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Everything posted by Caldera
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Yeah I would agree the CBU-97 is going a long in all release modes by varying amounts. The closer to a level release the greater the distance it will overshoot. I have not tested releases at different altitudes, but my suspicion is that the higher the release the longer the overshoot. I have dropped many many virtual CBU-97's and I can assure you that the accuracy of that mode (used to be) is good enough to get the job almost 100% of the time provided that there is not much wind. From my testing it seemed that the 105 was also going long also, but just by not as much. Again, just my suspicion is that I think that the error has been introduced not in the fall of the bomb, but it is after the canisters have deployed and the parachuted bomblets are falling. Probably I am clueless. ED has acknowledged that this is a glitch per BIGNEWY. For me it was introduced via an update. Hopefully it is addressed soon. 2.7.7.14727 CBU-87/97/103/105. FZU-39 fuse will only work when decreasing the CBU's flight altitude. This will allow the use of CBU's with a toss bombing, from a low altitude. Might have something to do with it. Caldera
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Cannot add or edit sound files on triggers.
Caldera replied to Austin_Squid's topic in Mission Editor Bugs
Hey all, In one of my missions I noticed that the sound quit working. When I checked it out this is what I found: When it should have looked more like: I was not sure what happened or really what to do. So I eventually tried changing the ACTION from SOUND TO COALITION to SOUND TO COUNTRY and then back again. When I did this the COALITION changed from BLUE to RED so I changed it back to BLUE. The ACTION seemed to fix itself instantly. After doing that, I checked some others and the problem seemed to mend itself altogether. Anyone else have this happen to them? Caldera -
Silver, From my testing, 1800 and 1200 work about the same for spread displacement size and for the destruction effectiveness inside the spread radius. In my testing, as I went up and down with the HOF, the effectiveness seemed to diminish in both directions. I quit testing thinking that 1200 or 1800 was about the sweet spot, but maybe after this bug goes away I may revisit that testing. In general, I leave it at the default value of 1800 (plus it's easier) unless I notice significant amount of wind, I am trying to release from a lower altitude or my flight lead requests it. F10 View - My target was the middle of the gap between the lines of TIGR vehicles. The direction of flight was bottom to top aligned with the runway. F10 View - This is the result of a default mode CCIP release where the dive angle was probably approaching 60-70 percent. As I recall, I released in the 5000-6000 AGL range. As you can see from a HOF of 1800 feet it does a pretty darn good job of taking out everything in the foot print (about a 200-250 foot radius). It is my opinion that not too long ago a revision gave this munition a buff as it seemed to go from really really good to stupendously awesome. The later blasts seem to go on for a long time and seem to spread out more and more as time goes on with really cool looking outliers. That could all be my imagination. Still, this is one impressive and effective weapon. None the less... It appears that the recent bug does not effect this almost vertical releasing method a whole lot as it does significantly effect the more in level flight releasing methods. Caldera
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Talisman, Thanks! I have edited this file for the A-10C ii, but I still can seem to find the heading for the UH-1H. The bottom three heading listing in my SnapView.lua file are: SnapViews["TF-51D"] = { SnapViews["WingLoong-I"] = { SnapViews["Yak-52"] = { Maybe I am looking at the incorrect file for the Huey? I am referring to: C:\Users\%Name%\Saved Games\DCS.openbeta\Config\View\SnapViews.lua Caldera
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Skip, Thanks! It seems Big Newy likes the F-16 better than the A-10C... Fred, The HOF is set at the default value of 1800 AGL for both the CBU-97 and the CBU-105. How do I test HOF? Caldera
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CBU-105 with same parameters Caldera
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So I am up early drinking coffee. I modified my weapon test range using the new draw tools. Mission Editor The target F10 Before F10 After These are not exactly engineering tools. But... I dropped this CBU-97 from 10k and 285knots. From my testing, I would say it went in the range of 700-725 feet long. I have not tested tossing one as of yet so I have no clue as to what got fixed and what did not. Very difficult to use in combat I would think. Mostly... I thought this information might be useful to some people until: It is fixed Determined to be working as intended Caldera
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Hey all, Is there a way to adjust the head position? I can't find an entry in the snapviews.lua file. Thanks in advance, Caldera
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Hey Guys, After the update the CBU-97 has been missing by going long for me in CCRP mode. At first I thought that it had just been nerfed a WHOLE lot because I was hitting very few targets with it. But, I have pretty much confirmed what is going on by numerous test runs. There is no wind on my test range. This is the SPI. This is where the bomb center radius hits. Anyone else care to verify? Thanks in advance, Caldera I edited this post to show the results using the same SPI but dropping a CBU-105 instead of a CBU-97. Seems it is going long also, just not by as much.
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Hey All, Can you do it? Example: Mission A --> Sneaky hostile blew up my base --> Flag 1 is true Mission B --> Flag 1 is true --> Take off from another base Mission B --> Flag 1 is false --> Take off the same base Thanks in advance, Caldera
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Jay (or anyone else knowledgable), Would you mind taking a moment to explain how the flaps on the A-10 work to me. There is a gap in my understanding and this has been bugging me. I am not a RL pilot so please, forgive any misconceptions. What I notice is that in DCS when flaps are deployed to MVR I get a 1 degree pitch up with some more drag. When flaps are deployed to DN I get a 4-5 degree pitch up with quite a bit more drag. For me that makes sense for the MVR position as this position is designed to optimize maneuvering at slower speeds. Basically, making the wing wider from front to back and adding a bit more curvature to the airfoil (adding a little thickness). The DN position I do not fully understand. From what I have read, flaps fully extended should actually produce negative camber of the wing. This is because of the large up force it creates on the trailing edge of the wing leveraging the leading edge of the wing downward. I get how negative camber improves glide slope for landing, but I am missing something in between. Shouldn't negative camber actually create a negative AOA not a positive AOA? Thanks in advance, Caldera
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Hawkeye, Thanks! I am not quite following you. Do you mean: That they can not follow roads at all because of a ED pathfinding glitch? That they can not follow roads unless I have a paid module? I know that I can make the convoy magically disappear and an identical one magically appear going the opposite way. Is that my only option currently? One more question: How to reduce the time a stopped vehicle (due to an aerial attack) remains stopped, to get going again? Caldera
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Hey All, I am working on a mission where an enroute convoy changes its mind in between way points and then decides to RTB. Triggers are set for testing. The three way points for this convoy are set to "on road". At the decision to RTB the convoy does indeed RTB but does so cross country. How to I get this convoy to stay on the road for RTB? Thanks in advance, Caldera
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Yurgon, Thanks! I did a little testing as my curiosity was sparked. Most of this you probably already know. Apologies... Flaps general: MVR = 8% +1 deg AOA DN = 20% +3-5 deg AOA manual extend < 185 knots auto extend < 185 knots auto retract > 200 knots FER activated on runway prior to take-off: 0 knots = 20% ~150 knots = 16% FER activated in flight 150-185 knots from flap position: UP = 0% MVR = 0% DN = 16% So from what I can determine, FER and aerodynamic pressure only fully retract the flaps from the maneuvering position, not from the full down position. From the full down position the flaps will retract only 4% at all speeds. The is for DCS and frankly not exactly what I had expected. Kind of seems weird to me for RL. As it seems that the aerodynamic pressure would be the greatest when fully extended, especially at higher speeds. Then as speed was reduced the flaps would begin to extend slowly on their own (kind of like slow slats). Maybe it is by intention in the design, no clue really. I have very little knowledge mechanically how the flaps actually function. Caldera
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Steer Point Change with Maverick Track
Caldera replied to Caldera's topic in DCS: A-10C II Tank Killer
Jay, Thanks, I actually did check that. I do not believe that is it in this case. Fred, I finally got a track of this issue that is not too large to post. Please take a look at the attached track. You can fast forward to to my attacks with MAV's. Note, I had to circle out a bit because I had forgotten to warm up the MAV's so the part of the clip to watch is just after that. Put the track in slow motion. Also notice that I very often use CHA long to verify that the mark point and the TGP are both on the target that I intend to attack. As I begin my first MAV attack mark D is on a BTR and mark E is on a ZSU. Attacking the ZSU first you can see mark E on the HUD. After firing the MAV I switch to mark D. At first I had thought that this was a muffed attack as I had meant to shoot two MAV's at two different targets. But in reality, I shot both MAV's at the ZSU by mistake. After reviewing the track in slow motion I noticed that the second MAV attack actually began with mark D selected on the HUD. But, the mark point had switched to mark E when I put the MAV in track. I did not notice this at the time. The TGP and the MAV MFCD's had also switched. That seemed to mess me all up some what for a bit. At the time as I had thought that maybe I had not actually placed a mark point on the BTR when I had intended to do so. So keep watching as I re-locate the BTR and I put mark F on it. I began my third MAV attack on a BTR with mark F on the HUD. This time it is easier to notice. Just as I press TMSF short to place the MAV in track the mark point switched to mark Z, and again so do the TGP and the MAV MFCD's . Continuing the attack, I had to go through the process of getting the MAV back in track in order to shoot it. WTFO??? Caldera MSN0-00-WP-SHIFT.trk -
Yep, a great way to get "Target Location Intelligence" that is by other means more difficult. That is kind of like cheating though... Caldera
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Evil, Thanks! Ima dork... Caldera
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Steer Point Change with Maverick Track
Caldera replied to Caldera's topic in DCS: A-10C II Tank Killer
Fred, Thanks! Allot to digest ATM. I will get back to you. And yes, the mark point on the HUD changes, for example from Mark G to Mark A. This moves the SPI and the MAV lock / track to what ever is at Mark A. When I press TMS short to put the MAV in track I am generally only watching the MAV screen, in a turn, in a dive, trying to find the SPI on the ground blah blah blah... I use CHA long before the attack so that I can verify that the SPI is on the correct mark point / target. This is so that if the TGP faults or wanders off mid attack then I can quickly reset it back on target and not have to possibly do a fly around. Caldera -
Evil, Absolutely no clue what your comment is for? Caldera
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Hey All, I am guessing that I am the lone wolf on this one... But, I also wanted to get back to everyone who might have read the above. Because, I managed to figure out what was going on. I have flaps up and down mapped to my HOTAS using up and down on a 4-way switch. I don't know why, but I also had Flap Emergency Retract (FER) mapped to the same switch as a press. So, I was inadvertently pressing FER by mistake as I tested the flaps prior to take-off. What I did not know is that if you activate FER while on the ground it does not retract the flaps instead it lowers them to full and they stay there. FER functions like Flap Emergency Extend while on the ground. Problem solved... Caldera
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Hey All, I do not know if this is a glitch, fumble on my part, my hardware or working as intended. Sometimes when I am attacking using Mavericks the CDU will auto change Mark points when I put the Maverick in Track. It has happened enough to me that it has became annoying and I do not understand what is going on. For an example set up: Steer Point Switch in Mark CDU FPMENU 01 in MAN TGP locked on to Mark G SPI is Mark G MAV is slaved to SPI (Mark G) So at this point all is well and good. The MAV gate is closed and the MAV is ready. I wait until the MAV cross comes on screen and then I switch the MAV to track mode (TMS FS). But sometimes, just when I switch the MAV to track mode (TMS FS) the steer point will automatically change. It usually changes to Mark A or Mark Z. This, of course, is just about always in the middle of an attack. I am always "WTFO???", because now the MAV is tracking the wrong target and it takes me a bit to figure that out and to get it back tracking the correct target. I may often have the TGP in Steer Point mode (CH AL). This is because the TGP will often do its own thing and wander off. My intention however, is to try and make sure that I have the SPI, the Mark point, the TGP and the MAV all looking at the same thing. Which hopefully is my intended target. The picture on the MFCD is so lousy that I need the TGP picture to verify that I am attacking the correct target. Would this be causing a steer point change to happen? Thanks in advance, Caldera
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Wytch, Mark points are always made at ground level. A trick for when your Way / Steer points are not at ground level. With the TAD as SOI move the cursor over the way point Switch the TAD mode to EXP2 Zoom the TAD in to max Very carefully adjust the cursor exactly in the middle of your Way point Make a Mark point right there (TMS Right Short) Switch the STEER PT switch to Mark Select that Mark point on the HUD Slave the TGP to the Steer point (China Hat Aft Long) Caldera
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missing info Targeting Pod "Wanders off"
Caldera replied to Morat's topic in DCS: A-10C II Tank Killer
Silver, I have gotten into such a habit of making a mark point for just about every target (everything almost) because the TGP so much likes to wander off and at the worst time. This is from my own experience and from the advice of allot of veterans who have posted. If the TGP wanders off I simply re-set (re-cage to bore) the TGP using the top right button on the right MFCD with the TGP as SOI. This function I have mapped to my HOTAS. With the STEER PT switch in Mark I make sure to have the correct mark point for the target I want selected on the HUD. I then slave the TGP to the steer point using China Hat aft long. On the MFCD, the TGP gate bars will extend and the TGP changes mode (I believe it is steer point mode, but not positive). To place in back in for example INR-A I simply slew the TGP slightly. So... With two button presses on my HOTAS I can quickly re-set the TGP back on target when it wanders off. I can do this easily in the middle of an attack run. Just be careful, because if the TGP is in "steer point mode" the auto lase feature for GBU's will not work. Caldera -
A neat trick for your repertoire. Pictures are at 7000 AGL with 2 flares @ 2.5 second intervals for the attack on 7 SA-18's. You can fly right over... Caldera