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Everything posted by Usagi
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Cold start: Torque rises when applying fuel flow lever
Usagi replied to Usagi's topic in SA-342M Gazelle
Thank you! The reason why I had so much troubles with a lever on real controller is that when moving with mouse you do it somewhat slower. When using lever (on controller) it feels like you do it slowly and nothing happens until fuel lever is almost opened (5/6 of the movement is used). Then rotor blades begins to move. After watching this track, I did first part of lever movement really slowly and by doing that, the rotor blades begun to move in early phase and torque never went above 50% Here's track that shows what happens. In the first startup, the lever is already pushed quite far until blades starts to turn, turbine rpm is already around 35k In the second attempt in the track, the turbine rpm reaches only 30k when blades begun to turn (ignore accidental lever back and forth movement). SA-342_lever_test.trk The second track shows the workaround I found. It shouldn't be possible, but if fuel lever is almost open when blades starts to turn and torque begins to rise, just ram the lever forward. The rpm goes up and torque goes down. I don't know if this causes some engine problems? Haven't flown more than couple of tens kilometer missions by starting this way. SA-342_lever_just_ram_it.trk -
Cold start: Torque rises when applying fuel flow lever
Usagi replied to Usagi's topic in SA-342M Gazelle
So my solution is to move it quite fast as after rpm reaches 42000 or more (while not being synced), the torque drops to the 20% By moving slow, torque rises constantly and reaches 100% and way more. Really strange. -
Cold start: Torque rises when applying fuel flow lever
Usagi replied to Usagi's topic in SA-342M Gazelle
Yes I have. I can kind of a make startup when I move the lever somewhat quickly. The slower the movement, the more time the torque has to rise above 100%. If I open fuel flow lever quite fastly, the rpms won't sync but rotor rpm reaches it's normal range and torque drops from some 70-90% to 20% Weird. -
Cold start: Torque rises when applying fuel flow lever
Usagi replied to Usagi's topic in SA-342M Gazelle
It is actually axis related. I don't have any conflicts there, it is enough to bind fuel flow lever to axis. It behaves like collective is applied simultaneously with fuel flow lever. The controllers overlay however shows that collective is at zero. -
Hi, what causes torque to rise rapidly when opening fuel flow lever slowly during startup? I wait until rpm reaches idle around 25000 rotor brake off, slowly moving fuel flow lever until rotor starts moving wait until rotor rpm syncs with turbine (torque will be around 20%) slowly move fuel flow lever: Torque will rise quickly and reaches 100% I haven't found any mentions in the checklists and startup guides.
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Should this be possible? The collective of co-pilot has proper buttons (idle release switch, starter) but they're not clickable and there's no key binds for co-pilot to operate them. In some campaign missions you have to be co-pilot while starting engine - current workaround is to jump momentarily to the pilot's seat for operating idle release switch and starter button.
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UH-1 has windscreen wipers but they do not offer any help? Switching them on and off really only adds an animation, not help visibility? Second image has wipers on.
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Hi, I have 1440p main display and two additional 1080p displays under it for MFD / Helios outputs. That makes all overlays oversized and located all around the screens. The example case is UH-1H, but this really affects all modules that has at least controls overlay. Is there any practical and easy way to configure position and size of these or is the only way to do guess work for each module and try to relocate the panels just by modifying scripts like g_PanelPage under each module? For UH-1H I managed to change location of AI panel after a huge work by trial and error (just tried to change numbers in the script). That's not very practical.
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Am I just imagining things? I have had quite much difficulties to lock TV guided weapons, mainly AGM-65B and AGB-65D until now when I tested game without DLSS and I was able to obtain lock successfully multiple times. Even shoot two missiles in one pass. DLSS makes TV display screen fuzzier which might be the problem? But dots are still visible so can it affect so much for locking? Anyone else experienced this?
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Thanks! I did that. Originally I thought that there might be option to specify another directory location directly without making links.
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I am having problems with my 1TB DCS drive. It's too small for patch... There's almost 200GB of free space but it seems that updater want's to use more during process: 'No enough free space in the download folder' Is there any way to specify custom location for a download folder?
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The radar grid at HUD seems also go away if you use DLAA as anti aliasing method so there's clearly something weird going on. How can anti aliasing method affect the placement of the radar display in DCS display?
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[Known issue] Problems with exporting DCSG display to second monitor
Usagi replied to Loophole's topic in Bugs & Problems
Did the patch fixed this? In the Change Log there's no mention of exports but you'll never know. -
reported Multi-monitor with the Mi-24P module
Usagi replied to Razorback's topic in DCS: Mi-24P Hind
What is the current status, still not fixed? The cursor postion can be get by using argument id 986 and 987 but then some external software (like Helios) is needed for drawing it. -
F2 External view - mouse not panning around aircraft
Usagi replied to Matt_j25's topic in Controller Questions and Bugs
This has happened to me a lot lately, with Mi-24P and F/A-18C. Usually this happens when I go to F10 map in the mid of the flight and then return to cockpit. After that, I cannot pan F2 view. Instead normal mouse cursor is visible. EDIT: FIX: Pause TrackIr, press LEFT ALT + C to enable mouse look, then you can unpause TrackIr too. Strangely this has happened to me only within this week while I have used same setup for years. It's possible that something disables mouse look mode when I enter to F10 map and that has caused all. -
solved Mi-8 Crew Status Indicator Position
Usagi replied to GeoS72's topic in DCS: Mi-8MTV2 Magnificent Eight
Thank You! -
solved Mi-8 Crew Status Indicator Position
Usagi replied to GeoS72's topic in DCS: Mi-8MTV2 Magnificent Eight
I managed to get AI indicators to the main screen by changing local shift_X = -0.9 to local shift_X = -6.1 in file <DRIVE>:\DCS World OpenBeta\Mods\aircraft\Mi-8MTV2\Cockpit\Scripts\AI\ControlPanel\g_panel_page.lua Which I guess, moves that indicator by 6.1 x it's width from the right edge of screen. However, there's indicators that I cannot even see in the screens. They're visible only in screenshots, like the Cargo Indicator and Yaw-Pitch-Roll indicators. I really don't know why they show up only in the screenshots, not in my live screens. -
solved Mi-8 Crew Status Indicator Position
Usagi replied to GeoS72's topic in DCS: Mi-8MTV2 Magnificent Eight
I have kind of a similar problem as I use multiple displays but those extra displays are reserved for MFDs and gauges displayed via Helios. With Mi-8 at least AI gunner panel and Cargo panel will always be at those displays - and when using Helios, under the gauges. So far I couldn't figure out how to move them to the main screen. Example how it's now: I have 2560x1440 as main screen and two 1920x1080 displays on the right side of it. DCS will throw most overlays just to the right edge of my rightmost display. Some I have fixed (like a kneeboard) but some seems to be much harder to fix. -
I am was too. When coming to outpost 14, I switched to R-828 channel 1 and my pilot tried several times to contact outpost via radio. Then he just said 'That's a roger. 245.' - but I could not hear or see any messages that tells what to do.. Eventually I tried to land at that outpost, then I realized that there are also 14b and 14c nearby, flew to them and near one of them navigator yelled MANDPAD! and there was explosion really near. Landed on that outpost and mission worked from that point onwards.. Until the famous exploding trucks. I found trucks, reported them and then nothing so I was careful and after a quite long circling I realized that there was a makeshift helipad marked with a small flags. Landed there, picked up guys and some cargo, took of (away from trucks) and then everything exploded. After the explosion, I got ton of messages concerning tripwired trucks - like that I had missed some trigger that would show them? Too bad that there's some trigger problems as this is first campaign that I have for this map and campaign itself seems to be very interesting.
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After I figured my initial problem out (My collective didn't go to full zero), I almost managed to pass first mission. However, I ended up at the Hospital's parking area with broken helicopter... SPOILERS AHEAD: For some reason, the official helipad near Hospital didn't work, instead the landing operator (guy in white clothes) was standing at parking lot near by. I managed to land there and patients from my helicopter were successfully transported to the truck and then to the hospital - however in that tight space I managed to hit a lamp with my main rotor... Should it be that way? I was expecting that helipad would be the destination. I had also some problems with first hospital, I had to land several times until it was registered. Does the red circle on the F10 map designate the proper landing area or is it just some other dynamic mark that happens to be near landing area by accident?
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This track shows how it usually goes during mission when target location is more or less unknown and there's no long preplanned attack path. The sight disappears so quickly under the HUD that bombing goes south immediately. ajs37-bomb-anf.zip
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Yesterday I flew randomly at Sinai map and found these helipads - with lights! So some civilian pads has lights, at least at Sinai map (I don't know are these more common assets).
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I really do something differently. Watched that track many times and flied same mission. Still, often when I unsafe trigger, the sight will drop below HUD so I just cannot see range indicators. So level bombing is much ruthless for approach as I really don't see what I do differently when I got sight successfully compared to when it drops immediately down. Plane's pitch? Is there limit like +/-1 degree?
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Hi, QFE is set properly. Is there now something fundamentally wrong with my approach? I have bombed usually from NAV mode with SJÖ/PLAN setting, using radar altitude. Enter shallow dive, unsafe trigger and keep target in the sight (which does not appear any more). Alternatively I have used ANF mode, put target on sight, trigger unsafe until sight flashes and then release bombs. Now the sight just goes under nose. I get better success when flying around 150 - 200m above target but then I will be immediately shot to pieces. The safety height settings seems to be usually at medium if that has any effect.
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I eventually reinstalled everyhing and the result is still same. In NAV mode there's no more sight available (when trigger is pulled to 1st stage, arming the main trigger) and in ANF mode, the sight falls somewhere below the screen. Currently my flying with AJS-37 is on hold as missions in campaigns requires bombing. I really hope for fix or clarification how this should work now?