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Everything posted by ARM505

  1. Carrier ops is a massive thing in and of itself. Since a young age, I've wanted to have a sim that does this in a realistic way, this is the earliest that my expectations have been met. To sit in VR, on that carrier deck, with the canopy open, the wind rushing across the deck, the sun glinting off the sea.......it's incredible what they've done. The Apache is great, it should definitely be on your list, but operating a high performance aircraft off a boat stirs the soul. Side note: I still kind of suck at operating a high performance aircraft off a boat. The challenge is never ending.
  2. I really wanted to do one, collected all the tools, examples, etc.....then discovered I frankly suck at using picture editing software, and wasn't about to learn. So.....er, plus one from my side, I think it would be a cool skin (like the Rooivalk).
  3. The AI Ch47 can tank the entire weapon payload of the Mi24. Sometimes it does go down, but surprisingly often it doesn't. It just ends up flying in a kind of up and down porpise fashion, with smoke and flames trailing off it as it disappears into the sunset.
  4. 100% agree on it being a 'special options' menu item, and defaulting it to 'OFF/OPEN' would save many forum posts. I even have a trigger guard on my stick, and still find it a PITA.
  5. The AI CH47 has absorbed my entire weapons load and continued to fly, dipping and climbing back up trailing smoke and fire from two engines, off into the distance. Yeah, the AI DM isn't......the benchmark for simulations.
  6. Mine did that when the joystick connection (that PS2-like plug between the joystick handle and base) got loose. I had a homemade extension, so it happened more than once.
  7. DCS's tire interaction with surfaces is.......a compromise. Hard/soft, tarmac, grass.....it's kind of simplified. Resulting in some weirdness. There have been quite extensive discussions on this, the F16, the warbirds (taildraggers being a challenge) etc. At all times (IMHO), the common theme is oddities with input variables of coefficient of static and dynamic friction, normal force, velocity etc. This isn't a racing sim, but it crops up often enough, across a lot of modules, that tire modelling might merit a global rework. I might have misunderstood the gist of this though.
  8. On the MPD :FLT -> SET -> Turn your radio altimeter on (R4 or 5, at work so I can't remember exactly which)
  9. They actually do almost all the work on the engine 'on the wing' as it were, and a lot of it is 'on condition' as well. It's only really major stuff that necessitates an engine being removed from the wing entirely. I think it's more to be able to plan that, on average, engines will last approximately the same time before servicing if they started off together - but this is absolutely out of my domain as a normal line pilot, you're right The engineering dudes handle that side - we're just taught how to operate them, and do so as per SOP's, which the company decides on, I'm assuming for the reasons I've stated. When the aircraft goes in for a C or D check, it's easier and more cost effective to just do all the work on both engines while you've got them there as opposed to taking the aircraft off the line again.
  10. Yup, the 737 igniters get alternated - we start using the right first (due to the right igniters being connected to the AC standby bus, and it's slightly more critical that they work, thus we run them first), then switch as we go. Sorry, off topic, but thats the reason.
  11. OK, that is hilarious Gives new meaning to 'co-operative rockets' "Hold still buddy, WAS-ing rockets!"
  12. I'm not sure of the TBO's on these engines, but on commercial airliners, with the typical requirement to achieve the highest possible cycles/hours on wing before servicing, there is a requirement to alternate the starting engine - given that engines are serviced based on hour spent running, and no attention is given to what kind of running (except limit exceedences), we have to 'spread the joy' otherwise over time, a significant hour buildup will occur on one engine. Our company starts the downwind engine first during pushback, which randomly spread the time over both (in theory). I can understand that the military might just keep things the same though, the difference is indeed almost insignificant (especially with such a short startup cycle in the Apache - an airliner start cycle can be a lot longer: even only one days operation might result in 5-6 minutes difference in engine running times......multiply that over 365 days of operation, and one year means ~33 hours of time difference).
  13. Yeah, using the CPG's head as a sight might mean you're doing it wrong. Sorry, this might work, but....no. The guys head is going to be animated at some point, I'd rather focus on learning to use the system as best you can. It's not staggeringly hard to be honest.
  14. There is a way to do it in game as well - I'm not at home right now, so this is from memory, but you can right click (I think) on a controller heading while having the CPG profile up, and select 'load profile' (or something like that) and then find the PLT profile for your controller and just load it - the controls are then imported into the CPG controller profile. Sorry for the vagueness, but it's quite simple to figure out if you play around - no need to rename files etc, although that is easy enough. Just thought I'd mention that they did allow for this in the sim.
  15. You can also change the zoom FOV with (I think) R CTRL and the normal zoom keys (* and / on the KP) - if memory serves me right. This can give zome very nice close ups.
  16. There is also IAT (Image Auto Track), which is not yet implemented at this stage of early access.
  17. Unlike the pilots seat with it's rotary controllers, the front seaters IHADSS brightness is adjusted via the SYM rocker switch on the upper right side of the TDU (the center display, sorry if this is obvious already).
  18. ARM505

    AH-64D VR

    Yes, like a little piece of cloth, at the nose/throat area, visible if you look down.
  19. I think this is the first module with an actual difference between VR and flat screen? Specifically, the IHADSS/NVG's - for those who haven't seen it in VR, the IHADSS is actually rendered and animated in front of your right eye (it animates only when moved away from your eye, it appears instantly when selected I think?), unlike the flat screen with it's little tranparent impression of the monocle, which appears and disappears instantly. Also in VR, you can see the NVG's on your helmet above your head when they're flipped up. It looks very cool. Again, I'm blown away by how good things look in VR. I have to turn just about everything down to nothing on my poor little 1080, but at least getting a solid 40fps (don't laugh, it actually does work ok). That front cockpit feels small! Also, the top strap of the harness on the seat vibrates (while we're talking about little bits that move).
  20. Well, I for one am shocked at this early access, the total unrealism of the M4 selector - everybody knows that you cannot put it into 'Safe' when the hammer is down, after the trigger is pulled! My goodness, they're just playing with us now! I expect an immediate hotfix. /sarcasm I was really surprised to find the trigger and safety was clickable, awaiting the negligent discharge simulation in a future patch - I too would like to put a 5.56 round into the canopy
  21. Hover, Bob-up (one of the IHADSS modes as well I think) As in , 'bobbing up' from behind cover, ie. rising a short distance to clear an obstacle.
  22. Perhaps I should clarify - what is there, is generally as the manual states. Parts that are missing, are missing in their entirety, and don't really detract in the modelling of the parts that are there - put another way, the manual is useful in that it is applicable to those bits that are actually in the sim. It's a generalisation, but....
  23. To second what Raptor9 says, I will comment on the sometimes ridiculously useless nature of real manuals - I literally just helped a friend with a technical exam, and despite us both puzzling over the Flight Crew Operating Manual (in this case, FCOM2 for the B738), neither of us could find the answer, because it simply didn't go into the level of detail required. The FCTM (Flight Crew Training Manual) elaborates a bit on recommended techniques, but the bottom line is that these are meant to be used in conjuction with actual, real world training by experienced instructors following company/unit SOP's and standards. The books are references, and often blunt to the point of being quite superficial. That being said, DCS actually does an excellent job for a PC sim in modelling the real thing - I remember when the F18 came out, sans manual, and the comment was 'just use the NATOPS manual' - which, to their credit, was actually close enough to be of genuine use.
  24. The AI gunner has built in 'delays' to simulate a human switching to the next missile, getting on the scope and being able to find targets again. I don't know if these delays are fixed, dependant on other variables, or random. I'm not aware of the physical weapon system limitations.
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