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sgtmike74

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Everything posted by sgtmike74

  1. I just made up a short mission to explore the new Normandy map and I placed a Mustang with the "Dee" livery. Here is a shot of it. Is that a photo of "Dee"?
  2. Mine fixed it self this weekend when I flew. For the life of me, I'm not sure what I did different. The only thing I did do was to add a bit of dead zone in the pitch. I'm still confused has it only happened to me in multiplayer and SP when switched to gunner position.
  3. Thanks for the replies. Hopefully they will be able to get it worked out in a future patch.
  4. In multiplayer, it seems nearly impossible to hold the sight on a target while running multi-crew. In the manual, it states the system is gyro stabilized, but during multi-crew execution, the sight leaves a lot to be desired. It will want to swing wildly at the slightest motion of the air-frame. Here are my questions, if anyone has some insights. Am I missing a switch somewhere?? Can the Viviane stay stabilized to a point on the ground while moving IRL? Could this be a multiplayer sync issue, if so has it been reported as a bug? Thank you.
  5. Hopefully it wouldn't be too far from being implemented, as the current HE rounds detonate in air.
  6. Everything is centered, I have the camera controls mapped to a third controller. The controller is centered when checked under the controls menu. And it only happens when in the gunner's seat, after auto hover is engaged.
  7. Whenever I engage the auto hover and switch to the gunner's seat, my Viviane camera slowly slews up. I have left and right control but not vertical control of the sight. This ONLY happens if I engage the auto hover AND switch to the gunner's seat. Controls are fine if I don't enable auto hover while in gunner's seat or if I control the camera from the pilot's seat (with or without auto hover). This happens in both SP and MP games, 2.0. I've checked for controller conflicts, there are none. Any suggestions?
  8. If they are embedded with other vehicles, would it cause a problem?
  9. Thanks MadDog for the reply, I'll give it a try!
  10. What is causing AI vehicles to stop moving along their routes? I'm trying to set up a mission where there is a large number of vehicles moving off road down a valley. They will come across a opposing AI in which they should engage, destroy and keep moving. Alarm state "RED" Dispersal under fire turned off The problem I'm having is that some of the groups will randomly just stop moving. Anybody have any ideas on why? This is for 2.0 Thank you. Desert Rumble.miz
  11. It really depends on what targets are out there and using the right weapon for the right threat, all the while only using the minimum number of rounds to make a kill. The other side of the coin, is don't rush in and make sure you did a good scan of the area before committing. Some targets that are an excellent candidate for the cannon would be BTRs, BRDM, infantry (non MANPADS) etc. You shouldn't waste more than 8 rounds per target.
  12. Hi Fakum, I wouldn't think about engaging until I was within 2km with the cannon (HE), and 1.5km for (AP). Slow rate of fire and a steady platform, either stationary or steadily moving . I would also do a final lase just before I fired if you closed the space at all. You could go high rate and start firing from further out but you are wasting ammo that could be used to kill more targets.
  13. I haven't really messed with CA for a while but I just noticed a new animation for the Bradley. I'm not sure when it was first implemented though. They now traverse the turret and elevate the gun/launcher for a reload! It really surprised when I saw it and wanted to saw great work. Maybe down the road we'll even see the cargo hatch open up and a dismount load up fresh tubes into the launcher :thumbup:
  14. Take it with a grain of salt, not trying to pick a fight or anything but it's the ram. I went from 8 to 16 gigs and it was like flipping a switch. Not just with DCS but my other games as well. I hope it works out for you though.
  15. Ahhh, terrain association it is then.
  16. Does the Spitfire have any form of radio navigation?
  17. I just purchased this module yesterday and those missiles are still available in the Nevada map. Should this be a concern?
  18. I thought it was showing if the signal was coming above or below you?
  19. Bumping up to 16 gigs of RAM really opened up the sim for me.
  20. From my experience, there seems to be a sweet spot for when to launch. Too close and it can't line up fast enough, too far away and it just loses energy to turn. Most of my shots where on unaware and flying straight targets. On the plus side it was better than any of the other IR missiles of the same era! :D
  21. Ahhh, did not know about how often those databases had to be updated. Thank you for clearing that up for me.
  22. Thanks for the reply HMA, but what I was really asking was whether or not current known "fix" points that are already used in civilian FMS and general aviation's GPS are already stored on military aircraft's navigation systems by default that could be called up at any time? For example, a pilot flying in a small cessna with a garmin 430, could call up a fix point by name anywhere in the world (stored on the garmin) and then add it to his flight plan if he wanted to. Thanks for that link, I am going to enjoy flying IFR with approach plates and those points already stored on my CDU!
  23. I just started flying around in a civ-aviation sim, and was learning the ins and outs of navigating air routes using Skyvector as a map. All of those "fix" points that are stored in the FMS and even the garmins on the smaller GA aircraft, do military aircraft use them? The A10's nav is awesome in getting to where I need, when I need and dropping what I need on target, but does it also store the real life "fix" points that are used in commercial flights? If not, then do the pilots rely strictly on the radio navigation to stay within the correct corridors?
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