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Everything posted by FMBluecher
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Ability to Check AI Wingman's Fuel State
FMBluecher replied to FMBluecher's topic in DCS Core Wish List
I'm not a real aviator, but, my understanding is that, unless the flight is operating under very strict radio silence, yes, the flight lead usually does do this, which is another reason to add this! -
I can't tell you the number of times I've been on a campaign mission, looking at my fuel gauge, and thinking, "great, I managed my fuel well," only to hear my wingman call "Bingo fuel" and then "Ejecting!" in rapid succession (usually before they can even get to the tanker, if there is one available). I don't think anything too complicated would be required to help, just a quick F10 option to ask for fuel state, and they can just reply with "Two, 6.5" or something like that. They usually don't tell you that there's a problem until it's already too late to fix it.
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Gnarly Crosswinds on Carrier Traps
FMBluecher replied to FMBluecher's topic in DCS: F-14B Operation Sandworm Campaign
I didn't have time to replay the whole mission, but I recreated the settings in the ME, and here's what I saw: null It's probably not quite as bad as it seemed to me at the time, but I've never had to face my nose so far off the angle to do a carrier trap before. (Also, if you look at my airspeed, this is an incredibly sloppy and too fast approach; if I were going proper on-speed AoA it would probably be even worse.) I'm not complaining, mind you--I just think that if this is an intentional part of the challenge, it seems like at some point the player should be warned "hey, the carrier is kind of locked into their BRC because of nearby territorial waters so we can't face into the wind; you're going to have to trap with some serious crosswind" or something to that effect. At first, I thought I had over-G'd the INS because the flight path marker was so far off to the side! -
In both Missions 2 and 4 (M3 froze right before I was due to start my approach, so I just skipped it, no idea if this issue applies to that mission as well), there is a very powerful crosswind on final to the carrier. This has led to some of the most insanely difficult carrier landings I've ever attempted. My understanding is that, most of the time, the carrier would turn into the wind to avoid this issue. Is this intentional? If so, I don't necessarily mind, but perhaps a word of warning might be in order.
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I am *insanely* hyped for this new Viper campaign. And also Speed and Angels. And...
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Are you on Open Beta? If not, go to DCS in Steam, select Properties>Betas and opt into "openbeta - Public beta versions"
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First of all, can you tell I'm enjoying this campaign, since I played three missions in one day? One tiny bug, though: switching Tactical on Aux in Mission 7 currently requires you to tune the Aux radio manually, though, as the preset frequency is incorrect. When I tuned it manually to the frequency listed in the kneeboard, it worked fine.
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This is a low-priority thing, but just a thought I had after enjoying the absolute heck out of Mission 5 (Prince Charming): During the sequence where Flip requests the tanker, it might be best to move the warning text about not using the DCS tanker menu until prompted to one message before (the message where you hit spacebar to request the tanker). My brain was so fried by all of the crazy stuff that happened in that mission (even though I knew it was going to because I'd read the book!) that I totally skipped the part about hitting Spacebar, and just used the DCS tanker menu. So I didn't actually read the part about Spacebar until after I was already topped up and halfway back to the Valley Forge, and then I saw the warning about not using the DCS tanker menu! Meanwhile, I was wondering why on earth the tanker was going into Iranian airspace!
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Sight reticle and ground attack with rockets or guns
FMBluecher replied to Leviathan667's topic in DCS: Mirage F1
Same here. -
fixed Mission 04- "can not open debriefing file"
FMBluecher replied to waqarshk's topic in F/A-18C Raven One Campaign
Same here. Only mod installed is community A-4E-C. -
I figured it out! The problem was the one discovered in this thread: Once I followed @Rudel_chw's procedure at an airfield where there were no thousandths of a megahertz in the frequencies, it worked perfectly!
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Seems that there several inconsistent radio issues--mine aren't as bad as mytai01's, but some players don't have my issues. I uninstalled most of my mods and did Steam's "Verify Game Files," and it still didn't fix my issues either. Weird...
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Weird--I've been away from my computer for the last few days but got back and tried exactly what you're doing, @Rudel_chw, except that it doesn't work. May be some weird issue with mods or something, but I can't think of what it could be, since the Mirage F1 is unmodded. Oh well--at least it's not user error!
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So this did fix some stuff--now it actually matters which radio I have selected, and it doesn't erroneously refer to the TRAP 136 as "Intercom" any more--but it still didn't actually let me transmit on the preset channels. Weird, but at least it's progress!
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Are these the U+V or U Pushbuttons [for Green and Red, respectively] as they are called on p. 59 of the manual? If so, I tried clicking these, and they didn't affect anything when I tried them. TRAP 136 still worked fine in manual frequencies, and neither worked with presets.
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What exactly are you doing? Both boresight modes have achieved locks for me.
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Hi everyone! I'm having two possibly related issues using the Mirage F1's radios, and I can't tell if it's a bug or user error, since the manual could be a lot clearer on how to actually use the radios. Basically, the bottom line is, at present I seem able to transmit only on the TRAP 136 (Green, V/UHF radio), and only in manual frequency mode. I cannot figure out either a) how to transmit on the TRAP 137B (Red, UHF radio) or b) how to transmit on the TRAP 136 radio in preset frequency mode. Let me be clear: I'm talking only in single-player, so I'm trying to do things like communicate with ATC, AWACS, wingmen, etc. rather than with other players. Here's what I'm doing: -Battery ON (and I've also tried in the air with the engine on, so the radios are clearly powered) -TRAP 137B function selector M -TRAP 136 function selector PAL+G -TRAP 136 frequency source selector P -Select correct preset channel -Open Communications menu, select the right conversation option and select it I hear my pilot say the correct thing, but I never get a response. Meanwhile, if I select TRAP 136 frequency source selector to M and manually dial the frequency, it does work properly--but this appears to be the only way to get it to work. And BTW, these are with missions I have created in the editor, so I have double- and triple-checked that the presets are set to the correct frequency. Any idea if I'm doing anything wrong? Or is this an issue with the F1CE itself?
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What's the plan for campaigns/single missions for the F1?
FMBluecher replied to Gorn557's topic in Aerges
I have to admit, I'm a bit disappointed at the lack of single-player content for the F1CE. There are technically a ton of missions and IA stuff included, but bar one single mission and one IA, they're all practice missions rather than real ones. And the one "real" mission I've played so far was extraordinarily simple. I love the rest of the module, but as a purely single-player, uh, player, I really hope they add more content (and a campaign would be wonderful!) as it goes through early access. (I should clarify that I don't own South Atlantic, so maybe there's more content for that.) In the meantime, I guess I'll try making some of my own missions, and hopefully, once the module's been out for more than a day, user-created missions will give us more stuff to do in the short term. But there's nothing like a good official campaign! Edit: to clarify, I'll understand if they would rather spend their efforts elsewhere, and I am well aware of how much work a campaign is. I'm just putting my thoughts out there! -
Can confirm that Rudel_chw's post is correct. It feels weird to have to hold the AP Disconnect trigger while also pressing the AP pushbutton, but it does work as advertised.
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Uh, you mean aside from the ones that you can use? I think there are at least 3 or 4 of them. Bear in mind that the liveries are locked to a nation, so I think you may have to set the nation to France or CJTF Blue to see the French liveries. Edit: Confirmed, 4 liveries for the F1CE and tons more for the other variants. You just have to set the Nation to France or CJTF Blue in the editor.
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remove mods [FIXED] Skins issues in Mission Editor
FMBluecher replied to diamond26's topic in Bugs and Problems
If you're on Steam, "Verify Integrity of Game Cache" fixed this for me. No idea what to do if you're on ED version, though. -
Thank you so much for all your quick help @BIGNEWY!
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Great, thank you so much for letting us know quickly!
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Very excited to see it finally go live, but it looks like there's no EA discount for the Steam version like there is on the ED site. Is that intentional? For the record, I'm not complaining--I just want to know if I should hold off on purchasing it because the lack of a discount is an error that will be fixed if I wait for a little bit.