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jubuttib

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  1. I think the point was that the FC version is technically superior due to the INS...
  2. 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?
  3. 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.
  4. For me it says that all the slots are occupied, despite me being the first to try and spawn in.
  5. Well no, the "top down" is already a problem, implying it just shows horizontal speeds. To be fair this is not related to the Apache directly, I'm just trying to figure out if there's a name for a speed that's basically the 3D equivalent of ground speed. Going 200 kts straight up, away from the ground, would read the same speed as going 200 kts horizontally along the ground, instead of 0 kts like you get with normal ground speed. And of course at any arbitrary heading and climb/dive angle in between.
  6. Only in the case of moving horizontally AFAIK. Feels weird that there's no ground referenced speed that allows for arbitrary direction of travel...
  7. Please sir, may I have some sauce?
  8. It's not as obvious there as in the really light helicopters, admittedly.
  9. Yeah, same tends to happen with the other skid equipped helicopters too.
  10. Oki, I'll test some more and make a proper thread if there's anything to it. Thanks for the info.
  11. Just thought I'd ask before investing too much time on testing and making tracks: I feel like you used to be able to trigger the TGP laser basically whenever by pressing the NWS button, as long as it was armed. Testing just a moment ago me and my buddy were only able to get it actively lasing (which we defined as "L flashing on TGP display") when we were in active point track, with the target boxed. Area track and point track that wasn't locked on to a target didn't allow the laser to go active. Is this a newish thing? Are there ways to adjust this behavior? Are there some other conditions to lasing that I might be unaware of, that could have accidentally coincided with point track (like having to be close enough)?
  12. FWIW, is there a term for wind corrected air speed? I'm thinking kinda like "ground speed", but which would also work in vertical. IAS is instrument indicated, CAS is corrected for positional and instrument errors, TAS is true air speed without correcting for wind, can't think of one that'd be for what I'm talking about...
  13. Might be, but still counts...
  14. I can almost guarantee that your collective needs to be inversed, and what's happening right now is that as you move it a tiny bit from what you think is "0%" it immediately goes to 99-100%, jumps in the air and then stalls.
  15. Check for double binds? I noticed this on mine, but it stopped after I made triple sure that only one device is bound to the slew (across both cockpits). Seems like the stationary secondary bindings were the reason it stopped if the input stayed steady. Same thing happened in Gazelle even on the cyclic, the stick just flickering between input and center.
  16. Aside from the limited heading hold one.
  17. Yeah I don't know exactly how that pants out, I've read that they should be compatible on a few news articles but very little solid. The IDM on both should definitely be able to communicate with ground forces. But IIRC Casmo said that they couldn't do that when he was flying them, so *shrug*... I was surprised to hear how limited the longbow datalink is too. Knowing they sometimes go with 1xFCR equipped and 3x with no FCR helicopters, I was expecting that the FCR equipped helicopter could set up fire zones, find targets with the radar, and share those to the other helicopters, and they'd basically have to just acknowledge, activate and start blasting. But it turns out you can either send a bunch of targets at once, which only show up on the TSD and can't be used as targeting solutions (receiving craft still needs to designate them themselves), or hand them off one by one for shooting at.
  18. What exactly is wrong with it? I'm getting very dynamic damage and torn up pretty quickly by enemy fire overall, as well as terrain, trees and buildings breaking things.
  19. You can talk to them over the radio, but that's about it. Was like that IRL too from what Casmo says, and they made it work.
  20. Yeah, the radar altimeter based altitude adjustments are MUCH less sensitive than the baro ones. If you wanna adjust altitude in a hover, set it to contour flight first.
  21. @0:48 you can see the github page showing v1.1 as the latest release. That, and them having so much trouble, HEAVILY points towards it being v1.1. I laffed, SO, SO HARD.
  22. FWIW the OH-6A Loach is a really good little helicopter mod. But definitely looking forward to this as well!
  23. Oh right forgot to put my FPS figures into context: Just before going on the servers I tested an instant action mission Caucasus - Cold Start. After getting the thing running, and with drones and F-16Cs flying around, I was getting fluctuations between 120-180 FPS. So it ran just fine with (admittedly) overkill hardware in those conditions, but reeeeaaaaalllyyyyy struggles on Grayflag and some other complex missions (like the one I use for training on Caucasus that has just gotten more and more bloated over the years)...
  24. Seems to vary a lot for people. But to be fair I'm also just generally seeming to have a lot of performance issues on the latest build, at least on busy servers. Was on Grayflag yesterday and was getting 30-40 fps initially, 15-25 fps towards the end of the session... With 5800X3D and 4090, though admittedly running 4K (but with DLSS on Quality). =/
  25. Ah, if so then I'll just deal with it. The elevation database gets it close enough anyway for your average LOAL lob.
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