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jubuttib

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Everything posted by jubuttib

  1. @Raptor9 Any thoughts on how different trim modes have different maximum speeds for the stick movement? When you're in Center Trim mode you can move the stick around pretty fast, but when you're in unsprung stick trim mode the responses are way slower. I don't know which mode is supposed to be the proper one, but if at all possible I'd love to be able to test the center trim mode's stick movement speed with the unsprung stick trim mode, even if it breaks IC. I use an unsprung stick, so centering the stick isn't really a good idea for me (it's immensely hard to find the center), but even then hovering the Apache is way easier in center trim mode because the input response is so much better. I just can't really use it for flying around because I can't ever trim in this mode. =( Is there a way to adjust this in the files for the helicopter somehow for local testing? Could you guys in a future update make it so that the center trim mode's faster input speed is used for all trim modes? It really makes a big difference for me with the Apache, I go from feeling like I'm constantly chasing it to being in control.
  2. Entirely fair. I work with racing sims, and sometimes weird things just frigging happen. You don't touch something but it suddenly breaks, an sometimes even inconsistently between different computers...
  3. You can, if you're close enough. I didn't get any big boxes when shooting at targets about 5-6 km away, but I did when shooting at ones about 1-2 km away.
  4. It's been quite interesting for me recently. When the first iteration of MT came in a patch, I found the Apache suddenly really nice and stable in a hover, and overall much nicer to fly, and very easy to get into a hover hold. Then with some of the later updates that went away, it becoming super twitchy again (this despite having my saturations dropped to 70%). With yesterday's patch I didn't really see much change in the stability, still being insanely squirrely and hard to hold in a hover vs. any other helicopter in the game, getting the hover hold to actually engage a hover instead of veering hard to a random direction seemed to be down to pure luck (even with the speed line ultra short and the acceleration ball centered), but I did notice the SCAS channels behaving themselves better, especially collective. All of the above (including all my previous tests with older versions) were done with IHADSS visible, in the mode usually used for takeoffs. For some reason I decided to then test flying the Apache without the IHADSS, and after a little bit I found it a lot easier to hover, even if I hadn't been consciously looking at the IHADSS symbology. With the IHADSS visible, there's a HUGE tendency for me to end up in situations where even though I'm making tiny stick movements, the helicopter will just end up banking hard and wandering all over the place. With the IHADSS disabled, this didn't really happen anymore, and I got the helicopter to activate hover hold much more consistently too. Shrug, worth a try for some peeps, I guess. FWIW I still think it's weirdly unstable compared to any other helicopter in the game, or any other helicopter I've flown in other (civilian) sims for that matter. A Huey also requires constant small inputs to hover, but it's so much more calm than the Apache.
  5. Testing last night from a hover with George, I could easily have 2, sometimes 3 missiles in the air at the same time heading towards different targets. That plus the ability to just bob down after a launch definitely gives the Limas a lot of versatility vs. the Kilos. But I also ran into some issues where I couldn't hit the exact target I was aiming for when multiple targets were close together, so there's still definitely a place for laser guidance. EDIT: And doing the lasing myself, I could ripple off about 5 missiles before the first one landed, too. This is definitely a capability that can be useful.
  6. On 3), I found that the procedure seems to go something like this: Slave George to target -> George lases target -> Once the "Target Data?" prompt goes away George stops lasing -> You can tell him to fire. I found it helpful to turn on the video feed from the TADS, so that I could see when the "Target Data?" prompt disappeared. On 4), the missiles are supposed to veer to the side (it gives the missile a chance to use doppler beam sharpening techniques to improve the radar imaging, which doesn't work well when you're just flying straight at the target). For missing, the only thing that comes to mind is are you shooting from a hover? I noticed that the missiles tend to miss more if you don't shoot quite soon after the designation, or move around, especially sideways.
  7. Oh yeah, agreed 100%, but in the end I'm playing DCS so I'm somewhat forced to think in terms of what works in DCS. It would be awesome to actually have to use these big badabooms to achieve things, as well as being able to cause damage on near misses.
  8. FWIW in the video Wags stopped firing the laser, waited about 5 seconds (while talking), and only then fired the missile. So clearly the laser didn't need to be kept steadily on anything after initial designation (i.e. until the "TARGET DATA?" text disappeared), but I don't know if there would be any limitations to the helicopter drifting around between that and the launch. The helicopter in the video was drifting a tiny bit sideways, but not much.
  9. That are better against armor than the cluster JSOWs in-game... In terms of DCS at least, I prefer quantity over size for bombs. It's very rare that I need a big bomb, but pretty often I need a lot of hits.
  10. Nope. F-16C and even the Hornet are still in early access officially.
  11. jubuttib

    Weaponry?

    I mean I still have a crapton of fun with helicopters, even with the issues.
  12. jubuttib

    F-15E vs. F-18C

    "Aaah! You smell that? Smells like..." *HURK* *DEAD*
  13. jubuttib

    Weaponry?

    I don't even mind that guy so much. What I mind a lot more is the goddamn RPG-7 hero who nails me in the ear from what seems to be beyond the max range of the launcher, while I'm flying perpendicular to him at 100+ knots in a helicopter, not doing a particularly good job of maintaining my altitude either. Yes, I know RPGs have killed a <profanity>ton of helis in the middle east, but usually slow flying and stationary ones, or ones at specific distances where the self-destruction mechanism causes an airburst. I haven't heard many stories of them hitting a helicopter flying left-to-right at full speed pretty far away, and nailing the cockpit exactly...
  14. Just wondering if anyone else has run into this behavior so far. I'm on the MT client, haven't started trying to replicate this consistently yet so no tracks yet, an early inquiry basically. Sometimes during a mission I just randomly seem to lose my ability to contact anyone via the radio menu system, including ground crew. Even if initially I am able to contact the ATC for startup, I might not be able to ask them for taxi or takeoff after I finish the startup. And by "not able to contact" I don't mean like I have the wrong frequency or the cockpit is closed for the ground crew, I mean that selecting the options in the menu doesn't do anything, not even trigger my pilot's line. Today for example I landed after exhausting all my munitions, taxi'd to parking, opened my cockpit and asked the ground crew to refuel and rearm me. Usually I'd hear the "requesting refueling" and "requesting rearming" lines, which the ground crew either copies or says they're "unable to comply", but I don't get anything, just silence. Same when trying to contact ATC or AWACS, my pilot stays silent and there's no response either. This doesn't happen always, and never at mission start (I have so far always been able to at least contact the ground crew enough to rearm and take off the wheel chocks), but sometimes between a few minutes or even an hour I just lose the ability to communicate. Anyone else run into similar issues?
  15. And before the 20th century too, they were the first to design a rifle that used smokeless powder in the ammunition in the late 1800s, with the Mle 1886 Lebel rifle. This improved accuracy, range and rate of fire massively. Granted, they also slightly cocked that one up, by rushing the design of the cartridge and the gun to get the rifles into the hands of soldiers. The double taper on the cartridge made magazine designs for later rifles a lot more difficult (anyone who has seen the magazine on the Chauchat knows why this is an issue when trying to stack rounds, though the holes don't help on that), and the round nosed bullet wasn't very good aerodynamically. Both worked fine on the Lebel, because it had a tube magazine though, and the bullet was later changed to a Spitzer boat tail style, but the cartridge design hanging around until after WW1 certainly made subsequent firearms designs harder.
  16. Really wouldn't mind NS430 integration, like in the Hip!
  17. Noticed this while trying to get a hang of the gain and contrast controls on the Harrier. When you zoom your view (not the sensor, just your cockpit view) all the way in towards the MFD showing the FLIR sensor, the hot spot detection results change. Images taken in active pause, only thing that changes between them is how zoomed in my view is: First image is zoomed out slightly, two groups of units are consistently being detected by the FLIR, and marked. The markers flicker around a bit, but they stay perfectly on the groups. Second image is zoomed all the way in. The groups are no longer being detected by the hot spot detection, instead it's just kinda randomly sprinkling the markers around every now and then. A lot of the time it's not detecting anything.
  18. Not sure if related/the same thing, but at least one video (from RedKite, I think?) mentioned off-axis aimpoints being used IRL with targeting pods because often the target you might want to hit isn't high contrast enough for a solid, reliable lock, so you'd lock up something nearby that is higher contrast, and then offset from that to the actual target. Hence them not being that useful in DCS, since we kinda either don't have that problem, or can't use that as a workaround. Can anyone shed some light on whether this is true or not?
  19. Really hoping that one day this will be true in DCS... I'm interested in learning to be a good dumb bomber, but requiring direct hits on armor is making it real tough to care. When showing off the ARBS/DMT system Hughes showed several near misses in their promotional footage, none of which would have achieved anything in DCS...
  20. Reject USAF, embrace PAF. GB-6 SFW is de way. Oh, and the new LS-6 100s, too, since we're in the SDB thread. I kinda know what you mean, but also seeing how crap damage modeling on armor is on anything except a direct hit...
  21. Thanks, marked as solved.
  22. Yeah, that was my main thought as well, channels being weapon pylons would get seriously cramped in MP.
  23. Short and sweet, can you or can you not? Tried searching for an answer via google and forum search, but didn't find any mention of this subject. Buddy of mine's been reading some books about naval aviation, and this seems to be a thing that's done sometimes, so that the launching plane can focus on their egress. Would be fun to team up and try something like this in DCS too, but so far haven't found any mention of whether it's possible or not.
  24. tl;dr: Currently it seems like there are at least two issues going on: Doing S2 Push twice does _not_ revert the SPI/DST 40 to the selected waypoint (assuming that's what is supposed to happen), you actually have to re-select the waypoint to do that, and neither does it consistently point the tpod to the SPI/DST 40, whether it does seems to depend either on just pure luck, or what is shown on the tpod video feed? (Having very little motion, and a zoomed out picture with lots of contrasting features seems to make it more likely to work, while lots of movement and an indistinct image seems like it prevents it from working?) Been trying to replicate the A-A slaved issue, but not having any luck, it's working exactly like I'd expect it to today... Dang Heisenbugs... Just a quick question to make sure I'm understanding this right: If you do S2 Push twice, the system is supposed to revert the SPI/DST 40 back to the currently selected waypoint, correct? Assuming that's correct, here are some of my findings today: A-G slaving still gets borked after you've tried to lock/ground stabilize it, though it seems a bit more complicated than I though? Just slewing the tpod isn't enough to trigger the behavior, if you just slave it away from the waypoint, then do S2 Push, the tpod will jump to the waypoint. But if you press T5 to attempt a ground stabilization/do an area lock, you can't use S2 Push anymore to get back to the waypoint. Additionally if I find a ground target and lock it up with the tpod, then slew away from it, I can do an S2 Push and it'll hop back to the ground target. So right now it kind of feels like this, if I have the logic somewhat correctly in my head: 1. If you just turn the tpod on, it'll slew to the currently selected waypoint, and track it. It jitters around if you're not flying right at it, but it works. In this situation the waypoint is the SPI. 2. If you slew the tpod around, it won't automatically ground stabilize, and it'll keep turning with the plane, but you can do S2 Push to get it to hop back to the waypoint. Waypoint is still the SPI, and the S2 Push will slew to it. 3. If you if you do T5 Push to ground stabilize/area lock, the tpod will update that as the current SPI, but if you then unlock that by doing S2 Push, and then try to revert back to the waypoint with another S2 Push, that won't happen. Looking at coordinates for DST 40, the current active SPI, on one of the MFDs while doing this also shows that the SPI doesn't revert to the waypoint, whatever the tpod was looking at when you did S2 Push the first time to undesignate the area track will stay as DST 40. Here's where it gets really confusing for me right now: 4. If at this point you hammer on the S2 Push, one of two things happens: a) Nothing. The tpod will keep traveling over the ground with the plane, neither ground stabilizing (as it shouldn't) nor hopping back to the waypoint, or even the SPI/DST 40. This seems to happen particularly when the video feed on the tpod is moving a lot or has a very flat/non-contrasting image. So if you've set the plane to orbit, or are flying parallel to where the tpod is looking, or are super zoomed in on an indistinct piece of sand, doing S2 Push tends to do absolutely nothing. b) It snaps to DST 40, which is whatever the tpod was looking at when you last did S2 Push to undesignate the track. This seems to happen especially if the tpod is looking in the direction of travel (there's very little movement on the screen) and you're somewhat zoomed out, with lots of stuff visible on the screen. If you run into a), where doing S2 Push does nothing, you can often zoom out a bit, slew the camera around, then try again, and the next time you do S2 Push you might actually snap back to DST 40 (which, again, isn't the currently selected waypoint). Or you might not, it seems partially random, partially dependent on what's happening on the screen... If you want to actually revert SPI/DST 40 to the current waypoint, you need to re-enter the waypoint. Might even have to select another waypoint, then go back to the one you want, not 100%, didn't test specifically for that. I have two short tracks, one with me starting with doing a circle on autopilot, and faffing around with the tpod, then heading towards the target (an IFV) and shooting it with a laser guided rocket. In this case you can see how even mashing the S2 Push while turning doesn't really seem to work to point the camera at a spot, instead it just keeps turning with the plane. Cycling between SP and Slav doesn't really achieve anything either. The other test is just me flying straight towards the target and faffing around with the tpod, dst page etc., and in this one sometimes the tpod hops back to looking at DST 40, sometimes it doesn't, feels mostly random. I'll try to record video too later, just in case the tracks play differently on your end... JF-17 Slaving test.trkJF-17 Slaving test 2.trk
  25. I work in game dev too (racing sims), and I know EXACTLY what you guys are feeling right now w.r.t. this... Stay strong.
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