

Galinette
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Everything posted by Galinette
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Enemy aircraft give IFF mode 4 positive reply after latest update
Galinette replied to Viper 13's topic in Bugs and Problems
Thanks for the track, we could reproduce the issue. It only impacts STT and Mode 4 used together. Until next patch where it will be fixed, there is a simple way to avoid it. Just do a Mode 4 interrogation (AAI or EID) in a scanning mode (TWS, RWS) once. The issue should disappear until the end of the session. -
In my message, "upcoming update" meant "the version you don't have yet" Please try again with the next openbeta release.
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Hi, Razbam here We currently do not have access to leap motion features. ED will add the support to third party developers as soon as it's mature and stable, I guess.
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Just go to Mods/terrains/XXX/entry.lua, and look at the ['id'] field, it should cover any present and future map.
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It's working, but it's more a "disable" switch. By default (cover closed) flyups are enabled. Also, with TF coupled, there will always be flyups. The flyup enable switch is for manual TF only.
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The launch sequence in RP MPL is not 100% correct, yes.
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The TF radar has a fairly wide main lobe, 5.5° for 3dB attenuation, and first node at more than 10° diameter. So in the view shown here, if you move a 10° disc over the hud, there is nowhere it can see water only, it will always pick land as well. Then, you have the side lobes which are modelled as well. It will be able to pick terrain height with sub-degree resolution only because of monopulse , which is perfect for this purpose. But when pointing at an area with water in the middle (no return) and land left and right, monopulse see the same as if it had a chunk of land in the middle. Try over a wider water area I think you will have a gap. Note that it also accounts for wind (but you have none, I can see this on UFC), water with waves will have radar returns. For the efficiency of the "Bugs" subforum, it's better to discuss this first in the main forum and file a bug report only when you are sure it's a bug.
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Correct!
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Those binds were removed. You now have a dedicated ground crew menu (just below rearm/refuel command) for adjusting ground settings. Edit : in April they were definitely there, but assignable only to the keyboard, not controllers, which was what you noticed. They are removed anyway now.
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Just wait for next release, which will have a full IFF implementation!
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That's a weird reason for choosing between a M2.2 interceptor and a straight wing subsonic tank
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- mirage 2000
- razbam
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You can't, it's in the aircraft model itself
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- mirage 2000
- razbam
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There are new DCS binds that allow highlighting a F10 menu item in yellow and selecting it. It's perfect for use with a clickable encoder or clickable wheel, and I enabled it on my throttle side encoder and grip clickable wheel, now I can interact with the F10 menu hands on throttle and stick. It's a very good improvement on 2.9 for VR users. Still you need a mouse for interacting with the new configuration panel, but it's exactly like the rearm menu, for which a mouse is always mandatory? The idea behind it is unifying rearming and ground aircraft configuration interfaces. The whole kneeboard system has been removed for configuring laser codes, and burst lengths. There is a new ground crew configuration panel for this now, and it's much clearer and easier. It also allows setting the Mode 2 IFF code. In the next release, a Mission Editor setting was also added for setting Mode 2 codes.
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[NO BUG] Mirage 2000c launching in manual mod
Galinette replied to CacTusrap's topic in Resolved Bugs
NO! The system prevents launching a missile if the seeker is not locked. This is what you experience and has nothing to do with the AUT/MAN switch. The AUT/MAN is a relic from the older variant (RDM). It never allowed to launch the missile earlier, but the opposite. It was just launching the missile automatically when the system decided the conditions were best. So actually, enabling this switch was launching the missile even later. It would do the inverse of what you want. In the current version, which is faithful to the modelled RDI variant, if the missile does not launch when you press the trigger, means the missile's seeker is not locked on target. That's explained in the documentation, too -
The Mirage 2000C has a fixed amount of 112 chaff and 16 flares. You can attach a pod on pylon 10 if you want more, with 108 chaff , 48 flares, or a mix. The DCS decoy system being too limited to properly model the M-2000C, the amount is overriden by internal code and thus changing values in lua does not work. If you need more than you can mount with the pod, for training purposes, I think you can use the "unlimited weapons" option, it also applies to decoys (to be confirmed)
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The amount of internal chaff and flares is fixed and cannot be changed. It's 112/16 In order to add more chaff or flares, you need to load an "ECLAIR" pod in the Rearm Menu Since this work differently to the classical DCS chaff/flare sliders, those sliders are disabled and the value is not relevant. Those values are there because of a DCS decoy system limitation. Again, this is a bug report channel. Not a place to request mods.
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[NO BUG] Mirage 2000c launching in manual mod
Galinette replied to CacTusrap's topic in Resolved Bugs
You can't launch a missile until the missile seeker has a lock itself. Having a target locked by the aircraft radar is necessary but not sufficient. Launching a S530D while the seeker isn't locked would result in an unguided shot. And the launch restriction is verified and sourced. Also, the bug report section is not a proper place to request mods. -
It's your lucky day
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All correct. The display/cycle waypoint limit is realistic, and you can manually choose another one, this will display it.
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DIY F-15E WSO Hand Controllers - 3D Printed and functioning!
Galinette replied to _BringTheReign_'s topic in F-15E
Hi! Just got the files, they seem pretty difficult to print due to the big internal overhangs. How did you configure your slicer? I'm using a Prusa Mk3S+, and I can find no way of printing the main part without massive internal supports (which will be very hard to remove) or having unsupported overhangs that I feel will fail printing properly. Yours seem very clean. Thanks! -
ASL was fixed for upcoming update with a lot of A/G bombing improvements. Deleting Saved Games will not fix it now, it's most likely a luck effect or different conditions.
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Check the face scenes in the movie! It's two years old. I had the privilege to take part in it as a virtual pilot and speaker, this was a good experience. Even if the merge scene required like 50 takes
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There are sevral pilot face views in this movie: But with the lighting it's not easy to tell the color. Just a pretext for linking to that movie though
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Modes 1/2/3 are not secure. They are not used for RoE. They are used for coordination, M1 will identify the task, M2 uniquely identifies an aircraft, and M3 is AFAIK for being identified by civilian ATC and identifying civilian aircraft (because it's the civilian mode A) Mode 4 is secure. It uses a bigger key that is loaded by ground crew. There are actually two keys named A and B that the pilot can select, common use is having each key being used for a zulu time day, and everyone switches at zulu midnight. So key A will be the key chosen by the coalition for the flight departure day, and B for the next day. There are maybe other real life procedures for keys A/B, such as B used in case A is suspected of being compromised (hacked by the opponent), all is classified. In DCS M-2000C, currently: - A and B are two different keys, the pilot has no access to the actual key and can just select A or B as IRL - All aircraft in the same coalition on a server share the same A key and B key independently of their zulu departure day. That's for simplicity, to ensure that two friendlies using key A will recognize each other. It might change in the future if users show interest in being more realistic, maybe with an option. - Aircraft from different coalitions have incompatible keys Warning : key erasure is implemented. If you land and do not select "HOLD" within one minute, or if you select "ZERO" at any time, the keys are wiped. You don't have mode 4 anymore. The "AUDIO" switch position allows having audio warnings whenever you are interrogated in Mode 4 by an incompatible key. This means you either: - Have wiped keys or an IFF failure - Have selected key B while the interrogating aircraft has selected A, or conversely - Are interrogated by an ennemy in mode 4.
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Just wait december release