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Ithronwise

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Posts posted by Ithronwise

  1. Der simpelste (und auch von Windows so vorgesehene Weg) den Speicherort von Standardordnern (Dokumente, Bilder, Desktop, Downloads, Musik, Videos, Gespeicherte Spiele) zu ändern, ist einfach darauf rechtsklicken, "Eigenschaften" wählen, auf den Reiter "Pfad" klicken und dort den neuen Pfad eingeben. Nach dem Klicken auf "Ok" wird der Ordner auf den neuen Speicherort verschoben und diese Änderung in der Registry eingetragen. Diese Vorgehensweise ist sowieso grundsätzlich zu empfehlen, damit die Systempartition nicht vollläuft und man im Fall eines Windowscrashs seine Daten durch eine Neuninstallation des Betriebssystems nicht verliert. Voraussetzung ist natürlich, man hat ein zweites Laufwerk oder eine zweite Partition zur Verfügung.

    • Like 1
  2. 12 hours ago, Beldin said:

    Also, I'm not asking for help or support but I thought you might find this interesting. After doing manual installs of both the 2.0 and the last version I somehow messed up the 2.0 install. Everything is working for my play style, (more combined arms, like the old harpoon game) but I somehow wound up with the original Super Hornet E/F/G showing as flyable (in place of the Lot 20) and all the other listed as AI aircraft? Again my bad and I'll sort it out later (maybe with 2.1 🙂) but I just found it interesting.  Thanks again and great job.

    Sounds as if you haven't uninstalled v1.8 correctly before you installed v2.0.

  3. Any reaction of the officials here in the forum would be nice ("Cannot reproduce", "Reported", "Investigating", "What the hell are you talking about?!" something like that).

    Because if you create a flight in the Mission Editor on the carrier and set it as "Takeoff from runway" it is always allocated by default to Cat 2 (Flightleader) and Cat 3 (Wingman) if Cat 1 already is blocked by another aircraft. That causes a launch priority conflict (Cat 3 BEFORE Cat 2 but Flightleader BEFORE Wingman) and the flight is stucked. Of course you can change it manually but normally it shouldn't be necessary.
    So for me it is a bug because launching a flight isn't a question of the catapult sequence but a question of the flight priority. In RL if you need to launch a QRA flight to intercept a possible or real threat it is absolutely irrelevant which catapults are chosen by the Airboss for the launch, Flight lead takes off first, Wingman second. The F-14 is the only module that launches the flightleader first no matter on which catapult he is linked.

  4. I did a last test. I allocated the planes to the catapults as followed:

    ========
    Variation 1
    ========
    Cat 1: E-2D
    Cat 2: Wingman (aircraft 2) of the 2-ship F/A-18C Lot 20
    Cat 3: Flightleader (aircraft 1) of the 2-ship F/A-18C Lot 20
    Launch sequence: Cat 3 launched -> Cat 1 launched -> Cat 2 launched

     

    ========
    Variation 2
    ========
    Cat 1: Flightleader (aircraft 1) of the 2-ship F/A-18C Lot 20
    Cat 2: Wingman (aircraft 2) of the 2-ship F/A-18C Lot 20
    Cat 3: E-2D
    Launch sequence: Cat 1 launched -> Cat 3 launched -> Cat 2 launched

     

    Seems there is a problem with the launch priorities. If the Flightleader of a flight is allocated to Cat 2 and the Wingman to Cat 3, then the launch sequence is messed up because Cat 2 should be launched AFTER Cat 3 but the Flightleader should be launched BEFORE the Wingman.

  5. Another observation to localize the cause of this issue. If I change the cat number of the second plane of a 2-ship flight from Cat 3 to Cat 4 in the Mission Editor, all planes are launching in sequence Cat 1 -> Cat 2 -> Cat 4, but only if Cat 3 is free. If I add another plane to Cat 3 they all are stucking except the plane on Cat 1. So, the problem is connected to Cat 3 somehow.

  6. I did some more tests and there is definitively something wrong with the launch sequence.
    Following tests I did (on Cat 1 was in every case a E-2D but it doesn't matter which aircraft type it is):

    =====
    Test 1
    =====
    Cat 1: E-2D
    Cat 2 & 3: 2-ship F/A-18C Lot 20
    Launch sequence: Cat 1 launched > Cat 2 & 3 stucked

    =====
    Test 2
    =====
    Cat 1: E-2D
    Cat 2 & 3: 2-ship F-14A
    Launch sequence: Cat 1 launched -> Cat 2 launched -> Cat 3 launched

    ========
    Test 3 to 7
    ========
    Cat 1: E-2D
    Cat 2 & 3: 2-ship F/A-18C (AI), F/A-18A, A-4E-C (mod), S-3B, T-45C (mod)
    Launch sequence: Cat 1 launched -> Cat 2 & 3 stucked

    =====
    Test 8
    =====
    Cat 1: E-2D
    Cat 2 & 3: 2-ship F-14B
    Launch sequence: Cat 1 launched -> Cat 2 launched -> Cat 3 launched

    =====
    Test 9
    =====
    Cat 1: E-2D
    Cat 2: 1-ship F/A-18C Lot 20
    Launch sequence: Cat 1 launched -> Cat 2 launched

    =========
    Test 10 to 12
    =========
    Cat 1: E-2D
    Cat 2: 1-ship A-4E-C (mod), T-45C (mod), F/A-18A
    Launch sequence: Cat 1 launched -> Cat 2 launched

    ======
    Test 13
    ======
    Cat 1: E-2D
    Cat 2: 1-ship F/A-18C Lot 20
    Cat: 1-ship F/A-18C Lot 20
    Launch sequence: Cat 1 launched -> Cat 3 launched -> Cat 2 launched

     

    Conclusions:
    1. All 2-ship formations which were linked to Cat 2 & Cat 3 are stucked except F-14A/B. The F-14A/B are launching as intended with sequence Cat 2 -> Cat 3.

    2. two 1-ship of aircrafts linked to Cat 2 & Cat 3 are launching with sequence Cat 3 -> Cat 2 (which was the normal sequence before DCS 2.8)

    That means there is a problem with the launch sequence as soon there is a 2-ship formation set to "Takeoff from runway" and linked to Cat 2 and Cat 3. If I set them to "Takeoff from ramp hot" they are moving to Cat 2 and 3 and will be launched as intended.

  7. 5 hours ago, Kevstosmart said:

    What else do I need to say? I already said it. what are we suppose to do with the centerline amraams ? Lol

    What are you talking about? It isn't possible to load AIM-120s on the centerline pylon. The MSC station is the new centerline pylon and as you can see AIM-120s or other missiles are not chooseable there.

    DCS 2023-01-16 10-07-02.jpg

    5 hours ago, Kevstosmart said:

    and all you’d loose would be atlflir

    To loose the ATFLIR pod would mean you could never use laser-guided weapons and you could never use the TOO mode with gps-guided weapons.

    • Like 1
  8. Hi there,

    I am not sure whether this is a Super Carrier or an F/A-18C bug. Following settings:
    E-2D on CAT 1, 2x F/A-18Cs on CAT 2 and CAT 3. The Hawkeye is launching but the both Hornets are stucking in the catapults and the deck crews are just standing around. Nothing happens no matter how long I wait.

    The Hawkeye and the Hornets are set as "Takeoff from runway" in the Mission Editor. If I set the Hornets to "Takeoff from ramp hot" they are moving to the catapluts and launching as aspected but the frequence is very slow.

    Last time I have flown the mission where I faced with this bug was with DCS version 2.7.18. It was a complex setting with a Hawkeye and two Hornets in the catapults, 2 further Hornets were waiting, me in a cold and dark hornet on the ramp and a lot of static units on deck, but it worked perfectly with a beautiful and realistic launch sequence of all planes. Now with 2.8.1 the both Hornets in the catapults are stucking and only the Hawkeye and one of the waiting Hornets are launching (both from CAT 1).

     

    What I did to examine this bug:

    1. I built and tested a new mission only with a Super Carrier, 1 Hawkeye and 2 Hornets, all set to "Takeoff from runway" (mission is attached, also a track file) -> no success

    2. I removed all mods, even they in the Saved Games\DCS\Mods folder -> no success

    3. I did a cleanup and a slow and deep repair -> no success

    Best regards,
    Ithronwise

    TEST Carrier Launch Sequence Bug Marianas.mizSupercarrier Cat Launch Bug.trk

     

  9. 38 minutes ago, Kevstosmart said:

    What a mess…. Aim120s declared on centerline pylon ? This took a turn to the worse 

     

    There are no AIM-120 on the centerline pylon. The pylon positions in the weapons loadout screen are shifted, yes, so it is a little confusing in the first moment but on the plane the weapons are all on their right places. That was the only way to get the outer wing pylons work (and that was the main point of criticism of many users, that these pylons are not functional). The right cheek station is sacrificied to the inner right wing pylon (so you can only fire one missile from there no matter how many you have hanged on it) and the centerline station is sacrificied to the inner left wing station (so you can only drop bombs from there). The new centerline pylon is a miscellaneous station now. Because of the restrictions of the official F/A-18C module that's the only solution to fullfill the wishes of the users. 

  10. 2 hours ago, Screamer63 said:

    OK I tried this and Have some Serious issues lack of info... When I try to setup the AI Task Push..

    I don't have any Ground crew option in dropdown menu?? Where does that come from? See pics attached..

    Your State setup is Completely Different then the others suggested to use??? and not blown up top see the Condition state...??

    The AI Task Push actions are only chooseable after you have set some Triggered Actions in the action settings of the AI group. That's the third symbol from the left, looks a little like a cloverleaf (see the first picture of my example or check tanax' example mission).

    The reason why I haven chosen this setup is that the other setups only worked 1 time because actions which are set in the Advanced waypoint actions are only executed 1 time. In my example I can drive the plane into the trigger zone and out of it again and again. Every time the ground crew guy is saluting. 

    • Thanks 1
  11. 14 hours ago, Screamer63 said:

    Ok guy's I tried all the suggestions even from NEO Nothing is Working.. All I can do is get the Chief to Salute 1 time when I click Fly..

    Then I have to Restart the mission to get another Salute.

    I tried the Change from ONETIME to SWITCHED CONDITION Did Not work No change ... I have tried to make this work for Over 5 hrs NOTHING.. Restarted the Mission over a Hundred time Friggin going NUTZ!!!! 😞 Why is this So Damm Complicated All I want is the Crew chief to Salute when I start to Taxi out of the Spot from the Ramp..Thats ALL 🙂

    I have been using the A-10C II in Spot #1 Tail #215 "Screamer" Why is this so Friggin Hard to do???? I attached my Settings Shots and the .miz file incase someone wants to try it for me?

    I have tried everything I can and all it does is Salute at FLY or Nothing ..If someone can just get #215 to work I can get the rest just outta things to try.... 😞

    Thank guy's Any Help is appreciated.... 🙂

    Try this:

    DCS 2023-01-14 16-04-36.png

    DCS 2023-01-14 16-04-18.png

    DCS 2023-01-14 16-04-27.png

    DCS 2023-01-14 16-04-29.png

  12. Unfortunately since the latest CJS Superbug Mod version (2.0) the UFC app doesn't work anymore with the cockpit of F-18E/F or EA-18G. If I choose the F/A-18C in the app (as before) the buttons and switches in the Super hornet cockpit are reacting to inputs from the app but there is no export of the UFC or IFEI displays nor an export of the button or switch positions from the cockpit to the app.

    EDIT: strange enough, all stepless rotary switches like they ones on the Lighting panel (Formation lights, Consoles lights and so on) or the Volume switches of COMM 1 / Comm 2 on the UFC panel are working as intended. They are turning in the app and in the cockpit simultaneously. Other rotary switches with steps like the RADAR switch don't work, equally the two or three-step switches (e.g. FLIR).

  13. I love the A-4E-C and I like that it is and will stay an open source community project. Everybody is able to download and install it at will. So, in fact it is an (inofficial) free module already.

    The only thing what ED could do (if they are really love this community mod as it seems to be), is to open the DCS SDK for the A-4E-C developers, so they could enhance the capabilites of the mod (e.g. AGM-12 Bullpup or AGM-62 Walleye).

  14. 5 hours ago, ruxtmp said:

    I don't own the F-16 module, but do like having the F-16C AI and the F-16i as AI for the Syria map. Not sure why it's not working then for me. All F-16CM bl.50 units don't have a model after installing the F-16I V3.1 mod. The F-16C bl.50 and F-16 bl.52d do have models but I cannot seem to get any of the liveries for the F-16C to work with them.

    You need the official F-16C module by ED for using the F-16I SUFA mod. The mod doesn't replace the F-16C module but uses a lot of its systems (flight model, avionics, weapon systems ...). With the AI F-16C only the mod will not work, even if you just want to use it as AI.

  15. 9 hours ago, ruxtmp said:

    Is there a way to get this mod to be AI only and not replace the existing F-16 and weapons?

    It doesn't replace the ED F-16C. Since version 3.00 even the F-16C slot is not used anymore (in the earlier versions the F-16C was moved to another slot and the original F-16C slot was occupied by the F-16I SUFA). So now you can fly F-16C and F-16I/D side by side without changing the original F-16C. And the weapon replacement is optional. You don't need to use it.

    • Like 1
  16. Modern LGB's don't fall ballistic. Their large tail fins are producing some lift what means they are able to glide in a limited way. So, if the moving target isn't too fast and/or the dropping altitude isn't too high the distance the target is moving between bomb release and impact should be within the glide radius. But of course, leading the laser is a practical and used method to maximize the chance of a hit and avoids the bomb from falling short.

  17. Bang bang guidance doesn't mean that a LGB isn't able to hit a moving target. It is a simplified way to steer the bomb to its target. The only consequence of this is less accuracy.
    If the target is moving and the laser keeps tracking the bomb will try to follow the laser point. The bomb doesn't know if the target is moving and so it doesn't play any role for it if the laser is moving because the pilot does some corrections after the drop or it is moving because the tracked target is moving and the laser follows. Of course, if the target is too fast or changes its direction very hard then there is a high chance that the bomb will miss it. 

    • Like 1
  18. In point track mode targeting pods are able to follow a moving ground target automatically and of course to illuminate it with the laser, otherwise you would have a hard time to hit it with a laser-guided maverick or hellfire. The same technique should work with LGB's. The bomb follows the laser and as long as the target is in range it will be hit.

    • Like 1
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