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Mivina

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Everything posted by Mivina

  1. Shouldn't be too hard to make. 4 buttons (aforementioned and go back button) for the general settings to work with all modules. VoiceAttack really is not the solution to this.
  2. These UFOs are hideous and are absolutely ruining the pvp experience, and client-side settings will do nothing to fix this.
  3. Before 2.9 I used to hit 9/10 targets with toss bombing, now after the "fix" my cbu-97s are falling around 100m over.
  4. We flew the attack phase, and idk if you understood, I can see my own CAQ, but my friend can't. All the other targets/threats are visible.
  5. I can't remember for sure but it seems like previously when you dropped a CAQ your crewmember was able to see it, no additional actions required. Now when we try to do it we can't see each other's CAQs no matter what. Yes you can turn on cursor display and see your crewmember's cursor but that's not it. Also not talking about selecting CAQ from coord page or anything similar, just the white cross with PLT/CPG on the map. Was there any change and is this working as intended?
  6. So what I did was set up a mortar (2B11) 300m higher than the target, and then higher. The higher the altitude difference the shorter the rounds would fall. This was consistent and the unit would not make adjustments for successive shots, this is probably not implemented at all. In case someone says this is realistic - irl if you don't make any corrections for altitude when the target is below you the round would fall over, not short. So in DCS the unit is overcorrecting fire. Also, the target was a ZU-23 and a helicopter would fly towards it from the position of the mortar, to make it shoot in responce to ZU's fire.
  7. I was a CPG yesterday with my friend and that time we did a cold start as usual, but I turned on RLWR that time and we both were hearing the warnings. No CMWS warnings though. Not sure if this is replicable, he then crashed to desktop 5 times out of 5 sorties so we haven't tested this out.
  8. Can I get a confirmation please that ice damage is simulated in the apache but deice is not? If so, is it perhaps a little bit wrong?
  9. Any news? I feel like I'm going mad and start hearing voices that my CPG can't hear. It's a shame something like this gets commented once by someone associated with the dev and then put to hold
  10. Reviving an ancient report. I see many tickets pop up possibly relating to this. Please, check the track file
  11. I agree with the OP. The images look cool, but I can imagine how tired my eyes would be after looking at this and trying to make sense of the instruments or surroundings for an hour. And you can't really not use it since apache doesn't have a hud. After all, there is no way to realistically show what a 2-eyed pilot sees with 1 monitor, even VR wouldn't do it. I'm sure that irl it's much more bearable. I don't know how good of a comparison it is, but we already have HMDs in the A-10, F-16, F-18 and some russian stuff too and there is no "glass filter" in there, though i'm sure there is irl
  12. I don't even know what happened to them this time, here you go. harm.trk
  13. I just set 2 waypoints approximately 20 miles away from each other (1 at 12 o'clock and one at 2 from the aircraft) with the same EWR at each waypoint as targets. Fired on the closer one first in PB mode, then switched waypoint, turned to the next one and fired at it, all with optimal parameters for lofting. The second harm though decided to turn to the first waypoint which is closer, as if its radar turned on right after launch, so both missiles went for the same target. After it was hit by one harm, the second turned to the next target never reaching it because it was too far away.
  14. Probably not a bug, but I'd want to know if it's realistic. First issue for me is the radar scale when you switch off ACM mode. Why is it set to 10 miles? Shouldn't it revert to what was selected before you entered dogfight mode? Secondly, why do the different modes (nav, ag, aa) have unique radar settings? I sometimes scan the area in nav mode and after i decide to engage and select aa mode, all my settings are different. Thirdly, when you press tms down to undesignate a bugged target, your azimuth setting is back to 60 degrees, which is incredibly frustrating, especially in TWS mode, which doesn't have hotas support. Is all of this realistic? If not, when would we expect to see this changed? P.S. The missile override and dogfight modes currently don't have HSD tab on the MFD by default. Is there a reason behind this? I basically need to select it after each spawn. And why does the HUD not show azimuths in dogfight mode? Bearings are incredibly useful even in the merge (though 10 miles is not always a merge), so to understand the callouts you either have to awkwardly look around the HUD to see the bearing via it or duck down to see the compass, drawing your attention from the outside
  15. Sorry for necroposting but I've got another request on the topic. Make the unit/coordinate change a UI button on the map. This is only used on the map, so there is no need to make a general keybind or a keybind at all. UI is good, UI is easy, UI is fast
  16. I noticed this when I moved my head around with trackir. It seems that the HMCS shows correctly only in neutral head position. When you move your head down the display starts overlaping the cockpit, as if it the display zones are taken from the neutral position and do not compensate for the XYZ movement. I'm not sure if this is intended but I think that the MTU shouldn't allow it. How to reproduce: 1) Try looking around with the head centered and see that the HMCS disappears almost exactly on the edges of cockpit 2) Move head down and see the overlapping. Move the head right and see overlapping on the left and vice versa. Move the head up and see the HMCS disappear too soon before reaching the cockpit
  17. Still not my point. I use trimming, so spring is fine, but you still need to keep your hand on stick and throttle at all times. You don't really in real life, you can just pass it onto your friend to the right for 10 minutes. If it looks like a bug, swims like a bug and quacks like a bug then it is a bug. At least I think that it does, you notice how the helicopter starts turning right every time, with the same amount of turn. I think they just need to tune it better
  18. I don't know what it was intended for, but right now it looks exactly like a bug. If it was momentary, they could make it disconnect after a certain time. It can precisely fly at an altitude but can't follow a number on the compass P.S. Expecting a 2-pilot helicopter to have a fully functional autopilot in the absence of a second player is fine by me. Taking into account that this helicopter is so bareboned that it's physically demanding to fly even 20 miles. Especially since the pilots alternate in real life, and the second pilot should be just as qualified, so I don't see the issue
  19. This has been a pain in my ass ever since I bought the module and this is why I don't use autopilot and have to fly 20 minute flights myself. When you set your autopilot to level flight it doesn't manage to stay on course. It seems that it either doesn't apply rudder at all or applies it not enough and the helicopter goes into a slight right turn. I see the mechanic as giving controls to the second pilot, so I would assume he is capable of looking at the instruments and staying aligned with the right numbers. Also, the transition to autopilot seems a little bit too agressive. Every time i'm afraid of the rotor jumping off from snaplike collective movement or engine stalling from low rpm.
  20. Had the same issue with flares, only disarming them helped, and of course the jumping gauges and switches with knobs never went away. We also often see the DC caution light on for the second pilot, even though the startup was done correctly and the first pilot doesn't see it.
  21. The counter also isn't updated if you change the flare to chaff. I.e. if you rearm 90 flares and 90 chaff it still shows 120/60
  22. I don't know if I should make a new thread but I saw a similar bug recently. I thought that the map was incomplete - I know how it works in the other modules like A-10C, but sometimes there would be a stutter and the "incomplete" parts would be filled with a proper map. So the map is definitely there. Also, the grey areas wouldn't really make sense because of their big size and position over big cities and overall well-plotted areas. I think we need a review of the EHSD behavior. Exactly the steps to reproduce this: 1. Fly around Tuapse (that's where I flew), 2. Select a scale to get the grey areas as well as the proper map on the screen (better to check it in the smallest scale possible where the greyed-out areas are still visible) 3. Observe the stutters Visible especially in the end: stutters.trk
  23. If you put your DMT or TGP on target, then start slewing maverick independently but don't fire it, it's impossible to slave it back to the other sensors until you fire it. It just sticks to the position it was left in. No matter what you do next - slew DMT or TGP to another place, cage and uncage the maverick - it is stuck to that place. And if you use undesignate it goes into boresight mode and looks forward. If this is user mistake, i would like to get a clarification on how to do it properly
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