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IronMike

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Everything posted by IronMike

  1. The game freezing issue has existed before this patch, and as I think is mostly related to the presence of F-14AI, which we are currently investigating. You having frequent CTDs is either something new, or isolated to your side. The crash in Baltic's campaign seems to be yet a third, separate issue to me. Let us stay focused in this thread on the specifics of JoNay's crash. Crash logs are a bit of hit and miss, they can, but often do not reveal enough. This is why knowing more about the specifics of the crash would be great. Like "it always happens when I drop a bomb" or similar denominators, if any come to mind. Additionally, 100% - you need to remove the mods. Specifically helicopter mods, that are based on the AH-6 external flight model (like a base mod) - and which iirc all heli mods are - can cause memory corruption with other mods and official modules. The UH-60 for example fits the bill. Additionally weapon loadouts with these mods also can cause buffer overrun and memory corruption, like the M134 Minigun. So, first remove all helicopter mods please, and observe for a couple days if it changes your situation. Ofc, all mods need to be removed to be sure. You also need to make sure that no mod leaves any orphaned files, so manually delete left over folders and files, please, too. Ofc, backup what you want first. Thank you!
  2. IronMike

    Jester?

    Mind you though, "finding" stretches it a bit. He will see and recognize them when picked up by the radar, but he will not pro-actively manipulate the radar to look for them. Just to temper the expectations from that a bit.
  3. Check out the instant action and campaign missions, many of them will have you encounter traffic when returning to the boat. It is not much more than a footnote though, as the Carrier usually prioritizes the player and very rarely you have to either wait for signal time to be charlie or even stack down. This is also because the AI gets down fairly direct and quick. It is also limited by the fact that you do not hear a whole squad being worked down in the stack, LSO calls with AI missing, etc. and we have no ability to "build" a stack for the carrier in the ME, like saying group 1 will commence at 2000, then group 2 will move from 3k to 2k, group 3 from 4k to 3k, etc etc... Or telling the carrier to prioritize one or another etc. You simply witness usually planes landing ahead of you, or sometimes shortly after you.
  4. Same as near blind, sweeps and button work fine on my end on the ground as well. Sounds like the handle is not properly in the spider detent before hitting master reset maybe.
  5. Still a great idea, imo. Having Jester perform a fix would be definitely something to consider at some point.
  6. At this point I'd like to thank @JNelson for his efforts in improving the aim-54, he did around 2.500 tests over the last few months to get things just right within the limited possibilities we have, so you all can imagine how difficult and how much work it is to shape the missiles to a) more realistic behavior and b) a better performance within the scope of DCS. More changes will be coming as well, to dial it in even more. In particular we will focus on the motors soon as well, we will have more info on that for you guys soon.
  7. This is where we disagree a little bit. Don't get me wrong - we want to overhaul and improve Jester and make him more clever. But what we do not want, and never will want, is for Jester to replace a human RIO. The F-14 being a 2 seater is in fact what propells it the most in DCS, provided you have a good crew. Thus, keeping an incentive to enjoy it like it was fully meant to be (flown in real life and) in DCS - in multicrew - is always something we will uphold. The JESTER-AI - which isn't really an AI in the classic sense mind you - is there to provide the ability for Singleplayer guys to fly the Tomcat at all, to provide RIO functionality. While not replace a human RIO, to at least provide a whiff of the experience a two seater fighter offers. Now, of course, as you know Jester, we put in more than just functionality, to make him compelling, have a personality, all that kind of stuff. So it needs to settle in between. It should always approach what a human RIO offers, and I am certain we can do more and better cometh the overhaul, but it should never aim to replace a human RIO. Hope that makes sense.
  8. The lofts are within the realm of realistic, especially in the steepness, and it also makes sense to climb as much with motor burn as one can on long distance shots. There is not much that we can tweak with lofting btw, this tweak here was mainly meant to prevent overlofting, which until this patch it did. Here it achieves what it tried to do before and failed at it. The lofting also has nothing to do with the flight model btw. Nothing changed on the flight model or aerodynamics, etc. It just utilizes loft now more to its advantage rathen than to its disadvantage.
  9. Glad it works, and our apologies. The bug shouldn't have been missed. Personally I hate to fly with deadzones. But at least there is a workaround.
  10. Nope, nothing changed with alignment. Are you releasing the parking brake by any chance? sounds like your alignment gets interrupted for some reason. One thing that does that is releasing the parking brake.
  11. Hi Grizzly, we noticed a regression with it as well, it seems to be related to not having set deadzones on roll and also pitch, or too little deadzone. We are not sure what caused but will have a fix by the next patch. See if increasing your deadzones just a little helps. Our apologies, we caught on to this too late.
  12. Oh, thank you. This sounds like something got mixed up in the upload or not uploaded correctly. Our apologies.
  13. Dear all, as usual we would like to kindly ask for your feedback for the recent patch. It is yet again a small patch, but hopefully fixes the Gyros becoming misaligned in certain situations once and for all. We also included a first few Quickstart missions for the South Atlantic map, we will add more in the future. As some asked about the Nav system in the SA map - it works, including creating data cartridges from F10, etc. While a small patch, we still hope you enjoy it. Thank you all for your continued feedback and support. DCS: AJS-37 Viggen by Heatblur Simulations Fixed Gyros becoming misaligned in certain situations. Added New Quickstart missions for the South Atlantic Map.
  14. Dear all, as usual we would kindly like to ask for your feedback for the recent patch. New is a mini-campaign for the South Atlantic map "The Final Hour". It comes with a version that includes the community A-4 - we recommend to fly this version, as it is the intended one. A big thanks at this point to the Community A-4 Mod Team, who did such a beautiful work with it. For those who prefer to fly it without, the default version Operation Southern Beeches (as in the campaign name), replaces the Argentine A-4s with MiG-21s. The Final Hour Quickstart missions also use the MiG-21s instead. New are also a plethora of key bindings for the RIO, and new Jester set commands, for mission makers to use. Furthermore we continue with the aim54 updates, in this patch we tweaked the PN gains and loft parameters to improve its performance (and guidance) further. You can now use the Aim-7P with the F-14B and late -A. And finally a big overhaul was given to the wing sweep mechanism in general, as adding the axis in the last patch unearthed a few discrepancies and bugs, which led us to give it a thorough make-over. A big thank you also goes to our "Rivet Counting Squad", aka the gifted skin makers, who continue to bless us with their beautiful liveries. Everything please take from the changelog below. Thank you for your continued feedback and support! DCS F-14 Tomcat by Heatblur Simulations - 22nd June 2022 NEW: Added Mini-Campaign “The Final Hour” for South Atlantic. Also available as quickstart missions. The campaign includes a version with the community A-4 mod. This is the recommended version how it is intended to be flown. For the A-4 installation instructions check further down this page here. For those who prefer to fly without the mod, the default version Operation Southern Beeches replaces the Argentine A-4s with MiG-21s. AIM-54: Tweaked PN gains and loft parameters to improve performance. NEW: Added more Jester set commands (with value) for mission creators: 10017: DEST knob 0.1 - WP1 0.2 - WP2 0.3 - WP3 0.4 - FP 0.5 - IP 0.6 - ST 0.7 - HB 0.8 - MAN 10018: select waypoint to enter coords from a trigger zone (this command does no action in the cockpit) 0.1 - WP1 0.2 - WP2 0.3 - WP3 0.4 - FP 0.5 - IP 0.6 - ST 0.7 - HB 0.8 - MAN 10019: enter coords from trigger zone for the waypoint selected with 10018 (if none selected, WP1) 0.01 - WaypointZone01 0.02 - WaypointZone02 … 0.99 - WaypointZone99 10020: WCS switch 0.1 - OFF 0.2 - STBY 0.3 - ON 0.0 - return to automatic 10021: run RWR BIT 10022: TID range knob 0.1 - 25 NM 0.2 - 50 NM S0.3 - 100 NM 04. - 200 NM 0.5 - 400 NM 0.0 - return to automatic 10023: JESTER Eject Potential fix for CTD with JESTER tuning radios. Add AIM-7P for late A and B F-14 loadouts. Made TACTS pod available to stations 1B and 8B. Fixed Jester tuning TACAN only using A/A for airborne transmitters (TACAN not working for multiple of our missions). Complete overhaul and fix of the Emergency Wing Sweep Axis logic: Handle can't be moved once the cover is down. Handle can be disconnected from the spider detent regardless if it’s up or down (realistic behavior, lifting the handle was for easier access). Added new special option. If enabled, handle can be moved only once up (to prevent unwanted detachment, especially when having the axis assigned). Simulated Spider Detent Movement and attachment: Attachment happens when the handle is close to the spider detent The handle will stay there unless moved strongly away by mouse or the assigned axis (some amount of force reSquired in RL). Spider detent will follow the CADC commanded wings position as seen in the Captain’s bars (middle indication of the Wing Sweep gauge) - if the handle is dethatched, the actual wing sweep will diverge from this indication. Handle can be pushed down only at 20deg and oversweep, but can be raised anywhere. Handle must be raised to enter or exit oversweep. Entering oversweep requires holding the handle in the raised and full sweep back (68deg) position for around 10s as earlier. EMERG flag appears when the handle is lifted up. Once pushed down, the flag changes back to the previous mode (AUTO/ MAN). Once the handle is detached, the CADC will report a failure (a small delay might occur) and the WING SWEEP warning light will appear. This will block the use of the HOTAS wing sweep switches. However, the AUTO/MAN mode will be updated as soon as the error is reset and control regained (pressing AUTO once the controls are inhibited and then the MASTER RESET button will activate this mode and drive the spider detent to the commanded position (20 deg on ground). As soon as the MASTER RESET is pressed, the warning lights are canceled and HOTAS control is regained (spider detent can be moved). If the handle is still detached, the CADC will report the error again after about 7 sec reboot time. Wings position will always follow the handle (if powered, operative, and not inhibited by flaps). Changed wing sweep initialization on spawn: Carrier spawn on catapult: 20deg, AUTO. All other ground spawns: oversweep, handle and cover raised. Air spawn: AUTO, position adjusted to the airspeed. Mechanical sweep handle can be stowed in oversweep, also allowing the guard to close. Fixed sweep handle being able to move to OVER before HZ TAIL AUTH light goes out. Fixed CADC/Wing sweep light remaining illuminated after spawning a new aircraft. Fixed emergency wing sweep handle Scatching the spider detent at 20 degrees. Fixed wing sweep handle being pushed down in oversweep position for carrier spawns. Fixed emergency wing sweep lever being pull-push lock reversed after clicking it wildly. Added new Keybinds for the RIO: ICS Amplifier CW ICS Amplifier CCW Weapon Interval Selector 100ms - 'x'; x from 0 to 9 Weapon Interval Selector 100ms Inc Weapon Interval Selector 100ms Dec Weapon Interval Selector 10ms - 'x'; x from 0 to 9 Weapon Interval Selector 10ms Inc Weapon Interval Selector 10ms Dec Weapon Quantity Selector 10s - 'x'; x from 0 to 3 Weapon Quantity Selector 10s Inc Weapon Quantity Selector 10s Dec Weapon Quantity Selector 1s - 'x'; x from 0 to 9 Weapon Quantity Selector 1s Inc Weapon Quantity Selector 1s Dec Weapon Type Wheel IncS Weapon Type Wheel Dec Pulse Video Inc Pulse Video Dec Radar Brightness Inc Radar Brightness Dec Radar Pulse Gain Inc Radar Pulse Gain Dec Radar Erase Inc Radar Erase Dec NAV Mode CW NAV Mode CCW TID Destination CW TID Destination CCW TID Contrast Inc TID Contrast Dec TID Brightness Inc TID Brightness Dec DECM Mode CW DECM Mode CCW Added new axis bindings for the RIO: Weapon Type Wheel Radar Pulse Video DDD Brightness ECMD Brightness TID Contrast TID Brightness DECM ALQ-100 Volume Corrected RIO axis directions for DDD Erase and DDD Pulse Gain. Updated VF-14 AB100 livery. (Ben_Der) Updated Top Gun Rogue Nation livery. (Yae Sakura) Updated Top Gun 114 livery. (LanceCriminal86, Helmets by Ben_Der) Updated VF-211 Fighting Checkmates 100. (2001) (Shmoo42) NEW: Added VF-31 1991 AE200 and AE205. (Mach3DS) NEW: Added VF-14 AB103. (Ben_Der) NEW: Added VX-4. (Ben_Der)
  15. Do you have any mods installed at all? Do all the missions where you experience this include the F-14 AI? Do you know if the missions where you experience it most run any scripts? Thank you!
  16. Do I figure correctly that this is mostly related to the Liberation Campaign, or else heavy laden missions (lots of units, lots is going on)? And do any of you have mods installed, like the A4, or similar? And if, which please? Thank you!
  17. DCS F-14 Tomcat by Heatblur Simulations - 22nd June 2022 - to be released today. NEW: Added Mini-Campaign “The Final Hour” for South Atlantic. Also available as quickstart missions. The campaign includes a version with the community A-4 mod. This is the recommended version how it is intended to be flown. For the A-4 installation instructions check further down this page here. For those who prefer to fly without the mod, the default version Operation Southern Beeches replaces the Argentine A-4s with MiG-21s. AIM-54: Tweaked PN gains and loft parameters to improve performance. NEW: Added more Jester set commands (with value) for mission creators: 10017: DEST knob 0.1 - WP1 0.2 - WP2 0.3 - WP3 0.4 - FP 0.5 - IP 0.6 - ST 0.7 - HB 0.8 - MAN 10018: select waypoint to enter coords from a trigger zone (this command does no action in the cockpit) 0.1 - WP1 0.2 - WP2 0.3 - WP3 0.4 - FP 0.5 - IP 0.6 - ST 0.7 - HB 0.8 - MAN 10019: enter coords from trigger zone for the waypoint selected with 10018 (if none selected, WP1) 0.01 - WaypointZone01 0.02 - WaypointZone02 … 0.99 - WaypointZone99 10020: WCS switch 0.1 - OFF 0.2 - STBY 0.3 - ON 0.0 - return to automatic 10021: run RWR BIT 10022: TID range knob 0.1 - 25 NM 0.2 - 50 NM S0.3 - 100 NM 04. - 200 NM 0.5 - 400 NM 0.0 - return to automatic 10023: JESTER Eject Potential fix for CTD with JESTER tuning radios. Add AIM-7P for late A and B F-14 loadouts. Made TACTS pod available to stations 1B and 8B. Fixed Jester tuning TACAN only using A/A for airborne transmitters (TACAN not working for multiple of our missions). Complete overhaul and fix of the Emergency Wing Sweep Axis logic: Handle can't be moved once the cover is down. Handle can be disconnected from the spider detent regardless if it’s up or down (realistic behavior, lifting the handle was for easier access). Added new special option. If enabled, handle can be moved only once up (to prevent unwanted detachment, especially when having the axis assigned). Simulated Spider Detent Movement and attachment: Attachment happens when the handle is close to the spider detent The handle will stay there unless moved strongly away by mouse or the assigned axis (some amount of force reSquired in RL). Spider detent will follow the CADC commanded wings position as seen in the Captain’s bars (middle indication of the Wing Sweep gauge) - if the handle is dethatched, the actual wing sweep will diverge from this indication. Handle can be pushed down only at 20deg and oversweep, but can be raised anywhere. Handle must be raised to enter or exit oversweep. Entering oversweep requires holding the handle in the raised and full sweep back (68deg) position for around 10s as earlier. EMERG flag appears when the handle is lifted up. Once pushed down, the flag changes back to the previous mode (AUTO/ MAN). Once the handle is detached, the CADC will report a failure (a small delay might occur) and the WING SWEEP warning light will appear. This will block the use of the HOTAS wing sweep switches. However, the AUTO/MAN mode will be updated as soon as the error is reset and control regained (pressing AUTO once the controls are inhibited and then the MASTER RESET button will activate this mode and drive the spider detent to the commanded position (20 deg on ground). As soon as the MASTER RESET is pressed, the warning lights are canceled and HOTAS control is regained (spider detent can be moved). If the handle is still detached, the CADC will report the error again after about 7 sec reboot time. Wings position will always follow the handle (if powered, operative, and not inhibited by flaps). Changed wing sweep initialization on spawn: Carrier spawn on catapult: 20deg, AUTO. All other ground spawns: oversweep, handle and cover raised. Air spawn: AUTO, position adjusted to the airspeed. Mechanical sweep handle can be stowed in oversweep, also allowing the guard to close. Fixed sweep handle being able to move to OVER before HZ TAIL AUTH light goes out. Fixed CADC/Wing sweep light remaining illuminated after spawning a new aircraft. Fixed emergency wing sweep handle not catching the spider detent at 20 degrees. Fixed wing sweep handle being pushed down in oversweep position for carrier spawns. Fixed emergency wing sweep lever being pull-push lock reversed after clicking it wildly. Added new Keybinds for the RIO: ICS Amplifier CW ICS Amplifier CCW Weapon Interval Selector 100ms - 'x'; x from 0 to 9 Weapon Interval Selector 100ms Inc Weapon Interval Selector 100ms Dec Weapon Interval Selector 10ms - 'x'; x from 0 to 9 Weapon Interval Selector 10ms Inc Weapon Interval Selector 10ms Dec Weapon Quantity Selector 10s - 'x'; x from 0 to 3 Weapon Quantity Selector 10s Inc Weapon Quantity Selector 10s Dec Weapon Quantity Selector 1s - 'x'; x from 0 to 9 Weapon Quantity Selector 1s Inc Weapon Quantity Selector 1s Dec Weapon Type Wheel IncS Weapon Type Wheel Dec Pulse Video Inc Pulse Video Dec Radar Brightness Inc Radar Brightness Dec Radar Pulse Gain Inc Radar Pulse Gain Dec Radar Erase Inc Radar Erase Dec NAV Mode CW NAV Mode CCW TID Destination CW TID Destination CCW TID Contrast Inc TID Contrast Dec TID Brightness Inc TID Brightness Dec DECM Mode CW DECM Mode CCW Added new axis bindings for the RIO: Weapon Type Wheel Radar Pulse Video DDD Brightness ECMD Brightness TID Contrast TID Brightness DECM ALQ-100 Volume Corrected RIO axis directions for DDD Erase and DDD Pulse Gain. Updated VF-14 AB100 livery. (Ben_Der) Updated Top Gun Rogue Nation livery. (Yae Sakura) Updated Top Gun 114 livery. (LanceCriminal86, Helmets by Ben_Der) Updated VF-211 Fighting Checkmates 100. (2001) (Shmoo42) NEW: Added VF-31 1991 AE200 and AE205. (Mach3DS) NEW: Added VF-14 AB103. (Ben_Der) NEW: Added VX-4. (Ben_Der)
  18. Our apologies, I changed it a bit prematurely, as the Stennis briefly allowed to have a hybrid function for both SC owners and non owners, which would have made the SC version obsolete. Unfortunately we will still have to wait a little bit before that, so we will put it back in with the coming patch. I jumped the gun here a little.
  19. Hm, so first things first - Autothrottle helps to say on speed. However, it should only be flown in combination with ACLS or on a stable recovery/groove, not to fly around (while technically ofc you can, if flying at 15 units AOA is your thing hehe). If you however engage autopilot of the general kind, while offset from glideslop/ setup/ landing config/ line up etc, then you basically interrupt your landing sequence, especially if you say use altitude hold. Adding ATT hold is possible, but I would not do it, if I were not perfectly in the sweetspot, which you know, does not exist. Aka never. The reason is very simple: the AP has if you will certain deadzones (thresholds really), which you need to cross in order for control stick steering to take effect, or in other words for you being able to adjust pitch, roll or whatever attitude the AP is "grabbing/holding". And if you are able to be nicely on speed, then you don't need it anyway. EDIT: I forgot to mention that the other way around works very well. that is if you first engage AP, and setup your aircraft as desired with ATT hold or ALT hold, then add AT, but you should be here fairly close to on speed, as especially with ALT HOLD, it will try to overcompensate, while the ALT HOLD will immediately pull opposite. ATT hold ofc is also needed before engaging ACLS, so training flying level with ATT hold + AT is good for CASE3s for example. The AT reacting so dramatically points to your pitch corrections being very intense. The AT is not very powerful, it is not a fly by wire aircraft where everything communicates in a perfectly organized orchestration, but merely reacts to changes it can register. So if you pull hard and add a lot of AOA it will ramp up and if you drop the nose heavily and it registers a fast AOA, etc. it will try to reduce a lot of RMP. Then you will try to correct the correction that the AT just tried to do of your initial mistake, which if you will makes it react even more opposite of what you actually wanted, and thus you are even easier prone to be stuck in pilot induced oscillations, with the help of AT. The AT is best used during case2s and case3s, manually flown or with ACLS. it can be used in a case1 ofc, but I would not do it, as you need to be already very well trimmed on your pitch, stable and small in your inputs and know how to react to its over-corrections. On a long "straight in", like on a case3, manual or not, you have more time to dial in your fine adjustment. I know that plenty use it during case1s, but I do not, as imo it defeats the purpose of learning a very important skill. Pro-active throttle work.
  20. We're aware of this issue now and will look into it. Whether this is on our side and/or really related to the F-14 specifically - I cannot really say, but if it is ofc we hope that we can fix it asap. Thank you.
  21. If it is still happening, please make a report to ED, too. Thank you!
  22. No, it is still on the old missile FM. If by the second you mean plume effects, then no. From my understanding, and that is limited, they are quite complicated to do and we might look into them at a later point. As for the other questions asked: induced drag is a consequence of lift and created by airfoils passing through the air, for example wings, to put it very simple, which was set too high. This does not affect the straightline performance, the CFD still matches, but harder turns for example will make it lose slightly less energy. The difference is not very big, but it helps a bit with guidance corrections, etc. The TWS AIM54 giving RWR warnings on launch is an AI issue and if I remember correctly isolated to FC3 modules. As for pure vs lead - I need to ask if related, however in the old API the missile cannot guide towards a point in space, and needs an object to guide on. This poses an issue with for example guiding on extrapolated tracks. However I am not quite sure if it is the reason for not leading a target. I, too, noticed the reported hard pulls within terminal guidance, however these seem to be a combination of a) chaff/notch and b) low energy state of the missile. Unfortunately this is likely not something we can influence from our side, although the change introduced by ED should help with that, and generally with guidance corrections. It looks more like a weird overreaction to chaff and notching to me currently, which, in most of the situations where I encountered it, without the overreaction would still likely lead to a missile missing its target. Overall the guidance should be more stable now and the self-defeating attitude of cutting into its own energy, by large, pre-mature overcorrections should be less now. While also maintaining slightly more energy through needed corrections. I need to look into the extrapolated track issue, during testing this seemed fine.
  23. Glad it helped! I am not really a content creator though, I make this rather for you guys, out of that I barely ever make a video, just to not disappoint when looking for more from me. You will find how to land on a landbased runway though, which briefly touches on AOA, principal things to look out when landing (which in the end is not much different than trying to be just as precise and ahead of yourself as explained in the level flying vid.) As for curves: your sweetspot will be somewhere between what I and Rustbelt said. But, maybe WH today not so much anymore, but with rather high end stick, I would still recommend to start with 0 curve and then work yourself up. You can just fast gauge some pre-tests by jumping in increments of 5, so 0, 5, 10, etc. Anything above 25 for pitch I would consider extreme. The point however is to find where you feel you have the most control with the smallest of inputs you can do. Your reference? The altitude you are trying to hold serves well. In a Case1 to get onspeed fast isn't need. What is needed that you get on speed on the downwind, so that you can turn already onspeed. outside of that no stress, and even if you initiate your final turn slightly above or below onspeed, no worries, simply keep working on it till you hit the groove. And if in the groove still not onspeed, unless so far off that waving off is better, keep working on it. Don't overthink it. Usually you will lack a bit of trim up and throttle, and once you do, you get too fast, so you need to think ahead. When you come out of the break, make sure your aircraft is setup properly, at 800 feet, gears flaps speedbrake and dlc, then first concentrate to descend to 600 feet and then to get onspeed. In the beginning fly long on the break. 2-3nm out. 5 even or 7 or friggin 10 if you need. Point being: give your downwind as much distance, as you need to get on speed while flying level. Don't listen (for now) to what others say about how far behind the boat you need to break. You break far behind the boat in the beginning. With time you will need less and less time to get on speed at 600 feet flying level, and thus shorten your break to somewhere between 0.5 and 1.5nm behind the boat, depending if alone, lead, wingman or further even, if for separation. I hope this helps a bit. And, most importantly. Don't worry about what wire you trap, in fact leave the darn hook up, and keep going round and round. Once you feel comfy with that, you can start working on perfecting your turns, hitting 450 at the 90°, shortening your groove, perfecting your glideslope, flying the ball and hitting the 3-wires and so and so on... Happy training!
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