

jubuttib
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Wanted to ask about this before I go and make a full bug post, in case I'm missing something: I'm trying to get to grips with dropping GBU-24s onto command centers when flying solo. My problem currently is that when I tell Jester to start tracking a spot on the ground with the context button, he initially establishes a good track, on the left I get a solid bottom bar and a solid top bar (or sometimes flashing top bar if I do it too far), but after either pulling up from the dive (12-vis designation) or trying to move the cursor myself with the extra bindings (Pilot's temporary [WSO] hand control bindings) they both start flashing, indicating that he has stopped lasing. Pressing the context button again in this situation boresights the pod, so I have to turn around and start all over again. So far the only way I have managed to get a solid track with lasing is by hopping to the backseat myself, and doing the trigger full action to command tracking and lasing. So the process ends up being like this: 1. Fly plane towards the target, with everything set for a TGP drop. 2. Dive towards the target, hit Jester Context Action to initiate tracking. 3. Pull out of dive, settle into level flight on autopilot. 4. By now the bars are both flashing, so I hop to the backseat and command trigger full action, and maybe finesse the aim a bit. 5. Hop back into the front seat, hold pickle and follow guidance until drop. 6. After drop trim the plane for level flight on autopilot again. 7. Hop back to the backseat and make sure the laser is firing, finesse the aim (if I finesse the aim from the front, it tends to stop lasing). Clearly this isn't how it's supposed to work, any ideas what I could do to solve this? EDIT: Or is the incapability to keep lasing expected, and I just need to map more of the [WSO] commands? EDIT2: Quickly tested mapping the [WSO] challenge and trigger commands too, and this seems to be the way to go, not using Jester context at all.
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Did some testing tonight, lobbing multiple bombs from active pause: GBU-8 HOBOS: Can kill if it hits, but usually it doesn't, since it aims at the center of the command center, and due to the antenna that's pretty high up. GBU-10: Takes a minimum of 3 from what I could see, sometimes 4. This assumes all hit exactly on the center. GBU-24: One hit kill if it hits the center, every time when tested at least. GBU-31A: Like GBU-10, took a minimum of 3 in testing. GBU-31B (Penetrator): Same as GBU-24. Mk84: Never managed below 4. Delays of 0.0, 0.01, 0.025, 0.05 and 0.1 didn't produce any difference in performance.
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Would also really like some slightly more modern antitank weapons for the infantry, especially because in my experience no amount of RPGs will beat a single T-90.
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w.i.p. No Force Feedback modeled, unflyable in it's state
jubuttib replied to SAB0T's topic in Bugs and Problems
Yeah, IIRC there used to be a setting to override the "centering spring" force, in case games didn't send it properly. For racing games this can be fairly important, at least in the past. -
w.i.p. No Force Feedback modeled, unflyable in it's state
jubuttib replied to SAB0T's topic in Bugs and Problems
Oh, I was talking about a setting in WINDOWS, via controller properties. =/ -
w.i.p. No Force Feedback modeled, unflyable in it's state
jubuttib replied to SAB0T's topic in Bugs and Problems
Man, that sucks... Afaik it's still an option on most FFB wheels, wonder why they removed it from joysticks... -
w.i.p. No Force Feedback modeled, unflyable in it's state
jubuttib replied to SAB0T's topic in Bugs and Problems
I never had that specific stick, but I did have a couple different FFB sticks back in the day, and there used to be a setting to set up a centering spring force regardless of what the game does, exactly for when FFB support either is not there or is lacking. -
Well I was talking in the general meaning of "you", i.e. if it's anyone's thing.
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Ah cool, hadn't heard of them before. Gotta say from my point of view the pricing is ludicrous. Almost 450€ for a resin 3D printed grip is not my cup of tea. But if that's your thing, then more power to you.
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You sure those aren't from companies like Bugeye and Sterling, who make them for the militaries?
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reported Incorrectly programmed fuel system ?
jubuttib replied to flo57100's topic in Bugs and Problems
Cheers, hopefully the tweaks will be "use the fuel in the aux tanks, too". Ran into this issue today, nice to hear it's already known about. -
solved Can't seem to communicate with ground crew
jubuttib replied to AhSoul's topic in DCS: Mi-24P Hind
Yup, when the aircraft is shutdown and quiet, opening the window should be enough. -
In addition to that, I don't think there are even bindings for the crew indicator and the crew modes yet. At least I couldn't find any when I last looked.
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The Hip's cargo doors automatically close when you exceed something like ~50 km/h. I have a mission where I have a couple of carriers set to move at 30 kts, which is ~55 km/h. This has made it so that when I land on the carrier, I can't open the cargo doors to unload and load troops and supplies (CTLD). The one time I did try this I ended up having to roll from the front of the carrier towards the back to "slow down" the helicopter, and quickly dump my stuff as I was rolling. I would expect to be able to open the rear doors with weight on wheels more or less regardless of speed.
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Ooh, you can get the old FM back? I assume this means the feel before they added power etc. to the Huey? Is there a guide on the forums somewhere?
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Not really, apart from my own server with a buddy of mine. Sorry.
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AI ones, sure, I'm talking about the player used one. On the other ED helicopters with door gunners (UH-1H, Mi-8, Mi-24P) there are button bindings to bring up an overlay that show's the current settings for the AI gunners, and bindings to set their rules of engagement (Safe, Return Fire, Free) and burst length (short/long). These are missing on the CH-47F, and I can't get the door gunners to actually shoot at anything. _THAT_ is what I'm trying to figure out. By "player only" I was talking about "in a player controlled CH-47F, do they only work when manned by a player?" since I couldn't figure out a way to get them to shoot at targets otherwise. How completely AI controlled Chinooks work is not really relevant to me right at this moment.
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So you’re expecting them to default to something like “return fire”?
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How do we actually use them tho? I couldn't find the mappings for setting up the AI rules of engagement or burst lengths like with other helicopters. Are they player only or something?
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Loach would like to have a word...
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F14 High Alpha Departure Characteristics (USN Video)
jubuttib replied to Victory205's topic in DCS: F-14A & B
Huh, that's surprising to hear. We've been modeling side forces of the aerodynamic elements and the body in racing sims for at least a decade now. -
Make it a macro, bind it to the release, and you have your own customizable release program!
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I like Bianka. She reminds me of this: And Sigourney badassery in general.