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Volk.

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Everything posted by Volk.

  1. Thanks. Yeaaah, I'm not crazy/imagining stuff!
  2. I'm assuming it's some form of lag as it calculates the ground speed. Airspeed is indicated on the dashboard gauge.
  3. @Kaktus maybe this helps. And no, just unbind trim reset - it's a convenience thing not on the IRL chopper - you don't need it and it will kill you if used in flight. https://www.youtube.com/watch?v=4mGpE9KFnk0
  4. Right side wall right at the back near the back wall, lower row there's a NVG-compatible cockpit lighting. One right at the back is the normal (white) cockpit instrument lighting, while the one just left of that is a blue NVG-friendly light for the instruments. So just bottom right of the EEG switches. Probably means those. Think you need to have the white lighting off for the blue to show IIRC. NB the white cockpit lamp that illuminates everything, instead of instrument back lighting is off behind your left should as you mentioned.
  5. Thanks. I strongly suspect it happens to all helos (which don't have auto dust protection/dust protection activated) - heard of Mi-8s and such also going down inexplicably. Though I've never tested that, since it would require much more piloting over time to do tests in it.
  6. Cockpit textures were updated maybe 2(?) years ago when BS3 got postponed. Unfortunately I don't have any insider access/news on BS3, so my speculation on "when" is as good as yours
  7. few different things at play here: AI helos take unnatural levels of punishment. as one example, both contact fusing only and proxy fusing hits. This from a missile that melted the opposite wing when hitting a Tu-16 in the one engine. I can't recall but they might have patched the Havoc specifically, but few months ago I still saw Mi-8's taking AIM-120s to the engine and keep trucking without smoke. Apache Hydra rockets and M230 rounds as well as S-8 rockets, no problem for them apparently. Tail hits seem to kill them one-shot often enough - I'm surrpised that Hind took even one of your Vikhrs in the tail and kept going @Go_dzilla - that's unlucky or exceptionally messed up damage model as you say. The can drop smoking, but sometimes the smoke goes out and they recover, so stick with them till they die - wait for the fireball. If they manage to land safely, they appear to get even more immortal, and you can separate pretty much all their components - they won't fly again, but still count as 'alive' and don't despawn. It's a general DCS AI helo (or maybe even AI aircraft) issue, not related to the Vikhr. As for the A/A mode. A/A H/O does make a difference: timestamped you can see when the missile triggers. However, in practice, vs. stuff that the fragmentation sleeve should kill (i.e. not an armoured tank), I've found you can shoot down e.g. SAMs midair with A/A or A/A H/O with about the same effect. One would figure H/O would be necessary for it to "catch" a supersonic missile headed straight at you, but possible the frag sleeve's detonation was enough to still catch it. Now. All those things happened before DCS 2.8. So it might have changed.
  8. Sorry, can't do that right now - time is non-existent for me right now. Dust tests are never short - and heavily luck dependent. In these cases I had it happen fairly quickly (again following the same rules form my previous dust vid of not having exactly zero ground speed, but slight movement, and super-low), time sped up of course.
  9. On the right - big red & white of the ejection toggles, to the right of that is weapons power, then the anti-collision beacon, then the 'gyro switch'. In the English cockpit it's labelled MH & MAN. You want to from the top position, down into the middle position. If you take it all the way down to manual, then rather flip it all the way up again before taking it to the middle.
  10. The Shkval's been able to 'see' through trees for ages. Or rather put, visually and on the IT-23 you'll just see trees, but the contrast lock itself might get a lock on the target. Timestamped an example (which I could think off the top of my head): At that timestamp - you'll see it keeps lock. And you would have been able to lock it through the tree leaves. at the 13m43 mark I show how it looks when it goes into memory mode - which it would when the target is actually lost, and it's just retaining inertial tracking.
  11. Oops, yeah, what you said. on the timestamp here couldn't see much shaking in the camera/HUD more than before when slowing down. Of course that's ground speed on the HUD not airspeed (unless that HUD was different in that way too). Unfortunately the other footage with speeds (the one with external views too), you can never really see a difference between the shakes as it were and it's usually slowing down doing a loop/wing over.
  12. I've had the HUD heading tape seem to reverse & similar issues to what you described. This particular flight (with that toggle up), it seemed back to normal (pre 2.8). That said Most of it was straight on one course for an leg, one turn and then I stopped in a hover before I had a disconnect. So Can't fully say I've managed to test it definitely fixes the heading and ABRIS alignment, but seemed normal.
  13. The low-speed shakes should go away after a few seconds of slowing down to 50kph. Should only happen again if you sped up into ETL and then slowed down again. A shaking slider would probably be good.
  14. Just had a roughly 40 minute flight, with it set to Gyrocompass, and route mode was keeping my track very well to within 1 degree (no wind). Also the Shkval seemed to be aligned on the ABRIS although I didn't fully check it. Was a cold start, and the magnetic variation & lattitude appeared to be correctly set up as at mission start. So probably only needs the toggle flipped up like you describe.
  15. Volk.

    Black Shark 3?

    Been working for me: Easier if you can see the speck out the canopy rather than trying to slew-lock looking purely down at the IT-23. Locking range is shorter than for static/slow moving targets, and more likely to lose the lock. Generally still further range than an Igla's max range. Of course if it's low light then it won't work. High ranges it might be easier to slew heads-down. Full disclosure: I can't recall if I've used slew-locking vs. an aerial target in 2.8 yet.
  16. Very interesting Raptor. And cool for finding that. Makes me wonder then if one also needs to fiddle with the Magnetic Variation Panel & Lattitude correction below the AP channels... Question is (and not to you) why is this not in the patch notes or newsletters? This is also set to MH, even in an air-start. So it's been updated, most-of-the-way, but then not advertised or communicated even to the beta testers. If it's a feature, test it fully and then sell it (i.e. promote the work you've done). At the moment if just looks like a bug that has many players discovering mid-mission that things aren't working and then wasting time trying to figure it out. A bunch of the other bugs also appears to be things that someone has intentionally gone into the BS2 code, so they should know what they've changed and be able to communicate it.
  17. It's not a button/special function, as much as just it appears on your HUD like a normal target. And depending on the angle/altitude of your attack it may just-just show with a 30deg pitch up. On the speed side of things - If the Shark was going 250 and the Hind 330 for example, that's 22 metres per second extra speed - but not sure that'll be a massive difference to a rocket going 700 m/s. @AeriaGloria maybe with the Hind it was just done going heads-down watching the HSI and ADI, keeping the wings level and heading as it was before the pitch up and obviously with some degree of error.
  18. Short version, you apparently need dust filters when flying low over the ocean. I'm not sure if this is an old thing or a new thing. Long version including the setup Attached track files with and without dust protection. While there's some variability in when dust effects kick in, usually these kind of track files replay the vibration event very accurately. kA-50 Ocean of Dust.trk kA-50 Ocean of Dust - Protection Off 2.trk kA-50 Ocean of Dust - Protection On.trk kA-50 Ocean of Dust - Protection On 2.trk
  19. Definitely trim. Releasing trim sets the new target parameters for your Bank, Pitch and Hold altitude channels - so unless you're flying around purely with Flight Director or AP channels off, then do trim. Otherwise It'll always be correcting your flight path to some old setting from when it was last trimmed and it'll seem like it has a mind of it's own.
  20. Volk.

    Black Shark 3?

    It already can lock up aircraft. Just has a reduced range (maybe because it's not a blocky tanky shape, dunno) compared to locking up ground units, and you need to build in maybe a half-second lead with fast moving targets, i.e. press lock maybe a half-second before the target enters the gates. Obviously a little easier if you can look out the cockpit and just glide the HMS over it.
  21. I used to think that narrowing gap was an error, after some pilots explained the maximum upflapped point would happen at the point where the lift was generated. That turned out to be a mistake, based on errors in a more official manual. The principle of flapping is explained often enough, but not *specifically when it happens* and when it's at it's highest/lowest, which is mostly a thing for coaxial. On the ground without wind you'll see the blades are perfectly synced, generating equal lift everywhere. At fast forward airspeeds, the flapping on the advancing rotor kicks in with the advancing airflow, and then the downflap about 180 degrees later. Which also means that the upper retreating blade has flapped maximally down (talking about the point of being furthest down, not flapping down or lift generation per se) at the same plate where the lower advancing rotors have flapped up fully. Maybe @Yo-Yo can explain better if he has time. My assumption is the left cyclic at fast speed is actually due to the uneven separation/gap at these higher speeds and thus different induced flow. As for the right rudder, AFAIK if there's no wind affecting you, no you don't hold in right rudder during forward flight. The Shark should fly/point almost perfectly straight into the direction of your flight path, depending how perfectly you can trim it. At speed the slip ball will show slightly to the right - I've learnt to ignore that.
  22. That bit's not an omission from ED - it never fielded those pods, and explicitly never tested them AFAIK. heh. and here I am already finding the dual 23mm pods too light for most (DCS) missions
  23. Volk.

    Black Shark 3?

    I didn't see 3 pylons if you meant the video you linked about President-S/Vitebsk showing 3 pylons per wing. A the timestamp it's 2 pylons and then the end cap. Just before that one sees the tail, which might look like another pylon from that angle. There are some variations within the version numbers. e.g. AFAIK one of the "Night Sharks" was simply a Ka-50 and didn't get any extra designations. #25 had a bunch of modifications done over it's time, including the Shtolb FLIR in the Black Shark movie, and later the MWS of the Persident-S and finally the DIRCM pods as well. As it was testing the system, it would have been fully working. You can also see photos of the later production models with MWS cameras. Can't comment on the pylons/IGLAs.
  24. With Black Shark 3 coming, and hopefully graphical overhauls of the pylons, like the Mi-24 had - could we please also get the fuel braces (the support struts coming off the external fuel tanks in addition to it's connection to the pylon mount)? They can be seen in the first two attached pics. Additionally, if possible, to also have the option of the Vikhr pylons loaded with 2 or 4 missiles as well. I know there was some work on this on the older BS3 upgrade. That and having the option to take half-rocket loads. Finally, and by far least important, the 4th pic is of the travel/testing pod which also has the additional braces. Wouldn't have any function in DCS other than role-playing you ferrying some important cargo, but wouldn't mind it's inclusion.
  25. Yeah it's only information from the PRTZ and currently active Nav TGT as you say - visually and info-able to get coords. Sounds like there *might* have been some IRL versions where doing stuff on the ABRIS, I guess selecting a map point and choose FSK2 "TO" might have guided the PVI itself. Not that we fully need it though. Uncage Helmet sight in rought direction in the sky until it loosely intersects that spot, put on Route and/or Auto-turn and have it fly you in the direction, then set ABRIS TO if you want an ETA & distance to target ticking down. And then input coords to PVI if you really wanted to store it, preferably as a Target Point because that's just more useful for uncaging. And then forget to turn off route/autoturn all the way to the target coz you're lazy ;-)
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