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Alighierian

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Everything posted by Alighierian

  1. Not required. As hmleao also pointed out, you can transfer licences from Steam to DCS via DCS home page - Profile > Edit / Delete > Steam Account | [GET LICENCES]. Given your steam account is linked, it'll retrieve any available licences, and give you the option to transfer. I've bought a number of modules via Steam for the standalone version that way, as I didn't have easy access to a credit card.
  2. I did as much ('Tagged the Perry' in m01 = trigger zone for 7nm out, at which point Jester speaks up), and I also went through the normal steps for non-SC inbound/request landing. However, the vanilla carrier comms are still rather lacking, and like airfield ATC comms, basically revolve around 'just call inbound and request landing, and ignore holding patterns'. The main problem I had, basically related to expecting that 'charlie'-call, which is apparently part of the SC module, not the mission.
  3. After quite a while I decided to try out this campaign in solo mode, non-SC. Almost right away in mission 1 I ran into that communication snag, however. I could contact Stennis, but only the usual 'Inbound', 'Request Azimuth', and 'Request landing' would show up. Didn't matter whether I used the easy communications or not, no other options showed up. I also tried staying in the holding pattern for about an hour, to the point I was basically running on the fumes of fumes at 1k, and even the tanker had already landed. Didn't do anything. For the next attempt I just ignored the communication for 1st landing step. After I tagged the Perry and initiated the 'Inbound' for good measure, I just landed. It progressed as normal after that, and the mission was completed with 100pts, allowing me to continue to the next one.
  4. Such is life. Best of luck, and thanks for the help.
  5. I experienced the same issue, non-vr. So far I've had two instances of taking some damage, and Jester being Jester, bailed out to inspect the ground up close. In cockpit view the canopy looks as if it's raised, whilst in F2 it's gone. I am using mods, though, including Drunken Sailor's F-14 cockpit mod, although that only edits the consoles' visuals afaik.
  6. From the top of my head, as I haven't flown for a while now (new 1440p monitor and old GTX970 do not agree about DCS, still waiting for new GPU to actually be available): - take a long enough approach, so you're not cutting things short with last ditch drops - steady flying - ~400kts so you can impart enough energy - not sure about altitude, but 10-15k is fine for level flight JDAM dropping (lofting is also very possible, but a different ballpark) - go through the appropriate targeting setup steps (MA on, AG mode, JDAM's selected, fuses on, target(s) selected (depending on PP/TOO) - let the LAR% tick up to 100, and then a bit beyond (for a long drop), pickle around the 70-ish (not entirely sure on the value anymore, as, again, I haven't flown in a while) - repeat as necessary In regards to LJDAMing moving targets (very fun), it's basically the same as TOO, but for terminal guidance the TPOD laser (or other source) is used instead. Do note: the laser always overrules the GPS guidance from what I've noticed, so whilst you can do a multi-drop in TOO given you're nimble enough with the controls, that's not an option with laser designating a target, be it a normal GBU or a LJDAM. I had the most success dropping whilst flying on the same trajectory as the moving target, so I had the longest amount of time to keep the laser on target. In that situation, you have to drop long, as the normal GPS TOO marker will be outdated pretty much as soon as you drop, resulting in not enough energy to catch up to a moving target if you drop on 100 LAR%. As for lofting GBU-38's, something I've done quite a bit to deal with pesky long range sam systems, I basically follow the following method: - approach on ~the same level as the target if possible, so generally on the deck - once closed in to 15-10nm, kick the engine into just shy under full throttle (as to avoid the 15s engine burnout) - around the 5-4.5, start a rapid 45° climb, and pickle around the 3nm to target on HUD - turn, chaff/flare, and hit the deck again to avoid AA/SAM's - admire the explosions Obviously it only works with PP mode on known targets, but given you know the location(s), it's a fun way to hunt sams.
  7. Having had Elmo show me how it's done, and some more practice regarding it, I think it's partially user error, and partially terminal impact behaviour to blame. The lighter JDAM's are either more lenient in their funnel, as Longiron phrased it, or they simply have more energy to spare compared to the GBU-32's. Given normal approaches are used, I never had an issue with the lighter JDAM's when dropped at the first instance of 100 LAR percentage number on the HUD. They basically behaved as if I was dropping normal dumb bombs via CCIP, with a relatively minor deviations based on target location, especially noticeable when doing Pre-planned multi target drops. That said, I don't think it's directly a bad idea to drop them long, even more so when using the LJDAM's against targets moving in the same direction as you are, so the bomb has enough energy to get a proper angle. It just requires mentally setting a different value to drop at, rather than the first time it ticks to 100. It would still be optimal if we could change terminal impact properties, though. I wouldn't be surprised at all if that would also solve this.
  8. Is it similar to the issue I described here: https://forums.eagle.ru/forum/english/licensed-third-party-projects/razbam/av-8b-n-a/problems-and-bugs/7120826-reported-tdc-slew-button-inversion-after-firing-agm-65?p=7129318#post7129318 ?
  9. You can always go through the steps again, especially if you for whatever reason doubt the accuracy, but it's not outright required with the new system. I have noticed that the accuracy can be a bit off with multiple TOO drops in a row, but against stuff like trucks and BTR's, it's still plenty accurate. If you also have tanks you need to kill, take the GBU-54 Laser JDAM's. The laser seeker head allows them to be used like GBU-12's and such, most likely including buddy lasing. At the same time, because they still have the JDAM GPS guidance, you don't need to have the laser active if you got the target set. The laser is simply there for moving targets, improved accuracy in general, and buddy lasing.
  10. The 'multiple' aspect refers to not having to go through the whole target selection process again when dropping multiple bombs in a row, as it keeps updating what it will send to undropped bombs. Following the steps Recluse linked, you can more quickly and easily drop multiple JDAM's in a row. For (near) simultaneous drops, you still need to use the pre-planned method.
  11. Indeed, it's nice it doesn't just outright fail to join or crash your game, that's for sure. It would still be nice, however, if the message in-game was tad clearer about it. The 'You are not authorized to land' sounds a lot like 'Go around, runway occupied' in a way. Having it mention you need the SC module would aleviate that. For example: 'You are not authorized to land: Supercarrier datalink module not installed.', with 'datalink' being optional for thematic flavouring. Although it's only a small thing, it would make it pretty obvious why interacting doesn't work, without first having to ask around or google it, if it's not mentioned beforehand somewhere.
  12. Thanks for the heads-up, it's nice to know in advance something like this has to be updated as well this time.
  13. On another note: I just tried A2G - Infantry assault and the Chinook ended up unable to land, hovering ~10m above the ground. In an earlier start, yesterday or something, it was in the same area as far as I recall, and it did land as intended, if you ignore the power lines it kinda flew through, that is... ​https://i.imgur.com/i1CtnAQ.png https://i.imgur.com/P7iNDZ7.png
  14. Yea that would do it. A bit annoying it doesn't allow any interaction with 'plebian' (non-SC owner) players, though. It would be nice if you could still use the very basic CV features, those being TACAN beacon, catapults, and the wires, whilst other people in your session get the full supercarrier experience. Edit: Seems to be what the issue was. I put it on the CVN-70 Carl Vinson, which isn't part of the SC bundle, and it plonked me right on the deck, as intended. Edit 2: The Carl is very much outdated, so I swapped it to the Stennis (which is listed in the SC dlc, but w/e), and it's working as normal now
  15. Nope, neither repair nor deleting that folder worked. I guess I'll just stick with land-based starts for now, and maybe a future update will fix whatever is causing it, as it seems to be something wonky I might not be able to fix on my end. (edit: A bit hard to say for sure since I still kinda suck at deck landing a non-harrier, but it also appears as if it's not catching the wire. I just did a similarily crappy approach and landing in the instant action, where it did catch. Will need to try it some more and do a normal landing to see if that's indeed the case)
  16. Currently running the latest OB version (2.5.6.55960) and already tried reinstalling the F-14. Will probably have to give the repair/clean a shot as well.
  17. I'll give that a shot and see how it goes. I'll also check the original and see if it's purely something caused by the edits on my end, or something else being stubborn. edit: No idea what's causing it, tbh. I've tried a fresh original file, disabling the few mods I have active, changing the starting position between ramp, runway (spot 1 through 4), parking hot, but none of it seems to work in making it start on the deck. I've also tried changing the carrier itself to different versions, but it seems like they placed a restraining order on my 'cat... edit 2: Just tried it with a new blank mission with just the CV and an F-14B, with the same result: an air start. It's rather odd, as the normal missions, like Fleet Defence, seem to work as intended when it comes to spawning on the deck, even when I change the start from Parking Hot to Ramp.
  18. I got myself the F-14 today, and went into slightly tweaked TTI - Caucasus 1.72b (minor edits, mostly just the settings for auto-starts etc) to fly it again. I ran into the following issues: - F-14B (CV), despite being marked as Launch from Ramp, airstarts. - When coming in for landing on the CV with an F-14B (ground) and hailing the CVN-72, I get the message 'You are not authorized to land' Is that a CVN-72 limitation of some kind, or something else?
  19. Cheers, that fixed it on my end as well. Makes the Shkval actually useable again.
  20. Nice, I was waiting for this to finish, as even the initial versions looked pretty neato. Nicely coincides with me getting an SSD so the loading times aren't 5 centuries anymore.
  21. I really like this mission. It might not be the most thrilling, have an in-depth story, or whatever, but it's perfect for when you just want to go out there and blast stuff, perhaps for hours on end. All the while, you get random spawns to spice things up, and should it be undesirable at that moment? You can slap em with Zeus markers, one way or another. And if you're bored, you can always mess about by spawning tonnes of ground/air targets and watching ships splatter them.
  22. I honestly don't understand why this got 'fixed', when the unlock button itself doesn't function. Please either just revert it to the 'no lock' state, or actually enable the button in the clickable cockpit, so you can do it without bindings.
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