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Everything posted by ARM505
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Virpil base with a TM Cougar grip. And yes, that's the exact software I used to test it. No inputs detected. I can't rule out that it's something on my end, but a) it's happening to more than one person, and b) it's reproducible. Running the VPC Joystick Tester alongside shows no inputs when it happens. The 'sync HOTAS' checkbox in DCS is unchecked - I'm not sure if there's some other weirdness happening though. No big deal. If I make sure to pull all the triggers etc. before they're 'live', it doesn't happen.
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As a slight update to this, there are certain other oddities happening - for example, in the F16, if I switch to guns after using the laser (having held the trigger down), the gun will just fire, and keep firing until I press and release the trigger. If I enter a cold start mission (again, in the F16) and switch to rockets, the entire pod will fire as soon as I turn the master arm on. In the Hind however, no 'fire' command is seen in the upper right corner of the screen (as if I'd pressed the fire weapon button), but Petro still fires. I'm thinking there's some kind of DCS weirdness with controls going on, and it's only started happening after the last patch. Obviously, checking controls in Windows shows that no buttons are being pressed.
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https://drive.google.com/file/d/16G84xAPdvqfYn_E8-LhL6L-8dF4Ynvqr/view?usp=sharing Track is 7mb. Pardon the stupid VRS crash at the end, my wife started quizzing me on the dogs suppers, and woe betide I don't answer instantly. The first set of missiles fired was done in the Petro Hold Fire (tan) mode, and he just fired as soon as he got the tone (no command from me - this is the part of relevance). Then I chased after the indestructable CH47 from hell for quite a while (I suck at gunnery) and then returned to fire some more missiles at the trucks - this time, Petro didn't fire at will. I then set him to fire at will, which worked normally. Then the dogs supper became a priority, derp.... Edit to add: The CH47 absorbed 2 missiles, and countless 23mm rounds. Somebody might want to have a look at that.
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I had the same problem - despite the Petro HUD being in the (yellow/tan?) colour, and with him being in the default state, unchanged since mission start, he still 'free fired'. To double check it, I then switched him over to Free Fire, and the menu, and text box in the top right showed correctly, and he continued to Free Fire. I didn't change back then (ran out of missiles), but yes, I saw the same thing. The command is the Petro menu up - long press (key W by default I think, don't use keys myself)
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Just to be 100% sure - under the last option of the aircraft in the ME (Additional Properties), have you checked the box 'Track Air Targets'? If that is unchecked, he won't do it. It's a bit of an odd approach they've gone for, because you'd want it available to change on the fly if needed, but there we are...
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They probably will eventually. This is just a guess, but the Hind's probe vanes didn't move at release, but now do (including the very funky dance they do when you fire the cannon, the muzzle blast being pretty close to the vanes)
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I must have flown upwards of 50 individual twin engined aircraft IRL, and the chances of the levers being in the exact same place to get things synced is very close to zero. This idea that levers being the same means the exact same power is a complete 'sim-ism', where engines, control linkages, fuel systems etc are *precisely* the same. This is not reflected in reality at all. Every aircraft will be different, and it's one of the hallmarks of multi engine aircraft that each engine will be slightly different as well (to the point of possibly having different rates of throttle response as well, ie. one engine may spool up faster from idle than the other, something that is part and parcel of multi engine handling). This chance increases with the aircrafts age - brand new, and things are very well set up normally, the older they get and the more 'drift' there might be. In a piston engined light twin, you have six levers to play with, and some can be a real pain to set up so things are purring along smoothly (Piper Seneca II, I'm looking at you)
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He probably means IRL, it would be one action - in game it must be mapped to two actions for cockpit builders of course, but there could be a keybind that allows both actions to be completed to be more in line with practical use. There is precedent for this - I believe the MiG21 and maybe the Hind (going from memory) need a safety lever to be moved to allow gear lever movement, but the normal keybind does this as 'one' action (although all controls are mapped individually as well). And yes, IRL it would be a one hand, one movement action, easily accomplished - in the sim as it is now, I can completely understand flipping the safety lever before takeoff (something I wouldn't dream of doing in an actual aircraft). It grinds my 'reality' gears, but let's face it - IRL it's easy.
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British cockpits. I've sat in a couple, and 'ergonomics' was a purely fantastical term yet to be invented. And when it was, it was for sissy boys who couldn't fly planes properly (pffft! If you didn't have to do a somersault in your seat to read a gauge, was it even worth reading?!) I remember sitting in a Lightnings cockpit. Apparently, somebody thought it would be cool to put a gauge of some sort under my left armpit. And the artificial horizon of this Mach 2+ interceptor was straight out of the Cherokee 140 I learned to fly on (white line on black - no differentiation between ground and sky). When men were men, and farmers fields were scared...
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They're constant speed propellers, so RPM and boost won't really be linked at normal power settings (ie, once stabilised after a power change, RPM should go back to where it was set). And, a comment based on real world experience. Based on flying many, many twins, theres normally always a slight throttle stagger, even if it's just a few millimeters, to get the same indicated power setting. The same for the propeller levers. What we get in sims, where the engines are at precisely the same power setting with the same throttle lever position is actually not very realistic feeling to me. Because of this, I noticed quickly with the Mozzie, the RPM levers need to be 'tweaked' indivdually to match the RPM's - which is realistic. Now, for bonus points, we should have to tweak it on the sound! Trying to tune out the 'WaWaWaWaWaaaaWaaaaaaaaWaaaaaWaWaWa' from the props is integral to propeller powered twin flying!
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Yes, I should have been more clear - when closed, they seem normal, but when opened, the right side (aircraft right) one 'warps' - the polygon seems to only move to the open position on the inboard edge.
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correct as-is Start-up Training Mission Hangs-up @ Priming
ARM505 replied to cdrkrotchetyusn's topic in Bugs and Problems
That's all he says. They do the actions and you can start though. -
I have searched but cannot see if this is already reported, but it is not in the FAQ: The radiator exhaust flaps are not symmetrical - the aircraft right side one is 'warped' and doesn't seem to open fully, compared to the aircraft left side (the right side one in the picture) which opens as expected (not that easy to see, but visible under each wing in this screenshot).
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known dcs allied engines oversimulation off problems
ARM505 replied to andy151's topic in Bugs and Problems
This has been a topic that pops up repeatedly - and if I can summarise my understanding of the situation, it's that as sim pilots, we are given a brand new aircraft every time - this would mean that (as you say) rough handling, or prolonged abuse over the published limits would probably not (in reality) kill the engine. BUT, this (in the simulator) would result in everybody thrashing their engines ALL the time, to extract maximum advantage (this is a *combat* simulator after all), resulting in unrealistic performance and fights in general. Since aircraft histories are also not tracked, this is yet more incentive (or disincentive) to not treat the engines carefully in the sim, along with the fact that we don't have any 'skin in the game' as it were, and death (or at least a cold dunking in the English Channel) has no real meaning. Thus, engine limitations are intepreted more strictly than the more generous tolerances real life would probably (probably!) allow. It's a debatable point, and has been many times already. -
Your crew were probably killed. Unlike other modules, pilot kills in the Hind currently don't blank the screen. They just die (quite easily I might add) and you find out by not being able to do anything.
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unable to interact with cockpit (LAlt+C) after a crashlanding
ARM505 replied to D4n's topic in Bugs and Problems
You must think in Russian -
unable to interact with cockpit (LAlt+C) after a crashlanding
ARM505 replied to D4n's topic in Bugs and Problems
...and unlike other modules where the screen goes black, you can still 'see'. But can't do anything. And I'm still curious if anybody has only had one crewmember killed. When they get killed (as mentioned, by a stiff breeze), they both go in my experience. I'm hoping somebody has had a different experience and could still pilot the helo with the remaining crewmember. -
The outer ring (and thus entire cover) rotates only to change the white light filter to those red light filters for night ops.
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Please Help - Petrovic hates me: No Crosshairs and only four shots max?
ARM505 replied to cfrag's topic in DCS: Mi-24P Hind
Petrovich takes time to aquire and guide the crosshairs onto the target - they've simulated a real human taking the time to do this, which results in some delays that don't really have any feedback to you, the player - also, when the crosshair does 'lock' onto a target, it snaps onto it faster than a real human would do it, further enhancing the idea of a 'lock on', when IRL it's supposed to be a progressive movement towars the target, with some 'wobble' around it (see multiplayer videos on YT with human CP/G). Is that what you're encountering maybe? This is obviously in relation to the OP's second paragraph (Petro not putting crosshairs on tgt, not the first problem) Give it/him a chance to actually do it maybe, see if that helps? -
Seconded, also looking for those translations - thanks for asking.
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The patch definitely got rid of the trim button causing the stick to 'step' in a certain direction over and over with repeated presses of the trim button for me, even with neutral 'real' stick (ie. pre-patch, the 'virtual' stick would 'step' in a certain direction on repeated pressing and releasing the trim button, even with the 'real' stick being completely neutral, which resulted in a large cumulative change). So there's definitely an improvement to how it works. The interplay between 'real' and 'virtual' sticks certainly adds a level of complexity absent from the real thing.
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They've got rid of the sudden tendency to pitch up very aggressively if you slightly overdid the nose up cyclic input, which is great. Now it's a far more intuitive, linear reaction. I'm liking the progress, good job so far.
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They're probably much along the lines of the implementation in the Su25, given that it's basically the same sight and weapon? Maybe an extra switch to enable them, with the weapon selector on 'Off', or another rotary position (unlikely)? Get a tone, fire....something along that line. I'm guessing, sorry. But yeah, the Su25 is probably the closest example. Boresighted to the normal sight, and they come off the rails quickly (very little, if any, initial drop, so may be able to fired quite low).
