-
Posts
424 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by kablamoman
-
I don't think the way mirrors work is anything Heatblur can change. Pretty sure it's a rendering engine limitation, and nothing short of changing some or all of the fundamental rendering techniques the game engine uses will make them appear with correct 3D parallax in VR (like the other sim).
-
I feel compelled to advocate for this guy. He could have taken advantage of the exploit without anybody being the wiser, but he posted about it publicly in a way that forced urgent attention and ultimately rectified the problem. You should be thanking him for his disclosure instead of vindictively punishing a member of your community that obviously cared enough to bring it to your attention. Just because you were ignorant of the loophole does not mean you can lay the blame on someone else -- would you have gotten mad if he advocated that players should turn on aircraft labels if you forgot to disable them in the mission editor options? Everybody playing on the server owes him their gratitude. Please reconsider the ban, as it sends the message that a player would be better off staying silent.
- 236 replies
-
- 11
-
-
-
Looks like BAH mode in the screenshot, which is one of the close quarters, horizontal auto-acquisition modes that locks range to within 10 NM. What you want is to return to Bar Search mode -- the one where you can change your range and play hunt the pixels with your cursor. You can always get back to this mode by using "Weapon SystemCMD Depress". If you use AFT it might work if you have an air-to-ground weapon selected (it cycles your nav preselect and ranging mode select on your PCA panel, but also puts you back into Bar Search). But if you have an air-to-air weapon selected AFT just cycles between BAH/BA2.
-
[NO BUG] 11G although Exceed Elastic Limit not pressed
kablamoman replied to D4n's topic in Bug Reports
Oh, I did not catch that. DCS has got a thing where inputs seem to freeze when you black out (eg. if you black out with your trigger pressed, it will keep firing). That's probably what happened -- the game thought you were still depressing the AP disconnect/Exceed elastic limit bind. It's kind of silly, but yeah, I think that's a DCS thing. -
[NO BUG] 11G although Exceed Elastic Limit not pressed
kablamoman replied to D4n's topic in Bug Reports
Hey D4n, it sounded like the elastic limit was exceeded -- in the track you can hear the warning tone. Might be worth double checking the special options for the mirage in settings: Check that the "Elastic limit bind" is set to "Scale (unpressed bind scales axis)" and that your "Elastic limit axis position" is set to 80. And then ensure you're not pressing your "Autopilot Disconnect/Exceed Elastic Limit" button bind (in the HOTAS section) unless you want to exceed 9 Gs when you pull. I suspect that you might have the bind set to "Disabled (Full axis always active)". -
You have to hold the left mouse while you scroll down. In real life you have to pull those knobs out above the little gate and turn them to uncage. I think it's meant to simulate that. Would be nice if you could just hold left click and then drag mouse down.
-
Hey guys, Just figured I should post in case this was unintended behavior, but since I've started to fly in the RIO seat online I noticed some strange behavior with data link tracks. For some reason, it seems that any hostile I hook, will automatically unhook after about 10 seconds or so, and it'll hook a friendly DL target without any input from me. Is this intended behavior and is there some reasoning behind the WCS doing this? Just to be clear, these tend to be DL only targets. Good example of this can be seen in this video (not mine): At about 6:10 a friendly DL track is hooked in ground stab, and about 10 seconds later you can see it just snaps to a friendly target. You can see this behavior a couple other times throughout the video.
-
I think you may be interpreting it wrong. If the instrument is centered, and there is a "needle-width deflection" it would be squarely in the black space between the two white marks. 2 such deflections would put it in line with the outboard white marks. What's more, every plane I've ever flown with a turn & slip/turn & bank/turn coordinator has marks denoting standard rate turns (3 degrees per second). Edit: In the rough diagram you made above, your reference point would have been the very center of the needle if flying straight and level, but you change the refence to be the outside of the needle once deflected. A correct translation of one "needle-width deflection" from center would give you the needles new center, and not its edge as you've depicted -- so it seems to me it should be right in the middle of the black space -- if that makes sense.
-
Datalink contacts hooking themselves (RIO seat)
kablamoman replied to WelshZeCorgi's topic in DCS: F-14A & B
99% sure I did not, but I'll double check this next time I notice this happening. -
Datalink contacts hooking themselves (RIO seat)
kablamoman replied to WelshZeCorgi's topic in DCS: F-14A & B
Noticing this behavior too (new to the RIO seat). Pretty annoying. I had a bandit datalink target hooked tonight and for some reason it kept getting unhooked and a friendly 60 miles at my 9 o'clock kept getting auto-hooked instead. Anybody know what's up with this? -
@Jef Costello Hey buddy, I tried to watch your track twice, and unfortunately it crashes for me as soon as you go to external view both times I tried. Because I crashed, I couldn't tell what sequence you have been doing it in, but I would suggest doing the controls wipe after the engine has started (and the engine driven hydraulic pump is running). So start the engine, then do the control wipe (stir the stick), and then run the test. Remember the test switch should be switched down (left click) towards you in the seat to the CDVE position. Hopefully that will help. Also, I did notice up to the point I crashed your battery switch was off. Not sure if you caught that and turned it on later, but perhaps that could be a factor too.
-
Can you clarify what type of communication you're expecting? ie. Are you trying to talk to other players? Are you trying to use the radio menu to talk to AI? If other players, most likely the server is using the external program SRS, which you would have to have set up (but then you can use the in-game radio binds to control the radios, ie. select frequencies, modes, and use the PTT buttons).
-
And sorry just to steer things back on topic: A deep stall is when the pitch control surfaces (eg. elevator, stabilator) -- the primary means of recovery from a stalled condition -- are shadowed by and rendered ineffective by turbulent air kicked off the more forward parts of the airframe in a stall, making recovery difficult to impossible. An aircraft's buffeting behavior is entirely specific to its airframe, and can have causes that are manifold. Types of buffeting (felt throughout the entire airframe vs. through the control column because certain control surfaces are being hit by turbulent air) can also be varied. It's hard to say exactly what kind of buffeting will occur or be felt in the lead up to stall by just wing shape alone, as it can vary based on many factors. You could have plenty of buffeting (warning) or you may have none (sudden). This would be best answered by the developers and should be based on actual accounts and official reports.
-
I understand why you might focus on that, but the point I was making is that what's special about the stalled regime and what makes it such an undesirable place to be is not that you suddenly lose lift (you don't), or even that you gradually lose lift (you don't, necessarily) -- it's that the relationship between angle of attack and lift is reversed and this leads directly to profound controllability issues -- runaway acceleration -- whether it be associated with the inability to maintain altitude, the inability to maintain wings level or both. It's the loss of vertical and roll damping that's the big problem, not so much the loss of lift (as the wing is still close to generating its max coefficient of lift). It's all about control, which is why you see some of those features you alluded to like changing wing geometry (eg. washout), vortex generators, and stall strips. They're all meant to keep critical control surfaces out of the regime entirely and help maintain roll damping even beyond the overall wing stall (loss of vertical damping). I'd say a stick pusher, whether automated or human, is the ultimate version of these things, which works by restoring the vertical damping by putting us back on the normal side of the lift curve, and also has the added benefit of restoring normal control response. If that damping and control response isn't restored we've still got lift -- it's just that everything is reversed: Trying to raise a wing with normal aileron input only drops it, which in turn makes it drop faster still, and pulling back on the control column only makes you sink faster, which in turn makes you sink faster still.
-
Hey friend, not to be super pedantic, but I would argue that it's exactly about loss of control. Indeed, the lift coefficient generated by the wing is at its highest at the critical angle, and still very high beyond, so it's not really about the loss of lift. The important change is that the curve starts trending downward beyond that point and this leads to the loss of the vertical and roll damping that are normally an intrinsic part of the plane's design. Normally, if the plane is disturbed vertically or in roll and one wing or both move downward, the increase in the amount of relative air coming from below, increases the angle of attack on the wing surface and it self-corrects. But beyond the stall the opposite happens, and there is a runaway effect where the wing or indeed the entire plane just sinks faster and faster when the AoA is increased. This is the important change in behavior that happens beyond the stall that defines the region of flight, and it has very much to do with control.
-
Bit confused by this comment... It's implemented already. Has to be enabled in the mission, and also with the proper selection of the DDM missile pylons.
-
I don't know if this helps, as it wasn't clear if you were attempting to set them in PREP to view the info -- but you can't set them as PREP. Once they are created by hitting MRQ, and then VAL, you can only select them them as DEST by pressing DEST 91, 92, or 93 to get distance and bearing indications on the HUD nav mode and IDN (navigation indicator).
-
@Callsign JoNay have you tried rolling back to the 512.95 GPU drivers? Really curious if this makes a difference for you (for my own troubleshooting). It seems to have done the trick for me.
-
I would say if you use curves with the mustang add the same to the Dora. I fought with and against both online pretty extensively and I used 20 for pitch & roll, and 30 for yaw, personally. That is also with a 200mm extension. I flew them both pretty similarly, usually up fairly high. Keep your speed up and be very selective about committing to a turn, but when you do you can drop flaps (take off or even full) to help delay the stall onset and pull pretty good. With the gunsight the key I found was to bind it to an absolute axis you can easily modulate while fighting. Even then, it’s not that useful in a fight where the opponent is aware of you. Works great for lining up the initial shot on a bounce, though.
-
Hey just wondering if you happen to be running an nvidia card with the 516.xx series drivers that just got released on june 15th and updated the 28th? I rarely have trouble with DCS, but suddenly started getting a bunch of freezes/crashes with the open beta, but I had also installed the 516.40 drivers (there's since been 516.59 released). I did a DDU clean uninstall and rolled back to the 512.95 and have yet to have any problems. May be worth trying.
-
User above explained the FBW test — you have to sweep the controls before you run it. I regularly use A/A TACAN mode and it works with my wingman giving yardstick distance (you are not supposed to get bearing) when the IDN is set to tac mode. If you’re trying to use it to find tankers then ones in DCS need to (incorrectly) use T/R mode I think. The TACAN implementation for the tankers is a bit messed up in DCS in general. The KC135s are not supposed to give bearing at all. I also regularly toggle between SIL and EM mode for the radar with no problems. What exactly is the issue you’re running into with this one?
-
Yeah it's absolutely brutal fighting the Anton against AI. You may want to take that into account. Anton has more ordnance options, and it's a newer module. People have said that they like the looks of the Anton compared to the Dora, but I find the texture work on the Anton very muddy and off-putting, at least in VR. The Dora cockpit textures seem refined and well done in comparison. As I understand it the geometry in the Anton is more accurate, and you can definitely see it features a more detailed cockpit in this regard. As for handling I might disagree with some in here and say they do differ pretty significantly. The Anton seems much easier and forgiving, especially when it comes to accelerated stalls and roll damping. The Dora will drop wings on you quite a bit and feels more like a mustang in that regard, with the Anton much more benign (albeit underpowered). The Dora can actually pull really well in a dogfight with judicious use of flaps (that don't seem to take any damage from over speed) for some quick instantaneous turn at the cost of speed -- can help even things up a bit vs. the mustang. MW50 is also a huge boon, on top of the plane holding its own online against mustangs even without it on the old SoW server. I'd say just trial them and see which one you like more, but expect to be on the receiving end with the Anton much more often, whether against AI or online.
-
Consistent switch logic + rotary switches
kablamoman replied to Northstar98's topic in DCS: F-14A & B
Solid, small, and easy QoL improvements. I like it.- 1 reply
-
- 1
-
-
- logic
- left mouse button
-
(and 4 more)
Tagged with: