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Everything posted by Floyd1212
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Oh, sorry. I missed that you followed up with a shorter track. I checked your track and George is definitely scanning closer to the aircraft that what I was expecting. Normally he scans the horizon, or close to it. I fired up an Instant Action mission on Afghanistan and got the same results. So I checked multiple maps, establishing a hover at the same altitude AGL, and grabbed screenshots showing where on the horizon George will scan when prompted. My guess would be that his scanning algorithm is using MSL altitude to figure out how far out to scan from the aircraft, and in the mountains of Afghanistan this results in a more exaggerated look-down angle, and he ends up scanning closer to the aircraft than desired. @BIGNEWY Can you confirm whether George uses MSL or AGL altitude when figuring out where to scan relative to the horizon?
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TSD showing Enemy FARPs Ignoring Map Options
Floyd1212 replied to MartinCo's topic in Bugs and Problems
You are conflating a couple different issues together here. This only pertains to units shown on the F10 map, not the map some aircraft have on their MFDs, like the Apache's TSD. To force something like an enemy FARP to not be visible on the aircraft's MFDs, you need to check the option in the ME "Hidden On MFD" When you spawn into the aircraft, all of the friendly and enemy units are added to the internal database of the aircraft and populated on the TSD (unless this box is checked for each group), up until the database is full. When you spawn the second FARP using the script, the TSD is unaware this has happened and it does not show up. Then when you reslot in a new airframe, all the units on the map are enumerated and the new FARP gets added to the database. You will also notice that they are re-numbered so that the new FARP is C52 and the original one is now C53. (Maybe it numbers them based on closest proximity to your aircraft?) This will be different for you vs. a team member who spawned in before the new FARP was created. Your C52 is not the same as their C52. This is also true for SAMs and other enemy/friendly units that may have been killed since you slotted in the second time. To get the new FARP to not be visible when it is spawned in, the script needs to set the attribute "HiddenOnMFD" to "true" when spawning the FARP. -
The number you are seeing at the top-left of the IHADSS is your engine torque, not the actual collective input. You will also notice this number can go over 100%, even when your actual collective is not at the max of its travel. If you want to monitor your actual input values of your controls, you can bring up the Controls Indicator with RCTRL+ENTER.
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If George is "safe"-ing the aircraft when he shouldn't be, check your controller and make sure your hat (assuming you are using a hat) isn't misfiring in multiple directions when it shouldn't be. (i.e. you are pressing "right" on the hat and it is also sending a "down" command.) Yes, the annoying loop telling you the "aircraft is armed" after you have hit the ground in a crash is a bug, but not something you are doing wrong. I find George most useful when engaging enemies from a hover, at a distance. Park behind a hill with a good line-of-sight to your enemy group at about 7km and go to work. If the aircraft is stable, and you aren't being rushed, he does a good job (too good?) at finding targets and taking them out. Now that you have the ability to queue up targets for him, and for him to adjust his track while maintaining his lase, you can wipe out multiple vehicles in one batch. You can take it to the next level and WAS missiles yourself in the back and keep a steady stream of missiles in the air to work through the queue very quickly. You can also use him successfully when rolling in on your target, taking the shot, then rolling out to circle back around for another run. Picking off one or two vehicles this way works well for me. When things tend to go bad with George for me is when I have gotten myself in way too close and am expecting him to engage a specific target (the one that is shooting at me) while I'm flying around like a madman trying to save my ass. Finding that specific target is a pain, then he takes his time to get his crosshairs on the target when you are moving, especially laterally to the target. I usually still use the "my LOS" method for directing George, but I do use the "scan" mode when I am flying toward a known enemy area so that he can spot them while we are still out of range and I can decide where to go to engage.
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AI CPG not lasing targets when in range
Floyd1212 replied to JaroGrozni's topic in Bugs and Problems
We aren't looking for him to hand-off new updated data to the missile, we want him to blip the laser (first detent?) to update the current ranging info to the target only. That way he knows when he has crossed over the magic 8km threshold and will then obey your suggestion to engage. As it stands right now, he is oblivious to the fact that you have moved in on the target, and are taking fire at close range, but all he remembers is that the last time he lased the target 2 minutes ago it was still over 8km. -
You are tapping your “consent to fire” button to add targets in the list to the queue? Are you able to do both a short tap and a long hold on your “consent to fire” button when the focus is on the main controls, not the list?
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Did you follow the checklist procedures for weapons deployment starting on page 637 of the manual?
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I think you are referring to the Controls Indicator to show you the inputs you are providing on the pitch/roll/yaw axis? RCTRL+ENTER is the default binding. Press it a few times while in the aircraft to cycle through the different display options.
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I ran for a long time with a 20cm extension, 100% Y Saturation, and a 15 curve, with a smooth cam (no notch), and a minimal springs.
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Military Assets for DCS by Currenthill
Floyd1212 replied to currenthill's topic in Static/AI Mods for DCS World
For me, it shows up there even when you have CAS as the Tasking, but then after you select the B-21 it switches the tasking to Ground Attack.null -
Here is what my Caucasus map looks like. Doesn't seem blurry like yours, but my text overlay doesn't seem as crisp as yours.
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Military Assets for DCS by Currenthill
Floyd1212 replied to currenthill's topic in Static/AI Mods for DCS World
Here is a mission with a working BUK M3 site using the semi-active TELARs. The player aircraft is an Apache, and is set to invulnerable. Feel free to swap in your favorite ride. I did test it without the CC vehicle or TR, and it still launched on me. CurrentHill BUK M3 Test.miz -
Military Assets for DCS by Currenthill
Floyd1212 replied to currenthill's topic in Static/AI Mods for DCS World
Do you have the CC vehicle as part of the group? I fell like I had the same issue, but it’s been a while. -
Military Assets for DCS by Currenthill
Floyd1212 replied to currenthill's topic in Static/AI Mods for DCS World
Yes, they need to be installed for each client, and on the server. -
Military Assets for DCS by Currenthill
Floyd1212 replied to currenthill's topic in Static/AI Mods for DCS World
Understood. Glad to hear LOD is coming to all your packs. Any reason why the problem would go away for one player while in the Hornet, then come back again in the Apache? That part is what seemed odd to me. -
Military Assets for DCS by Currenthill
Floyd1212 replied to currenthill's topic in Static/AI Mods for DCS World
Some of the members of my Apache squadron are experiencing major frame drop when looking in the direction of the Russian S-350 assets. As in, the units are 50 miles away and through mountains, but when looking in their direction the frames drop into the teens. I personally don't have the issue, but several others do. One of them flew a Hornet tonight and didn't experience any frame drop, then got back into the Apache and had the same issue again. Is anyone else experiencing something like this, either in the Apache or otherwise? -
The checkbox you are looking for in the ME is "Hidden on MFD", and was added some time ago to serve this purpose. As an example, two FARPs are placed in the ME with the one on the left using the "Hidden on MFD" option. After spawning in, only the FARP on the right is added to the CTRLM database in the aircraft, and the one on the left does not. This works for friendly and enemy units, and other CMs. null
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TEDAC Export does not switch off when switching to PLT seat
Floyd1212 replied to jonsky7's topic in Multi-Display
@BIGNEWY Although it is a small percentage of the DCS user-base that uses display exports, it is arguably the most passionate slice of the user-base, and probably the ones that spend the most money on peripherals and modules. ED is constantly thanking us for our "passion and support", but you seem to be ignoring (or at least downgrading) some of the requests from your most passionate supporters. Please consider allocating some resources to this and other "niche" bugs (like display exports being too dark). These passionate users tend to spread the word about how awesome DCS can be, and I would think keeping them happy is worth something. -
Game crashes when joining cpg seat (multicrew)
Floyd1212 replied to Keyser1800's topic in Bugs and Problems
I had someone hop in my front seat after I had been flying for a bit last night without a crash. This was in a hot-start aircraft. Are you seeing this with hot-start, cold-start, or both? -
We were seeing this for a while, but not currently.
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We didn't experience this when running rockets in a multi-crew setting the other day. Are you saying when you both WAS'ed rockets you didn't get the COOP indicator in the back seat?
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Flight path vector not working properly on Germany
Floyd1212 replied to daiqan's topic in Bugs and Problems
This happens on other maps, as well. It has been discussed before, but possibly related to the date the mission is set to take place? The solution is to enable “Unrestricted SatNav” in the mission, or for your local options.
