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Everything posted by Tusky
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known issue No catapult launch inless in full afterburner
Tusky replied to bkthunder's topic in DCS: F/A-18C
@Tom Kazansky Wasn't that issue solved with the last patch? I am able to salute in MIL...it's just that the throttle gets stuck there... I'm afraid they've introduced a new one... -
known issue No catapult launch inless in full afterburner
Tusky replied to bkthunder's topic in DCS: F/A-18C
Hi all! Once on the catapult I usually: 1) go MIL 2) do the surface checks 3) salute 4) go to AB before the launch After the patch, the throttle get stuck at the MIL after I salute and I cannot move it to AB, The opposite is also true (AB>MIL if you fancy to do so). Does anybody have the same problem? Thank you! P.S. I have a button assigned to the AB detent -
I noticed this, too. I wonder if it's intended or not...
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- 4 replies
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- f/a-18c
- cold start
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need track replay Ground effect - Super carrier
Tusky replied to flybull's topic in DCS: Supercarrier
What I notice is the tendency of the F/A-18 to flatten out the attitude (nose low - tail up) once flying on the ramp. It seems the aircraft is unable to keep the AoA in the groove and pushes the nose down. -
A keybind for the channel preset knob of the AN/ARC-150(V)-2 would be appreciated.
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And here is when the S-3B is set to takeoff right from the runway/catapult along with an E-2D. As you can see the S-3B is superimposed to the E-2D...
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Hi all! After the latest patch, the new S-3B Viking (great model!) assigned to the carrier spawns on top of statics. Attached you can also see where it previously spawned in comparison to where it spawns now. Hope this can be fixed! Thank you!
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Bug report: Catapult issue in multiplayer
Tusky replied to Spectre561st's topic in Bugs and Problems
Hi all! Bug still present on Open Beta 2.9. Very annoying... -
Hi all! Would it be possible to implement a way to input (by keyboard) specific lat/long coordinates to waypoints? Now it just a click-and-drag which is not very precise. Thank you!
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You are correct. 3 seconds to turn 9° in a standard turn (3° per second) and 6 seconds in half standard (1,5° per second). Keep in mind though that in a case III marshall you are holding above the sea and you are not airspace restricted. Yeah. The picture should probably be amended...
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cannot repoduce and missing track file F-18C cannot jettison fuel tanks
Tusky replied to JZF's topic in Bugs and Problems
In case of two external wing tanks: - Master Arm ON - Relevant pylon selected - Selective Jettison knob to STORES - Press JETT -
Thank you for the reply @Maverick87Shaka Being Italian myself, yours is one of the servers I check regularly; we've already exchanged a few messages on Discord in the past about carrier parameters. The fact that I've opened a forum thread is because having so few servers with usable carrier is really a pity. Nevertheless, being an amateur mission designer myself, I fully understand the map restrains...unless you use Mariana or maybe South Atlantic. A few suggestions for your server: - maybe increase the speed of the carrier a bit (20kn would be ideal) in order to increase the chances to have WOD between 25kn and 30kn? - as suggested above, if the mission is too long, have the carrier respawn at the starting point once it reaches a certain position in the map (a warning message wpuld help) Just throwing some ideas for the sake of discussion, of course... And by the way, thank you for the servers!
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Hi all! I've noticed that very very few servers have aircraft carriers with optimal Wind Over Deck (WOD): 25-30kn. Even though I can understand the issues for server with long mission times (e.g. the carrier might eventually strand or access enemy areas), there are a few tricks that can be used such as: - have the ship on a course parallel to the coast - use actual wind to reduce ship's speed - have the carrier respawn once it reaches a predetermined position (an alert message would help, too) If the mission has no wind, just set the ship at 27-28 kn on whatever heading and it will create it's own WOD regardless of course; once the map limit is reached (whatever it is), just send the ship to a new waypoint. If there is wind and you don't want to use the tools available online (here's one: https://magwo.github.io/carrier-cruise/), you can always jump onto the LSO platform view with LALT+F9 and check the real parameters (pag.51 of the Supercarrier manual for more information) and refine them if needed. You may want to have 0 or a very low axial wind component (without wind with the carrier at 27-28kn, the axial component is 4kn starboard - that's better than WOD at 10kn!) If anyone is aware of servers with carriers with optimal WOD, please add it below. Thank you! P.S. Maybe someone (hopefully) will want to adjust the carrier speed and position in his/her mission.
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No specific HUD settings and a radar lock with Vc (velocity of closure) indication will not help for small speed differences (and you want to have the radar in stby/off when you refuel, anyway). You can start by using the velocity initially communicated by the tanker but after that, you need to judge the relative velocity (yours against the tanker's) visually as you'd normally do in formation flying.
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That explains the problem then...
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I believe that the problem happens when both you and another player are in the same flight (e.g. Enfield 1: you are Enfield 1-1 and he picks up Enfield 1-2). In this case, it might be that whoever calls marshall first, calls it for the entire flight (regardless of aircraft proximity to the carrier) and starts the recovery procedure with its specific menu. Next time you fly, keep an eye on it. I'll see if I can report back my findings.
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"Established" and "Commencing" are standard radio calls for each aircraft in the marshall stack regardless of any previous aircraft already engaged in the recovery. No need to abort since it is aircraft specific. Marshall will take into consideration the number of aircraft already in the stack and assign you: - a specific altitude and distance on the radial as your commencing point (altitude in ft/1000 + 15 = distance in miles - es. 8000/1000 + 15 = 23nm as you commencing point) - a specific commencing time different from the commencing time of other aircraft The idea is that you will fly a holding pattern in such a way that you will be at the commencing point (altitude, radial and distance), at the communicated time (+/- 10s) , at 250kn and fly the recovery in accordance to the CASE III profile (see pag.53 of Supercarrier manual). Don't rely on other players and don't expect them to use the correct Case III recovery profile. Case III recoveries take a while and many people even skip the DCS menu radio calls. ED has included a MESSAGE hystory window accessible by the in-game OPTION menu. If you've missed something, you can re-read it.
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This would be a great addition to Fast Mission; but the geography of the area, the wind conditions, the required wind on deck, etc should all go into the placing, course and speed of the spawn carrier. Nevertheless, it would be a very cool feature.
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Could you please upload your mission so that we can have a look?
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Hi all! I'm working on a training mission where carriers with different WOD and crosswind values are randomly generated at the start. I've also included an option whereby the player can overwrite the random generation and choose a specific carrier. To achieve this, I've created some "ghost" carriers in a late activation status. The problemi is that even though the carriers are not visible and not active (again, late activation), they do show up in the carrier page of the kneeboard. I've included a test mission for reference: just jump in the jet and select the kneeboard (CNTL+K). @BIGNEWY I really didn't know where to post this so feel free to move it to a more appropriate section Carriers Test.miz
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in progress Updated flight model progress?
Tusky replied to theoklahomaaviator's topic in DCS: F/A-18C
@BIGNEWY, is this referred to your internal test build or to the current open beta? -
Hi all! The ATFLIR is operable (and slewable) from the RAMP when the aircraft is started up from cold&dark whereas the same is not valid when starting up from cold&dark on the CARRIER. I really don't know which one is the correct behaviour but I wanted to highlight this inconsistency nevertheless. Thank you!
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In my opinion, the F-5 is the best airframe to learn how to fly fast jets. It's got a lot of potential...
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I flew yesterday in MP with Open Beta (post updating) and it worked. This issue was fixed in Open Beta on the 23th January Open Beta patch: Fixed:TACAN / ADF directional arrow remains fixed and does not rotate. The last Stable update was on the 27th of December so it has not yet been implemented there.