jubuttib
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Everything posted by jubuttib
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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.
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Confirmed that they indeed do. "Helipad Single" allows for just about anything to spawn, while "PAD Single" only allows the smaller ones.
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Probably, but even when flying directly towards or away it didn't really seem to make much of a practical difference, lock was lost after 2 seconds instead of 1 second. But yeah, tracking a target that's only about 10 km away against the blue sky, and constantly losing that track within a couple of seconds is indeed quite worrying. At least the IR ones worked!
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Would have to agree, I have not been able to get any kind of radar response with any SAM. And doing the manual lock by pointing at them constantly loses tracking. Feels kinda ridiculous to try shoot at an F-5E doing lazy circles around an airfield at 5-8 km distance, sometimes head first, sometimes aft, sometimes beaming, with 2xSA-15 and 2xSA-8, and have _all_ of the missiles (16x from the SA-15s, 12x from the SA-8) miss because I can't maintain a lock for long enough.
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Ah right, saw that today, just the target cues and shot crosses. Thanks. Doesn't REALLY make a difference, when almost no-one was using the release branch anyway...
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What is the problem with it currently? Haven't flown the Apache since the last two updates.
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Do some of the FARPs have size limits or something? I'm finding I'm not able to spawn on many of them in the Mi-8MTV2 or the Mi-24P, all other helicopters work fine.
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Only thing under scan was up/down.
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Thanks! Turns out I was just struggling to find what the bindings were called, d'oh. Search for radar, searched for antenna, searched for elevation, nothing came up, did not expect it to be called "Scan Zone Up/down". This I can't find anything for, those bindings don't do anything for me. I guess it's always stuck on the same azimuth and bars. At least there's elevation now, so that's something. Gunsight I could get to work in the gyro and radar modes, but when I was talking about the depression I was more meaning manual depression for bombing etc. That seems to be missing, you just get a couple of predetermined pipper depressions depending on the weapon. As for the manual, checked the Flaming Cliffs folder but in hindsight that's not where the planes are anymore, needed to check the individual folders.
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Are these kinda just missing for now? The radar only power and range, but no azimuth width or elevation controls, so you can only spot stuff that's co-altitude with you (from what I can tell), and there's no way to depress the sights for A-G.
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I think the point was that the FC version is technically superior due to the INS...
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Couple of questions about the dynamic spawn templating and how dynamic and traditional spawns interact: 1. I'm adjusting a dynamic "conquer the map" kind of mission, where there are dozens of airfields and FARPs in use, to use these slots and mostly anything should be able to spawn just about anywhere: If I wanted to have _all_ aircraft (planes and helicopters both) in the mission, no matter _what_ airfield they spawn in have the same waypoints, do I need to put one of every single aircraft on every single airfield/farp, add the same waypoints to every one of them, set them as dynamic spawn templates, and then in the dynamic spawn options assign every single template manually onto every single plane on every single airfield/farp? Or is there a simpler way to assign the same waypoints to everything? 2. Do traditional spawns affect dynamic spawns, in the sense that if an airfield has every single parking spot set up with a traditional spawn (even if no-one has actually spawned), can I spawn there dynamically at all? 3. Can I get confirmation on if traditional ground spawns overlapping a FARP or a parking spot influence the ability to use that FARP or parking spot with a dynamic spawn?
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OK, seems like this was caused by too many "old style spawn" aircraft being too close to the spawn I tried to use. FWIW I was trying to use a FARP and there were a LOT of ground start helicopters around, so for safety it didn't allow me to spawn there. Moving the FARP further away allowed me to spawn there.
