Jump to content

aaronwhite

Members
  • Posts

    295
  • Joined

  • Last visited

Everything posted by aaronwhite

  1. I do this pretty much exclusively when I fly, but usually what I'll do is make sure I've got enough altitude to work with. There's always going to be a bit of a problem, since your controls aren't where George's will be when you're going from the front seat to the back, but as long as you've got enough altitude, you should be okay. The thing I've realized helps with switching to the front seat for me (and is just good practice in general) is to get as close to a "hands off" hover as you can in the back seat before switching to the front. It takes some time to get comfortable with the ALT/ATT holds, but I've been practicing getting into a hover with them, and it's made it a lot easier to switch seats. Generally, I'll fly myself to the location I want to attack from, get behind cover and get my airspeed below 5 and steady my collective to hold altitude, and then I'll engage the altitude and attitude hold and give the helicopter a few moments to steady itself. Once that happens, I can switch to the front seat, and there's usually a little movement, and I often have to bring up the George menu to get him to point the helicopter back where I had it facing, but after that, it's pretty solid. Once I'm done, I'll switch back to the rear seat, at which point I usually start to instantly bring the collective up and add some rudder to start turning and gain airspeed again.
  2. I was going to suggest something similar. One thing I noticed isn't that you need to be super aggressive with the Apache collective, but I did seem to run into issues where I was trying too much to get it to just barely go light on the wheels, and it would tip a lot in that moment. I finally just started making a pretty steady collective increase through to going off wheels, and then I could lower it a bit to kill the lift right off the ground. I had the problem of tipping over a ton like OP, but since being a bit more constant with increasing the collective on takeoff, I haven't had it happen in a few weeks now.
  3. From the Template. I think on my Mi-24 I did previously, I just modified an existing roughmet, but I was hoping to finally figure out how to actually produce the things myself this time around.
  4. I've got it changed, but it's only showing up as the black/white image. If I remember right, before, it was a mostly bright green image, but I could be wrong. I suppose I could go open one in Photoshop. I wasn't sure how to save it after making the roughmet changes. Do I just turn off every other layer except the roughmet?
  5. Hey everyone, Figured I would make a post and get some help on it. I've done it before, but clearly, it's been so long that I have forgotten what I did. I'm working on a pretty standard olive drab skin for the Apache (A Georgian "What If" skin) and I'm needing to create a new roughmet file so the font doesn't look so out of place, and to replace the UNITED STATES ARMY that would appear if I just copied over the roughmet from one of the default Apaches. I just for the life of me can't remember what I do with the layers in the template to save the roughmet file as it is needed in game.
  6. Yeah, definitely check out Wags' video on George for specifics on how the AI in the Apache/Hind works. Basically, you'll get a situational main mode that has options. So if you're in "flight" mode you might tap "up" on whatever key you've assigned (for me, it's one of the hats on my joystick) to tell George to go faster if you're in the front seat manning the weapons. You could hold that same direction to tell him to go to a new altitude. Then if you tell the pilot to slow to a hover, you can change to "Hover Mode" which gives you different commands. Now tapping up on that button tells the AI pilot to go up 10ft for each press. Holding it tells the AI pilot to move forward as long as you hold it, and similarly, right, left or back will move you in those directions as long as you hold it. If you're the pilot, you can bring up the George menu and in my case, if I have the menu up and tap up on my joystick hat, it tells George to look in that direction for targets. If he finds some, I can use up/down to move through the list, and then right will select the target I want him to focus on. Hitting left cycles through the weapons, and if I hold up it will tell him he is free to engage the target. All things considered, it works pretty well. It's much more hands on than if you were flying with a human, and it can be imperfect. One thing I've noticed is that the AI pilot won't dodge a missile fired at you...though that may be accurate with my flying and losing track of missiles coming my way. It's all still WIP, so changes are always coming. But it's improved a ton over the starting point, and I'm looking forward to see how much they improve it in the future.
  7. Just wanted to add my thanks! I'd take this all as gospel just seeing how frequently I saw you motoring around on Rotorheads in the Mi-24!
  8. I'll test it out tonight and report back. Thankfully, it's easy enough with the auto-hover to just park the BS and see what happens.
  9. Hey, Flappie, I'll mess around with it tonight and make sure. I'll create a quick mission with below freezing temps and set a stable hover with the icing systems on and without just to make sure. Do you know if active precipitation is needed? I didn't have any precipitation in my mission I was throwing together from what I remember, but it's possible I had some light fog setup in the ME.
  10. I actually had the same thing happen with the BS2, and figured it was just from the missile suddenly being rendered in the targeting camera.
  11. Yeah, it was a bit of a "panic" moment, since I was about to start my day and was turning to just do a quick rocket run into a spot I knew had AAA nearby, so I was just going to do a rocket run and hope for the best. I just noticed I was slowly losing power and figured the thing might be icing up, but wasn't sure. I guessed it might be like the Mi-24, where Early Access had some icing issues, but wanted to check and see that I just didn't completely mess up the anti-icing.
  12. Finally finished it up. If anyone wants to fly it themselves, it's available here: https://www.digitalcombatsimulator.com/en/files/3329214/
  13. I wasn't sure if it was still in development, but I was flying around in my test mission today, and it's -4C with no real precipitation or anything. Anyhow, flying around for a bit, I get the "use rotor ice" message, so I kick the anti-ice system on, with the lights above the HUD confirming as much, but then later in the flight I still end up suffering engine power loss to the point that full collective and cranking the throttles to max still wasn't enough to keep the helicopter in the air. I had previously been hovering just fine, with a fuel load that's probably around 40% by the time I get into the combat area. Has anyone else experienced this, or am I just missing something in my startup process?
  14. Hours of work later and somehow it feels like a pretty minor update. But I've been working on it this morning, since I'm off work, and been lining up camo lines and tracking down details parts. Hopefully I can wrap it up tomorrow and get it uploaded. null
  15. Nothing too crazy to post just yet, but with the Ka-50 III template being out, I'm starting on all of the liveries I've been wanting to work on. This is about an hour or so, off and on. First up will be a Ukrainian camo to match up with the ED Default Mi-24, and after I'm thinking about doing a digital camo version too. After that, I would like to remake my two Iranian Army ones and possibly try an Iranian splinter camo. We'll see. These new 3D models are incredibly detailed which makes for some heads bouncing off of desks trying to find random parts. null Edit: Minor Update: null
  16. Assuming it's all mapped correctly, it sounds like you might have the trim mode that doesn't respond to cyclic movement until you've fully centered it. This means any time you click the trim, until you fully center the stick, other control changes will be ignored. This can be useful for people, but if your joystick has any play in the center axis, it can sometimes be tough to fully center your stick in the heat of the moment, leading to your controls being "locked". You might check that out, and try the other trim mode that instantly trim and requires you to physically adjust for the new trim position.
  17. I haven't really noticed any issues flying with it. I've been flying the Apache and Hind a lot more lately, but jumping back into the Ka-50, I felt like I was pretty easily getting into stable hovers again, giving my Hind fits of jealousy.
  18. I can't remember for sure, but I think you may need to "lock" the area to update the ranging as well for the map marker. I need to fly again today and see.
  19. Yeah, my understanding is that the system doesn't necessarily detect that the missile is launched at you specifically, but simply notices that there is a missile in the air coming in your general direction. At that point, it pops the notification and then dumps the countermeasures if they are enabled. I don't know if the real world systems are more calibrated to ignore things or better detect if it's just a nearby object or an incoming missile, but I would guess that when it comes to countermeasures, they probably err on the side of caution and figure dumping flares for a non threat is better than holding them for a real one.
  20. What a lovely skin! ;)
  21. Glad to see the recent newsletter pretty much shows ED working to implement exactly what was hoped for with the CPG and callouts and everything. It's awesome!
  22. This looks awesome! I loved the similar sounding environment in the Rotorheads server, but would miss my fixed-wing time, since the focus was obviously on helicopters.
  23. Let me check and see on my skins. I know I painted the hubs, and the wheel bay should be a texture somewhere, I just can't remember where. I know I accidentally misnamed the roughmet for it and caused it to look weird for a bit.
  24. Yeah, I have no idea how they plan to implement it, but it would be really cool if Petro had "line of sight" in a cone that was fixed wherever his head was looking, and attacks from outside of that area would go unnoticed, but if he was looking ahead and a missile launch came from your 11 o'clock, he could call it, deploy flares and then you could (hopefully) respond accordingly. Maybe even give the door gunner the ability to make call outs too? Then as you mentioned, if he's head down in the scope, his field of view is essentially gone, unless the unit you're attacking fires on you.
  25. I was joking, but it is definitely awesome that he's open to doing that voice work! Great update, as always, Heatblur!
×
×
  • Create New...