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Smashy

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Posts posted by Smashy

  1. 3 hours ago, Mr_sukebe said:

    Having most other modules (including all of the existing choppers), I had a very good think about the Chinook and have decided that it’s a no from me.

    Not that I don’t want a Chinook.  However, I’ve come to the conclusion that the time period I enjoy the most is Cold War.  So I’d love a Vietnam suitable version, but a glass auto lots just doesn’t appeal.

     

    I'm excited for the Chinook but the glass cockpit is a bit of a nightmare, from a home cockpit planning perspective.  The 6x6 MPDs on the Apache were slightly tricky to map to my WinWing MFDs.  The Chinook looks like it has effectively three 7x9 MPDs per crew station plus what appears to be a CDU/data-entry panel.  Yikes!

    • Like 1
  2. 49 minutes ago, BIGNEWY said:

    I understand, and waiting is fine, as mentioned we want to release the full list of features for the early access and will once confirmed. 

    Will a list of features be published during the pre-order phase?  Or will that information be released only when the module goes Early Access?

  3. @Vox I just watched your track and also created my own mission to test and can verify I'm also seeing this problem.  HMD reject is set to ON for all parameters and MIDS range was maxxed out.  I have about a dozen contacts from ownship radar and they all appear on the SA format.  The only HMD symbology I'm getting to show is the one for the TUC'd track.  Perhaps @BIGNEWY can take a look and potentially move it to the Bugs & Problems sub-forum if this isn't how it's supposed to work.

    • Like 1
  4. 2 hours ago, DaWu said:

    Maybe don’t comment if nothing to say and not understanding the massive problems it brings to MP

    Honest question - given the info in the FAQ, can you provide detailed info on the massive MP problems you anticipate?

    • Like 6
  5. 5 hours ago, NeedzWD40 said:

    He should lase during the last few seconds before impact. When I last used him this way, I had him acquire the target before doing anything else. I'll have to (painfully) test again to see if he still works that way.

    Did I mention how painful I find George to use?

    I'm just starting up with the Apache and if I have to be honest, George as pilot or CP/G isn't terrible.  The interface is clean and concise and does about 80% of what I need.  He obviously isn't as good as a good human crewmate but he is probably better than a lot of randos you'd find on some of the busier MP servers.

  6. I'm having problems getting George to launch a Hellfire in LOAL HI/LO.  I'm guessing it's because I can't get him to switch his acquisition source to a point from the nav database so the target is always out of constraints.  Is this just the way it is?

    It's not a huge deal but just something I'm curious about after fiddling around with it a bit this afternoon.

  7. Once you get the seat and head position dialed in, you can save it to a snapview.  By recalling the snapview, boresighting takes a few seconds.

    To save a snapview:

    LWin + Numpad[1-9] then RAlt + Num0 to save

    To recall the snapview:

    RCtrl + Num0 then the Numpad key you used in the previous step

  8. On 2/26/2024 at 7:15 PM, Raptor9 said:

    Such information will be included in the next version of the DCS AH-64D Early Access Guide, which is planned for inclusion in the next update to DCS itself.

    Is the Apache manual being done by ED's dedicated documentation team that was mentioned in the recent past?  Whoever is working on it, amazing job.  It's very well done and a clear improvement over some of ED's past manuals.

    • Like 1
  9. 12 hours ago, Spark_23 said:

    Still taking off with folded wings and without catapult 😅

     

    Serious question:  why do people like you take the time and energy to look for problems and then make snarky comments in a way that is clearly non-constructive when there are so many things about this game to learn and enjoy?  It's not as if you're conducting methodical tests to provide useful feedback to ED.  Instead, it's almost as if you make a conscious effort to find faults and not have any fun.  Life's too short for that and I truly wonder what motivates posts like this.

    • Like 1
  10. 3 hours ago, wilbur81 said:

    Brilliant list, thanks for sharing these @wilbur81!  I'm adding these to my podcast playlist.  I'm always excited to fly the Hornet and listening to these kinds of interviews just feed that stoke.

    The way internet gladiators bash on one module or another in that "my dad can beat up your dad" fashion strikes me as extremely immature.  It's boring to hear Viper guys bash the Hornet or vice versa.  It's a video game and meant to be fun.  Sure I have my favorites (Hornet, Huey, Mustang and now the Apache is growing on me) but all the modules I own have something to offer.

    • Like 2
  11. 5 hours ago, Exorcet said:

    For now I actually plan to keep two installs. The main benefit for me hasn't changed. I can keep a stable version of the game to do my simming in while also having access to all the latest additions. Unless bugs are virtually eliminated, two copies just makes sense to me. However if I do find a given update to be an improvement I guess I no longer need to wait for a stable release to update my other DCS install.

    Will the ability to have multiple versions still be supported once the unified release hits?  I use OB (with minor mods and add-ons) as my primary but keep a clean stable install to troubleshoot and test things if I run into problems to help determine if the problem is on my end or not.  It would be nice to be able to do this going forward, if not with stable at least with a previous version.

    • Like 1
  12. 20 hours ago, falcon_120 said:

    I don't think you need to change between RWS/TWS for the bars to be changed, at least that I can recall, but i'll check, my memory is clumsy.

    Enviado desde mi ELE-L29 mediante Tapatalk
     

    I played with this last night and you are correct.  My mistake!

  13. On 1/20/2024 at 8:41 AM, cgrxman said:

    Bumping this because I am getting tired of restarting DCS in single-monitor mode to play helicopters.  What was wrong with the old display method?

    I'm not sure if this is the optimal solution but this fixed it for me:

    Edit <DCS base dir>/Mods/aircraft/Uh-1H/Cockpit/Scripts/AI/ControlPanel/g_panel_page.lua

    Find the following line (appx line 42):

    local shift_X		  = -0.65

    Experiment with the value to position the AI crew panel to where you like.  My multi-monitor configuration has a horizontal resolution of 6144 and changing this value to "-2.80" put the AI panel where I wanted it.  It will get overwritten when you update/repair DCS so save it in a safe place or look for it in <DCS base dir>/_backup.### to find it again.

    Hope this helps.

  14. 29 minutes ago, falcon_120 said:

    No, it can be cursor selected not bumped, but the SET function is your friend. Beginning of each flight I usually assign 2BAR scan at the Amraam, 4BAR or 6 BAR depending on the mission to the Sparrow and 6BAR scan to the Aim9, that way if i need to quickly change BAR settings i just select the appropiate weapon, once i have the contact in STT or TWS AUTO i switch back to the weapon i need.

    Enviado desde mi ELE-L29 mediante Tapatalk
     

    Right on, I'm doing something very similar as well.  It's an acceptable workaround but can sometimes get clumsy switching between RWS/TWS to get the bar setting changed.

  15. On 8/21/2023 at 2:50 PM, Tholozor said:

    Unfortunately for many, that's not possible. The Hornet's systems were designed to have the ATTK format on the right DDI, and the AZ/EL format on the left (Sensor Control Switch invoking logic supports this).

    However, many of the radar PB options are cursor-actionable, and the range scale and azimuth width settings can be cursor-bumped (much easier to do after the TDC cursor maximum speed was increased).

     

    Can bar scan values be cursor-bumped like range and azimuth values?

  16. Is it easier to accurately simulate older aircraft, avionics, sensors and weapons when compared to a newer platform?

    For modules like the Hornet, F-15E, and Apache I imagine a lot of details are fudged over either intentionally or because reliable unclassified data sources simply aren't available.

    Would this be the case with the F-4E?  As awesome as the Phantom looks, it's even more exciting to think HB would be delivering as accurate a sim experience as possible.  Do unclassified data sources exist for a platform as old as the F-4E?

  17. adding dxdiag.txt and dcs.log per @BIGNEWY's request.

    My primary problem is a constant flickering like a bad fluorescent bulb.  This happens in the 2D GUI as well as in-game.  Often, a faint ghost image of a previous screen can be seen while in game(i.e., grid lines from F10 map, briefing window, options page).  This doesn't happen on any other games I've tried, including an older stable version of DCS.

    dcs.log DxDiag.txt

    • Like 2
  18. On 10/22/2023 at 12:58 PM, drz400dude said:

    Since the 2.9 update I have gotten a weird screen flickering issue. It almost seems as if the brightness is changing rapidly. It only happens in DCS, no other games. Drivers for the GPU are updated. It is most noticeable in the menus when there are still images. When I launch the game, if I don't click anything it will not do it. As soon as I click any menu button (settings, missions, multiplayer, etc...) it starts. Also, I tried to do a screen recording of it to show, but it does not do it as soon as I start recording. As soon as I stop recording, the flickering starts again. It isn't just a slight flicker either, it is almost seizure inducing. Are there any options new to 2.9 that would cause this? I've tried messing with a bunch of settings and can't get it to stop. 

    RTX 3080 (driver version 545.84), i9-13900KF, 32GB RAM, 

     

     

    I'm seeing the exact same issue.  The flickering is so fast and so severe, I'm grateful I don't have epilepsy.  It's apparent on various 2D screens in the GUI.  In game, it's also noticeable at points of high contrast (i.e., horizon line).  It does not happen in an older stable version that I happened to have installed.  I've also tried experimenting with various settings but nothing has helped so far.

    RX 6800XT (23.10.1 drivers)

  19. Did a cleanup and slow repair but did not remove mods listed above.  The pipper was still behaving erratically.

    Instead of trying to troubleshoot my current install piece-by-piece, I decided to go with a fresh download of the stable release and test on that.  Got a freshly-downloaded stable install done, installed the Hornet and Syria, and setup a simple test against a Flanker.  The pipper starts jumping around once the Flanker starts maneuvering.  It's especially noticeable when the Flanker is rolling side-to-side.  No mods, no changes to default except importing my HOTAS binds from my beta install.  Here's the track from this test.  The random guns shots were just me trying to see what the BATR cue was doing.

    Hornet pipper test.trk

  20. 2 hours ago, BIGNEWY said:

    We have taken a look today and it is working as expected when we test. We are not seeing the piper jump around like crazy. 

    might be worth removing any unofficial mods or edits if any and running a slow repair or verify if steam. 

     

    I appreciate the look.  Sorry I forgot to include version and mod info in my previous post.

    For anyone curious:

    OpenBeta 2.8.6.41363, testing in single-threaded

    Following files have been modified:

    ./Mods/aircraft/F-16C/Cockpit/Scripts/EWS/CMDS/device/CMDS_ALE47.lua
    ./Mods/aircraft/F-16C/Input/F-16C/joystick/default.lua
    ./Mods/aircraft/F-16C/Input/F-16C/keyboard/default.lua
    ./Mods/aircraft/FA-18C/Cockpit/Scripts/TEWS/device/CMDS_ALE47.lua
    ./Mods/aircraft/FA-18C/Input/FA-18C/joystick/default.lua
    ./Mods/aircraft/FA-18C/Input/FA-18C/keyboard/default.lua
    ./Mods/aircraft/Ka-50/Cockpit/Scripts/Devices_specs/UV_26.lua
    ./Mods/aircraft/Mi-8MTV2/Cockpit/Scripts/CargoIndicator/CargoIndicator_page.lua
    ./Mods/aircraft/Mi-8MTV2/Cockpit/Scripts/ControlsIndicator/ControlsIndicator_page.lua
    ./Mods/aircraft/P-51D/Input/P-51D/joystick/default.lua
    ./Mods/aircraft/P-51D/Input/P-51D/keyboard/default.lua
    ./Mods/aircraft/Uh-1H/Cockpit/Scripts/AI/ControlPanel/g_panel_page.lua
    ./Mods/aircraft/Uh-1H/Cockpit/Scripts/CargoIndicator/CargoIndicator_page.lua
    ./Mods/aircraft/Uh-1H/Input/UH-1H/joystick/default.lua
    ./Mods/aircraft/Uh-1H/Input/UH-1H/keyboard/default.lua
    ./Scripts/Aircrafts/_Common/Cockpit/ViewportHandling.lua
    ./Scripts/Speech/common_events.lua
     

    third-party mods:

    • SRS
    • DCS Scratchpad
    • TacView
    • DCS-ExportScript
    • Helios

    I'll try the repair and systematically remove mods for testing.  I'll report back when that's all done.  Thanks again!

  21. On 4/27/2023 at 4:38 PM, oldcrusty said:

    Well, I've just wrapped up a quick test and I have to say that the gun reticle is usable now. When I was outside of the gun range or the locked bandit flew past the radar's gimbals, I might have a question or 2 for SME's or other folks 'in the know' related to reticle position, etc. With the target in sight and approaching the gun's range, the reticle behavior did not cause any issues. It looked good from that point till the kill. I didn't notice any excessive jumping around. It seemed like it followed the same path the funnel would draw, + range.  

    This test was done in ST DCS.exe and I have no Idea how the gun director behaves in MT currently.

    Now, I did notice something strange though related to pressing cage/uncage button with the target locked in HACQ mode and possibly other ACM modes. (excluding WACQ). I have to make a separate thread in Hornet's general forum. Perhaps someone might have an explanation for me.

    Is this still fixed for you?  For me, the pipper still appears to follow the behavior of the foresight cue.  With a lock on a maneuvering and jinking target, the pipper still jumps around like crazy.

    Here's a short track where I'm saddled up behind a F1.  Notice how the pipper starts moving erratically as soon as the F1 starts maneuvering.  Even the BATR (bullet impact) cue is affected even though I'm still straight and level.  Additionally, if the radar is in SIL mode switching to guns will take the radar out of SIL mode.  I'm not sure if that's working as intended or not.

    @BIGNEWY can you please take a look at the track?  Hopefully this clearly illustrates the problem I'm seeing.  If more examples are needed, lmk and I can try to provide more tracks.  Thanks.

    Hornet pipper.trk

    • Like 2
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