. These aren’t conditions for an ICLS and while an irl high overcast can affect contrast and depth perception you’d still be able to clearly see the boat. Having the “runway” lights illuminated would definitely make the sim more playable until global lighting is further refined. A secondary frustration is that ED is outright refusing to acknowledge that people can’t see through the dang HUD on anything but daytime CAVU conditions. Whether or not the tint is realistic, the fact that people can’t see through it is not.
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Since ED is so insistent that the opaque HUD on the -18 is correct (it's not), can we please have carrier lights turn on, provided proper communication is used of course, when the sky is overcast. It's extremely difficult to see the carrier through the HUD when overcast and the landing area is almost totally invisible up until just before touchdown. A comm menu item requesting lights-on would also be sufficient/useful.
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What is a great starter plane for me and my Oculus Rift
SonofEil replied to jozeff's topic in Virtual Reality
Ha, I didn’t consider peripheral material. Mirage is definitely best in that regard. For the F-5 there is very little available, and I would actually recommend against purchasing the F-5 BFM/AFM campaigns. Besides the voice work there is literally nothing in those copy/paste missions you couldn’t set up yourself with an hour or two of mission editor work. -
What is a great starter plane for me and my Oculus Rift
SonofEil replied to jozeff's topic in Virtual Reality
My usual suggestion is the F-5. It’s a spry little jet with just enough systems to be interesting but not so complicated as to overwhelm. Or, at this point the F-18 is a good candidate. Since so many systems are currently not implemented it’s actually rather easy to learn. And you’ll be able to expand and grow with the jet as new systems are added. -
[REPORTED] Wingtip vertices visible on carrier
SonofEil replied to _e10's topic in Bugs and Problems
Mine was 16kts carrier speed plus a 10kt headwind. -
Wow, very strange. When landing on terra firma there is (or has been) the correct cushioning from GE, though I think it's a little exaggerated for the Hornets wing area. Your video certainly tells a story though, and it ain't subtle! EDIT: After some testing I came to realize that there doesn’t seem to be a ground effect on normal airfield landing. Low to the ground I was adding a little power to soften descent, a ‘power flare’ I guess you could call it. Either way, the reverse ground effect is definitely there when flying lower than ~30 ft. I got sucked into the ground multiple times while testing.
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[REPORTED] Wingtip vertices visible on carrier
SonofEil replied to _e10's topic in Bugs and Problems
First thing I noticed also. This seems to be one of those bugs that returns around every third update, but as far as bugs are concerned, it's not a day-ruiner. -
I first noticed it when doing some very basic A/A testing in the F-18. Was trailing one of the four-engined Russian transports by 600-800 feet. I’d spray him and only get a couple little poofs here and there. It took most of my ammo to bring him down. Didn’t seem right at all. Searched the forums, found the .lua adjustment, flew the same mission and this time I cut the sucker’s tail off. As far as “official” official confirmation of 8 mil I don’t have that. My weapons friend says spec is absolutely 8 mil but he’s been out awhile and doesn’t have any docs lying around confirming it. Here’s a link to a ground-fired M61 shooting an eight inch circle from 1000 feet (8 mil): https://youtu.be/owhg0oeurkc And here’s a previous thread where I got a lot of my info. It was started by a pilot with experience firing the Vulcan: https://forums.eagle.ru/showthread.php?t=211966
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I think I saw Wags mention that a Single fire mode would be in the next update. I think! Whether that means we’ll be able to select the number I don’t know.
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Don’t know. F-15? I’d assume the white tracer M-61 should also be 8mil. Generally speaking it’s the same gun. Yeah I don’t know, probably not. I currently only fly SP. It’s unfortunate because the current value is wildly inaccurate. According to some weapons guys I know (Air Force, but same gun) a Vulcan would be pulled from service long before it could ever shoot a 22mil spread. One of the guys said they’d never seen worse than 12 mil on a bench test. 22 is a heavily damaged gun.
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Correct, but you can also do temp fixes yourself until ED provides a permanent one. You have to do this after every update. In DCS World\Scripts\Database\Weapons open the shell_table.lua. Under the values for the yellow tracer M61, change "Da0 = 0.0022" to "Da0 = 0.0008" Your F-18 now has a waaaaay more effective gun.
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You know, I thought that too for the first few days. The rural farms and settlements looked super repetitive and pattern-y. Then I looked at those areas on google maps and holy shit! That's exactly what they look like! Perfect rectangles in vast seas of beige, and inside those rectangles are a bunch of identical repeating farms and structures. It looks like someone copy/pasted the google satellite imagery!
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I get pretty good performance from the map as a whole. My system is taxed when flying in/near the big cities but it's livable right now. Any place with dense trees though chews my graphics card up and spits out a molten hunk of hot sadness. The easiest place to test this is just north of the khasab airport. Generally speaking this is a fairly small cluster of trees but damned if it doesn't peg my graphics card to 100% every time. Massive stutters and freezes. I've run repairs, deleted the folders, etc. I also have no problems with trees in the other maps, it's specifically PG trees that gut punch my rig. Edit: Never mind...maybe? Either the trees got some optimizing or my messing around with AA settings helped. Will test further next week when I get back from out of town.
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Some sort of functional replay system has been on the wish list since I first got here. Generally speaking they’ve never worked properly for anything more than an extremely simple mission. More than a few units on a map? Guaranteed to break. Any time accelerations? Guaranteed to break. Longer than 10-15 minutes? Guaranteed to break. Too many view changes? Guaranteed to break. I honestly don’t know why mods/devs want us to post tracks for bug reports. Do they have some way to play them back unbroken? The other strange thing is that I’ve never had Tac View glitch a replay. Presumably it’s recording the same information, but it doesn’t have a problem repeatedly playing it back. I wonder if it’s possible/what it would look like if a Tac View file was played back inside DCS. Long story short, mods/devs long ago stopped commenting on these threads. Track playback has always been broken and I’ve made peace with the fact that it’s going to stay that way forever.
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There it is. Windows search sucks. Thanks!
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Where is shell_table.lua? File searched my DCS install, then the entire computer and I don't have a file with that name.
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You have to radio the carrier that you're inbound for the lights to turn on. Brightness isn't controllable afaik. Nice video though!
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Was flying a little single player mission, testing weapons and generally having fun. Took a MANPAD hit in the rear but everything seemed ok. Started maneuvering and noticed I was a bit wobbly. When I checked the FCS page all channels were fine and all control surfaces responded with the expected deflections. I dropped some more ordinance and headed back to the carrier. The fun really started when I put the plane in landing configuration. Hoo-boy was that a ride. Heavy rudder work and some differential thrust got me back on deck. After landing I saw that I was missing my right stab and right rudder. The stump of the right stab was nonresponsive to control inputs while the right rudder was completely gone. 1. I'll assume that the lack of damage indications on the FCS page is a WIP issue, but this post is just in case it isn't. 2. If anyone feels like buying me a beer for that landing, I'll allow it. Track provided as evidence (and for the devs of course). Damage.trk
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This is one of the things that gave me the warm fuzzies with the F-18! I love that it has two distinct engines! When the A-10 came out it had a perfectly matched pair of engines (it may still, it's been years since I've flown it). This was always one of those nitpicks that bothered me but was never worth bringing up. IRL we'd have pilots complain about a noticeable thrust differential, aircraft rigging would have to come out or the engine guys would have to fiddle with T5 set points, sometimes both. Eventually you can tune out the noticeable thrust difference but you'll pretty much never see a multi engine aircraft where both engines give the same numbers.
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On my rig, no, not consistently. I can do a short paddle pull to disengage A/P in level flight and not receive the AUTOPILOT warning. I consistently get the AUTOPILOT warning in the left DDI when using the paddle as a G-limit override. Warning will not clear from DDI though autopilot is functioning normally. I'm literally in an attitude hold orbit and testing as I write this.
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Yep, the autopilot disengage paddle is also the G-Limit Override paddle. When holding the paddle while pulling hard g’s an “AUTOPILOT” warning appears on the lower left DDI. Autopilot still functions normally, but the “AUTOPILOT” warning won’t clear from the DDI.
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[FIXED INTERNALLY] Static Object <10 mile Visibility Distance
SonofEil replied to SonofEil's topic in General Bugs
Problem still persists with today's update. ED, what gives? This really breaks ground/infrastructure attack missions. Can whatever setting got changed please be reverted?