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Rider1

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Everything posted by Rider1

  1. How do you look around in the pit? Do you have a track IR? If not, could it be that the default eye point is now higher, so when you look down with the hat switch the view is looking more downwards, causing distortion? ( Sorry don't have it yet. Waiting for new patched installer)
  2. Hot damn that looks good! I am going to so much fun with those.. hehehe
  3. I though human controlled KA50's were the targets for the A10. :D
  4. This is awesome. I don't fly the black shark anymore, since ED released my beloved A10C, but I am pretty stoked to be able to fly against human opponents again. Can't wait to see you guys on line.. Through my target pod at 15000 feet. You won't even know what hit you..:joystick::)
  5. I know what you mean. I was getting so tired of that constant drone, whine and rumble in the cockpit that I did a little file renaming to get rid of it. Try this. In : Eagle Dynamics\DCS A-10C\Sounds\Effects\Aircrafts Rename : planewind.wav planewindIn.wav (I just put OFF at the end to be able to find them quick and change them back if needed... planewindOFF.wav) In : Eagle Dynamics\DCS A-10C\Sounds\Effects\Aircrafts\Engines Rename: EngineTF34GE100Fan.wav EngineTF34GE100InL.wav EngineTF34GE100InR.wav Now all you will hear is the engine core sound. It will be very subtle and you will still hear the soft sound of the engines spoolling up and down as you make power adjustments and will retain the aural cues of what speeds the engines are running at. Also may want to tweak your in game sound settings a bit as well. Mine are World 100 Helmet 50 In Cockpit 20 Give this a try and see if it is to your liking. I am totally pleased with it. Remember to back up those files etc.. But it's pretty straightforward :)
  6. Another hidden cat
  7. Quack! Guess you missed the Nevada game final score then? :) Looking good. And I still haven't figured out the ogg riddle..
  8. Actually, my find really is an image file, is a kitty, and not in the sound files :)
  9. Might have something to do a certain small image file maybe? :detective:
  10. Here is a track I made that you may find interesting. I was playing around with the Target Practice ammo, watching the ballistics, spread patterns and the ricochets. I set up various targets and made passes at them and was getting pretty good results! I was really liking seeing the amount of bullets spraying out of the gun, and how violent it was. I always pictured in my head the bullets coming out like a laser beam. Nope. The GAU really just projectile vomits bullets at the target. :) So I set up a few tanks and was able to shoot them from the rear with TP and get some kills. This track is 4 T80 tanks I arranged on the infamous 'X of death'. I set the tanks skill level to random. Attacking from the front with Target Practice ammo, I was able to make 4 passes for 4 kills. I did get some MG fire coming up, but see from the track, I was in more danger from flying through my own ricochets .. :joystick: Edit to say I also tried it with the CM using the same technique and the results were the same. T80s Busted Front.trk
  11. Try this test. Switch to target practice rounds. Try attacking from various angles and distances. Assuming that the ballistics are similar between TP and CM, you can get a good visual indication of how those rounds are flying and impacting. From 1.5 to 2 miles out, you can see the arc of the rounds and the spread pattern. I would imagine that those rounds have lost most of their kinetic energy. The tankers probably hear a hell of racket, but the rounds would be really just bouncing off and making a mess of anything external on the tank. As you increase your angle and closure, you can see the trajectory flatten out and the spread get tighter. Notice how even at 1 to .7 out, your GAU is still like a big shotgun, with a good percentage of those rounds still missing and ricocheting off the ground all around the tank. Gives you an idea of why it takes a lot of rounds and extreme precision to effectively take them out. As an aside, using a rear attack at the optimum angle and a 2 second burst from .7 to way too close for comfort distance, I was able to destroy a T72 with the TP rounds. Keep in mind I was close enough to see the rounds go under the tank :)
  12. OK, so we won't see the MG fire stop completely, just decreasing accuracy and and rate of fire. That answers my question. Thanks! :thumbup:
  13. I had an incident with one that was moving inside a steep canyon. I just couldn't get an accurate long burst from a good angle. Through pod I was seeing that I hit him on every pass. He was popping smoke and that machine gun was still pouring lead up at me until the tank caught fire and popped. I thought I had read the machine gun could be damaged or destroyed?
  14. Good tip about turning off the SPI. It never occurred to me that when I am broadcasting my SPI unnecessarily, the other guys are seeing me fumbling around with my targeting techniques.. or lack thereof. :joystick: I will definitely be more careful about turning that off unless I have something important to point out. :thumbup:
  15. A10 Cuba. That was THE game that started it all for me. Before that I had merely dabbled in flight sims.. :joystick: Also the game that started my love affair with a certain ugly jet. </fond memories thread derailment> :smilewink:
  16. Here is another really nice range video.. Close up, great gun sounds, and TF whine.:thumbup: Love how the flares have started a small grass fire.
  17. Day one, open beta and still learning something new almost every time I come here, or go flying with my squad mates. I have had a love affair with the A10 since the A10 Cuba days. So I have a some familiarization with the jet. And, playing Lomac/FC over the years helped as well. Now I'm trying to be quicker and more accurate with my switcholgy, and target acquisition.. That and trying to figure out how to make the CDU stop blinking 12:00. :)
  18. 'Option to turn random systems failures on or off'. My hat is off to you, sirs. Thank you.
  19. "Reduced probabilities for cockpit random failures. Random failure for gun and CICU was added" Seriously? I was hoping we were moving away from these unexplained random failures.. not adding to the possibility of more things breaking for no reason. Other than that, :) this patch looks to be stellar. :thumbup:
  20. Sapphire Radeon 6850 with 11.2 drivers, HDR on. No flickering or flashing boxes here...
  21. I can't tell you the last time I actually acquired targets with the mav seeker. Except as Konckussion stated, to ripple off multiple shots after the first TGP shot. I was flying tonight and was launching mav Ds at sams from 25, 000 feet at 6 miles out. :lol::thumbup:
  22. Outstanding! Well done United States Special Forces. :thumbup:
  23. 26:45 29/29 Took me 3 attempts just to make it through without my wings falling off. :joystick::( I was flying pretty aggressive I guess. I though I was done so I started back to base and I noticed one vehicle had survived from the first group I attacked. No problem, still had a mav so I flew towards it and as I was setting up a shot, I looked left and noticed 4 red dots of in the distance. Crap! I forgot them. Finished off the survivor of group one, and then trucked back across the battlefield towards the remaining 4. All I had left were rockets and guns, and I was sure hoping that wasn't 4 tanks sitting out there... Got lucky as it was some trucks and some light armor. I tried to get everything all lined up and set up for a one strafe pass, haul ass, but it didn't quite go as planned. I ended up having to make 3 more passes because I was getting pretty anxious at this point.. :lol: Cleared all those targets and turned towards home. I jettisoned everything I had left to try and lighten the load a bit and floored it. My landing was hit the brakes, flaps, cut throttle to idle all at the same time and boy did I hit that runway hot. I thought I would probably be doing some off roading, but I manged to stay on the runway and get it stopped.. I may have blown a tire though. :thumbup:
  24. Hi Ghost. For my CHFS/PROTHROT, I used pages 83 through 90 in the manual. I first went into Control Manager and made two generic profiles. Device1 for stick, 2 for throttle. Then assigned every button, hat, etc a button number. Didn't link them as one device, or use any scripting. Went into the game and used the key setup. I started by deleting all the commands from both devices to avoid duplications. I then assigned each input using the key assignment, according to the diagrams in the manual, by simply clicking each button for the desired action. Some assignments I did have to use the assignment drop down list and find the button I wanted. The stick was pretty straight forward as it matches the real stick. Mostly :) The throttle, I did have to use a little "creative" assigning as it doesn't quite match the real TQ. I am a few buttons short, but I am using the lower throttle thumb button as the zoom slider, which works great for me. For the PAC1 I use the pinky button on the stick. For the target slew command, I use the thumb slew button on the throttle. I assigned it in game as Control Manager Device 2>Axis commands>Hotas Slew Horizontal, Slew Vertical and assigned them as JOYX and JOYY respectively. I used the Axis tune to lower the saturation to about 40 and added a slight curve and deadzone to decrease the sensitivity, as it was just to fast and jumpy at default. The CMS on the real stick has a Z axis that is not documented in the manual. Push the CMS down to start and stop the jammer while in MAN and Semi Mode. We aren't able to push ours down, so I assigned CMS right to the Z axis. Works great. I push CMS left to cycle it to program Z, which sets it kick out 2 flares and chaff when started, for running in and egress.. Hope this helps a bit with your setup .. :) Quick edit to thank you and the guys and gal over at the CH Hangar for the all of the support and help you have given me over the years. Cheers!
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