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Wile E.

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Everything posted by Wile E.

  1. With the big afterburner/idle detent riser mounted on the throttle base, I can't get to the mounting holes to mount the throttle base on my MonsterTech throttle plate. In the assembly guide, they suggest putting M4 nuts in the slots, but I don't think this would work well, as those slots don't line up well with the mounting holes. My first idea was to shorten the rails so they no longer block the two right mounting holes and then cut or drill out some space above the left side holes to be able to get a nut in there. Has anyone thought of a clever solution for this that doesn't involve cutting or drilling? Thanks.
  2. I wasn't implying my issue was related to the campaign. I was pointing out that the OP's issue, which sounds like my issue, is more likely to be TrackIR getting phantom reads than a bug in the campaign, or even DCS.
  3. I've had a similar issue a few times recently. With little or no head movement, TrackIR seems to think I'm at a speed metal concert. It did it outside of DCS as well. The head model on the TrackIR UI looked like he was getting a nasty case of whiplash. I restarted TrackIR, and the problem went away. It did happen a second time a day or two later.
  4. I'm playing the campaign now and ran into this issue. I'm using the DCS UFC app for my CDU interface, so I hit Escape, brought up the message history (which shows the coords), and typed them into my CDU tablet.
  5. I had the same issues, a few days ago. The messages on the screen say to use the standard flight comms option, not the special F10 option, so maybe that will help. Regardless, when I landed, she crashed. Or at least I think she did. I could see her green circle on the HMD on my starboard engine as I descended, but right after touchdown I looked back and there was no circle. She was also not visible via F2.
  6. I ran my mission again, careful to not enter point track on the target until within maverick range and to disengage point track before slewing to the next target. When I followed those restrictions, it worked correctly each time for six missiles. Now the question is whether that's a real limitation in the Viper, or a bug in DCS.
  7. Here's the mission. I created four options based on two choices: A-A v. A-G: The A-A loadout is four A-A missiles and a center tank. The A-G loadout adds wing tanks and GBU-31s to make the plane a bit more sluggish. Formation v. approach: The formation start puts you 100 ft off the tanker's 7 o'clock in the on deck position. The approach position puts you 4 nm back, allowing you to practice approaches. The tanker, DinoCo 1-1, is flying 300 kts at 15,000 ft, with a two hour straight and level flight to STP 1. All options start you at 15,000 ft. The approach option puts you at 310 kts, and the formation option starts you at 300 kts. All options have the radio set to the tanker's channel and the internal tanks at half full, so you can practice formation flying or refueling from the same start point. My idea was to start with the formation A-A load and practice that repeatedly, until I can stick on the tanker's wing reliably. Then I'd start practicing moving into pre-contact position, staying in formation, and trying to take on some fuel. Next I'd try to approach from 4 nm, fly formation, and refuel. Finally I'd repeat all those steps with a heavy A-G load. practiceAAR.miz
  8. I watched the track file once and it looked correct. Why are the files so nondeterministic? Are they missing a few important variables like atmospheric changes? Or maybe applying the local machine's axis tuning to the raw stick inputs? I wonder if the active pause caused the issue. I can create another track file without active pause. I could also record a video, if that would help. I was definitely in the middle of the range for the second shot, with the TGP square and maverick circle very close to the boresight. The cross on the mav MFD was in the middle of the keyhole, just a few pixels from the tank. And as soon as I cycled missiles to the other pylon it locked.
  9. Are you still open to new pilots? What days and times do you guys meet? I'm in PST, but have a very flexible schedule on most days. I currently have NTTR, the A-10C II (which I'm halfway decent in), and the F-16 (which I'm still new in).
  10. I wanted four HARMs on the mission so I could learn the process by repetition. With the HARM launch I did use an excessive amount of afterburner. I needed the afterburner to even get up to 30,000 ft with that load. And with HARMs I read that I should launch them at 30-40,000 ft and supersonic. The mission is launching at an SA-10 site, which easily shoots down the HARMs, so I can go back, land, refuel and rearm, then return to launch more missiles. That also allows me to practice takeoffs and landings. I ended up moving the mission to a closer airfield, so I don't run out of fuel. I now get the Big Bird warning before my gear is even up. If I'm practicing bombs, guns, or mavericks, I stay subsonic and keep my fuel rate under 10k and can stay in the air for much longer, or fly much farther to the target site.
  11. It's on my TODO list. I've tried it a few times in the Viper and a few in the Warthog, but I am terrible at speed matching. My plan is to (eventually) create a mission where I air start next to a tanker that's flying a straight line for 30 minutes and develop a good feel for formation throttle control. I'm decent at the stick in formation, but definitely still have a lot of room for improvement. But I'd like to be able to do other stuff before that. I created and ran a HARM practice mission over the weekend. By the time I took off and reached 30,000 ft, my center tank was empty. And by the time I launched the missiles I was at bingo fuel.
  12. I just started flying the F-16 this month and do not have the fine control to successfully AAR, yet. Unfortunately, I can't run longer missions, because the F-16 has the fuel economy of a Lamborghini on crack. I could turn on the infinite fuel option, but I'd prefer to develop an understanding of what I can do with different remaining fuel loads (e.g. can I fly 100 nm to a base and land with only 800 lb of fuel?). So I'm wondering if there's a cheat to have the game refuel me, either a command to magically top off my tanks, or one to have the computer handle the AAR process for me.
  13. Here's my track file. I only have some maps and planes that I got from the ED store installed. I performed an air start to take boresighting out of the equation. For the first tank, the handoff worked perfectly on the first attempt. I then circled around and lined up another tank on the TGP and pressed TMS up, to put the tank in point track followed by TMS right to hand off the target. I saw the handoff message on the MFD, but the status above the pylon number went from T to 1 to T and the missile didn't lock. I went into active pause to try it again a couple times without having to worry about keeping the plane lined up or flying past the target, and it went back to T each time. I then pressed NWS to select the next missile, followed by TMS right to hand off, and the missile locked, fired when I pressed the release button, and scored a hit. mavHandoff.trk
  14. I tried again with some T-55s and it didn't make any difference. I did notice that if I switch the active missile using the NWS/Missile Step button, it immediately locks on and goes to C, even if I only have one missile left. I'll try to generate a track file today, with a simple example, and file a bug.
  15. I'm trying to practice launching mavericks from the F-16, so I created a simple mission. However auto handoff mode is not working for me. I boresighted the missiles at takeoff, so they are pointing in the correct direction. I press TMS up to create a point track, then TMS right to handoff. I see the handoff attempt message on the maverick MFD, and the T indicator turns into a 1 momentarily. But the crosshairs don't collapse on the target, and I don't get the C indicator. I also can't launch. The target is within range (4nm), it looks like it's in the keyhole, it's a very high contrast target, and it's right under the maverick crosshairs. I lined up the plane and put the game in active pause to investigate. I attached a screenshot of that. It did not hand off the target, but I was able to SOI the maverick, lock it up, and fire manually.
  16. I did restart between the recording and playback, because I wanted to go from VR to 2D. It didn't help. I guess if I want to record sessions to learn from them, I should get some screen recording software.
  17. I ran through an A-10C II mission I created, from a cold start to landing, quit to the debrief, then saved the track. I later tried to watch that track in the Replay section. It seemed correct at first. It even had the taxi mistake I made (forgetting nose wheel steering). The plane flew in the right direction, turned toward an enemy column, dropped a CBU-105, and missed by a huge margin. However when I played the mission, the bomb hit right on the laser mark and destroyed four T-80s. It then dropped the second CBU-105, which also missed, which didn't happen in the real mission. Then the plane performed some weird maneuvers that ended with a nose-dive into a mountain. Is there something wrong with the tracks and replays? Is there maybe some setting I'm missing? Here are some things that might matter: Single player, on my own PC A-10C II Non steam version (latest version) I played the mission in VR, then quit the game, turned off my headset, and reloaded to watch it in 2D. I used active pause and regular pause when playing. I sped up, slowed down, and paused the playback.
  18. I tried out fpsVR in a Warthog started mid flight. FPS: 21 Average: 22.8 GPU Frametime: 48.0ms GPU: 77C (after two minutes of rendering), 99% GPU mem: 7.8/8.0GB At 2680x2680 per eye. My CPU was only at 46C and 14%, and my RAM utilization was 15.5/15.9GB. So it looks like it's time to sell a kidney and buy a 3090.
  19. Does fpsVR work with the non-steam version of DCS?
  20. I tried "cockpit camera move L/R/U/D" under A-10C II real, while sitting on the runway in an A-10C II instant action mission. Using those key commands didn't move the view.
  21. I'm getting a new notebook soon with hardware that's better than my gaming desktop in some metrics (CPU, SSD speed, RAM speed), but slightly inferior in others (GPU). If it could provide better DCS performance, I'd consider dual booting it, rather than wiping out the windows install entirely. Short of installing DCS and the VR environment, and playing the game, is there a good way to judge the hardware performance?
  22. I played with the IPD and got the HUD sizing sorted out. I still have to turn more than 90 degrees to activate the radio and HMD, but I currently only do those on the ground. If I ever need to do them under stress, I'll set up keyboard shortcuts, or install voice attack.
  23. I'll try playing with the IPD. I used the number pad when I played in 2D, but it doesn't change anything in VR.
  24. That's what I've been doing, but it takes me a few tries to get the position perfect in the other two axes. I was hoping for a command that would move my POV on the Z axis without changing X and Y. I thought IPD was my interpupillary distance, so I set that to the IPD that's on my glasses, and my VR headset.
  25. When I reset the view in VR mode, it feels too close. In the A-10C, I have to turn around to access some of the radio switches and activate the HMD. Also the HUD is so close that some elements are off the edge. Is there a command to alter the sitting distance from the HUD? Or is there a way to adjust the zoom in and out, like in 2D?
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