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Everything posted by Stearmandriver
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The supercarrier LSO will grade a hook-up approach... kind of. You'll see the critique of your approach - WX (H)AR, etc... but the actual grade will incorrectly always be a Bolter, even if the hook was up. It's a really glaring problem (along with the LSO's grading in general) with what is otherwise a great module, and I sure hope it's a high-priority fix.
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Well, here's more than I ever wanted to know about the collective "Turkish Straits". Not gonna lie and say I read the whole thing... but enough to believe that it actually is really unlikely an American carrier would end up in the Black Sea. It's physically easy enough to get in, but geopolitically it's roughly impossible... I never knew any of this. Interesting discussing! http://cimsec.org/let-me-get-this-strait-the-turkish-straits-question-revisited/43792
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https://en.m.wikipedia.org/wiki/Bosporus Having watched carriers transit Rich Passage on the way into the Bremerton shipyard many times, Bosporous Strait is downright roomy by comparison. Whether there would ever be a need to do so, well that's questionable... but definitely doable if they decided to.
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LOL at HOTAS pricing right now.
Stearmandriver replied to eracer1111's topic in PC Hardware and Related Software
Prepare to have your shipment delayed... and delayed... from Dell. They do have a pretty good price on the Warthog and I did get mine eventually, and even got them to give me $50 back after lying to me multiple times about delivery dates, so it wasn't a bad deal. But they seem to have a habit of selling stock they don't really have at the time, and shamelessly lying about it. Good luck! -
That's three wishes but they're related, and add up to one main wish: that we could see realistic pass grading on the supercarrier. The LSO currently has some quirks, especially a tendency to falsely grade EGIW, or 3pt lndg. It would be nice to get these fixed. It's also important for those of us who like carrier - qual sessions that a touch and go be recognized. Right now, a touch and go will always be graded a bolter. Obviously, if I have the hook up I'm not trying to trap. It would be great if we could get a regular grade for our pass, with the notation of a touch n go. Bonus points if the grade told us the wire we would have caught if the hook were down; I think that's not entirely realistic but if it's possible in the sim it would be nice to know. And then a persistent gradesheet, like an LSO logbook we could review over the course of a character's career, would be awesome. I'm currently using the Airboss script for that but it would be great to have it in-game. Overall, this strikes me as easily the best rendition of naval aviation to be brought to a desktop sim, and I know plenty of features and improvements are still to come so I don't want to sound like I'm griping. Those are just my wishes.
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I think you won't get waved off if you don't call the ball, because you never technically started a pass as far as DCS is concerned. The LSO only starts evaluating and yelling at you after you make that first ball call. It sounds likely that you would have gotten waved off on most of the passes where you didn't call the ball and trapped... if you had called the ball and triggered the LSO to do his thing. Proper comms (at least, per the game) seem to be important to the supercarrier module. The deck is configured, lights are set, crewmembers are positioned based on a script of comms. Miss a call and you're now off script and can expect anomalies like an LSO who's out to lunch.
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Game freezes and unfreezes every 10-20 seconds
Stearmandriver replied to PSYKOnz's topic in Game Performance Bugs
I'm actually seeing a similar thing in single player. My machine is at the bare low end of specs for DCS, but it never happened before the last update. I can't help feeling like missions of similar complexity ran ok before. I know with my machine I cannot expect blistering performance, but these freeze ups are new. -
How to get rescue helo to stay with carrier?
Stearmandriver replied to rayrayblues's topic in DCS: Supercarrier
Glad to hear. I agree with you that this should be accomplishable via the ME without scripting, but at least there's a working solution. Now that you're down this rabbit hole, you might as well create one more trigger to run the Recovery Tanker script too :D. https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.RecoveryTanker.html -
Hello, I'm wondering if someone more knowledgeable than I about computer performance could offer some advice on my scenario. Thanks in advance for taking the time to read: I have a computer at the bare low end of specs for DCS. 6 core AMD processor overclocked to a blistering 3.1ghz. :D 16gb DDR3. Nvidia 750ti. Win 7 64bit. When I started with DCS a few months ago it actually ran extremely smoothly as long as I didn't load up the supercarrier deck with static models. Recently I've started to see some stuttering (yes, deleted shaders). I get the sense that this is driven mostly by the fact that I'm exploring more complex missions. It was particularly noticeable on mission 5 of the Hornet Cage the Bear campaign (the airfield strike mission); I was seeing freeze-ups of whole seconds. Task manager indicated basically 100% RAM usage; only around 40% CPU load. There's obviously a limit to the amount of money I want to put into this old computer when I really just need to do a new build at some point, but there are many competing priorities for disposable income right now and a new gaming computer isn't at the top. But one simple upgrade would be the video card. I'm thinking a 1660Ti would be reasonable. But I'm curious: based on your experience with performance bottlenecks in DCS, would the card upgrade help with this problem? Or is this straight up an issue of not enough motherboard resources (CPU + RAM)? In other words, if a more powerful GPU with more video RAM were available, would that prevent the maxing out of RAM load, or is this a different problem that a better card won't mitigate? I know it's tough to know exactly what's causing this kind of issue, but I'd be glad for any input. I'm confident most folks on here will have a more informed opinion than I do! Thanks...
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How to get rescue helo to stay with carrier?
Stearmandriver replied to rayrayblues's topic in DCS: Supercarrier
Here's a quick rundown on how I'm using the Rescue Helo script. I know scripting can be daunting, but this really is very simple, and once you try this script, you won't want to go back. It's really immersive. 1. Download the Moose.lua https://github.com/FlightControl-Master/MOOSE_INCLUDE/tree/master/Moose_Include_Static 2. Create a new Helicopter group of one SH-60B, named Rescue Helo. Set it to Takeoff from Parking Hot. Check the box "Late Activation". 3. In DCS Mission Editor, open the "Set Rules for Trigger" dialog. 4. Create a new trigger of Type: 4 Mission Start. In the "Actions" section, choose "Do Script File", and choose file "Moose.lua" 5. Create a new trigger of Type: 1 ONCE. Set a condition of Time More, 10 seconds. (to be safe.) Select action Do Script. Paste this into the text box: RescueheloRoosevelt=RESCUEHELO:New(UNIT:FindByName("CVN71"), "Rescue Helo") RescueheloRoosevelt:Start() (that assumes your carrier unit is named CVN71. Replace CVN71 with the unit name of your carrier.) Documentation on the script can be found here. It's actually more fun than expected to see someone run out of gas and crash in the pattern, and the helo immediately buster to the crash site and hover for a few minutes picking the guy out of the water, than return and land on the boat to drop him off before going back on station lol. https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.RescueHelo.html -
This is good stuff! I'm curious; has anyone found a way to modify the ground effect for a given aircraft? Just curious if I can mod (or comment out completely) the reversed ground effect as it currently affects the Hornet. I can't seem to find a parameter defined for ground effect, yet it seems it would have to be aircraft specific since not all DCS aircraft have the ground effect reversed?
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Comms menu --> Ground Crew --> Request Launch. Do it before reaching the JBD. They'll scamper right into position ;).
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That's an interesting idea, but I don't think so. My understanding of the burble is that it's the wake of turbulent air flowing over and around the island because of ship motion. So I'd expect to see it when directly "downstream" of the island, based on ship direction of travel. I feel like that would be just before the ramp, and this happens well past that. It's literally less than a second before touchdown, maybe .5 seconds before touchdown. You're in the wires at that point, more next to the island than downwind of it. Next time I'm in the sim I'll try a carrier style landing on a land runway. I've actually never flown the DCS Hornet to or from land haha. I only recently came to DCS after being a naval aviation simming fan for years in another sim, and it was the release of the supercarrier that brought me here. And I'm really enjoying it, don't get me wrong... the LSO grading kinda bugs me though, and it got me wondering what this AoA reduction is just before touchdown, whether it's real, and if it's related to some of these 3pt grades I'm getting.
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Hello, I'm curious about a behavior the DCS Hornet exhibits during a trap. It seems that every time, just before touchdown, the AoA indexer indication changes from on-speed to fast. This is mirrored by the E bracket in the HUD, and happens even when there is zero stick or throttle input being made. I'm wondering what we're seeing here? Is this an impact of ground effect on AoA? And what I'm really curious about: does the real plane exhibit this behavior? I don't see it happen when watching cockpit video of real Hornet traps, but of course that could be because the pilots are correcting for it. It often seems to drive the LSO to comment about a 3pt or nose first lndg, when the landing was definitely at the correct attitude, and an LSO view of the track replay confirms a normal touchdown attitude. Maybe the two things aren't related, but I'm curious if you see this suddenly-fast AoA indication in the real jet just before touchdown? I've never flown a tactical jet but have flown a few jets with AoA indications... our 73s at work have an AoA indicator in the HUD, and I've never seen it affected by ground affect. Thanks for any input.
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Grading discrepancies between client and server?
Stearmandriver replied to Nealius's topic in DCS: Supercarrier
Haha I've noticed that too... the SC LSO is overly generous with two grades: a cut or no grade for eased gun, even when you didn't... and an underlined OK even though there were no extenuating circumstances. Pass grading is such an integral part of carrier aviation, I really hope they fix this. -
This is the biggest problem with the supercarrier LSO right here, this false EGIW grading. Yes, you can often trick him into not giving you that grade by advancing throttles before touchdown... but that's not correct. I've taken to using the Airboss LSO grading and pretty much ignoring the boat grading for now, since at least the Airboss LSO grading makes sense, and I'd rather not destabilize a good pass with a power addition in close just to trick the boat LSO into a grade I should have gotten anyway ;). Sure hope this gets addressed soon though; would be nice to not need a script for such an integral part of the carrier experience as pass grading!
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Any Good F/A-18 Supercarrier Missions out there?
Stearmandriver replied to CommandT's topic in DCS: Supercarrier
I agree about mission one of CTB, but that's just a warm-up gimmee. Mission 2 on, they're great. Quite a bit of coordination among multiple flights with various missions. -
True, but what's weird to me is that you can hardly yaw the plane at cruise speeds. It makes sense that control deflection is limited at these speeds, but not control authority. In a moderate or high airspeed scenario, it just takes less control surface deflection to create the same effect. In the airliners you're talking about, rudder deflection is limited but you can most assuredly get the same amount of yaw out of the jet at about any speed (I've been flying airliners for over 20 years, was sitting in a captain upgrade class when that Airbus went in in New York because the FO stomped in stop-to-stop travel... but that's an Airbus, they're not to be trusted ;). )
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It would be interesting to try to get it to slip in the bypass mode. I'm just surprised at the FCS allowing strong yaw in a high alpha state if it's intentionally limiting it in cruise; and what it allows is skidding, not slipping. An uncoordinated skidding condition at high alpha is the worst case scenario, if you're talking about a threat of departure. And that's the thing it allows. Of course, there's also use for that, in slow-speed nose pointing during a dogfight. You're right, I can't think of why you'd want to do it in cruise, minus jammed or damaged roll control (ailerons, stabs, flaps). But maybe at that point the FCS limits no longer apply? Don't know, but it's an interesting question.
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True; as a general rule we don't slip swept wing aircraft. Slipping is a primary maneuver in light aircraft like my namesake; I wouldn't even consider turning someone loose in a taildragger unless they were proficient at slips over obstacles to landing. I think, though, that you aren't going to find much use for it in a tactical jet. Might try it in the P-51, but even that might be highly wing-loaded enough that slipping isn't too useful. Just ruddering the nose around is a different story, and I have found it effective in high alpha, low energy states in the Hornet sim, but at normal cruise speeds I've been surprised at the ineffectiveness of the rudder. Perhaps it is really limited by the FCS that way. It's true that many airliners limit rudder usage at higher speeds; it's acomplished via computer in fly- by- wire jets, but even conventional hydraulically boosted flight control systems like on the 737 accomplish it by partially removing hydraulic pressure to the rudder at higher speeds.
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I've noticed rudder is extremely ineffective in the Hornet until you're extremely slow / high alpha, and trying for some nose pointing yaw in a dog fight. At normal cruise speeds, full rudder input is hardly noticeable. Having never flown a Hornet I can't say if this is correct or not, but I suspect it's not, for an airframe designed to be maneuverable. I'm curious though; why are you trying to slip it anyway?
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Right basket on KC-135MPRS tanker - Does it work?
Stearmandriver replied to Stearmandriver's topic in DCS: F/A-18C
Hah, yes, I struggled at first on the right basket too! Eventually got the sight picture figured out after maybe 15 bad approaches. That's why I'm glad to hear the basket really wasn't working in my scenario though... it was starting to make me paranoid ;).