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Floyd1212

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Everything posted by Floyd1212

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. Did you follow the checklist procedures for weapons deployment starting on page 637 of the manual?
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. Yes, please. This would be a game-changer if it were working properly. @CaptHawk Did you test again after the patch today? Maybe it got fixed but wasn't mentioned in the patch notes?
  11. Agreed, the default should be Hidden on MFDs, and there should be a checkbox for "Show on MFDs". I think most mission-makers would like most objects to remain hidden, and maybe a few key targets to be shown that might be critical to the tasking in the mission.
  12. 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
  13. 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.
  14. Yes, they need to be installed for each client, and on the server.
  15. 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.
  16. 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?
  17. 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
  18. @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.
  19. 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?
  20. We were seeing this for a while, but not currently.
  21. 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?
  22. 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.
  23. We still see lots of desync issues in multi-crew. FCR returns not displaying in both crew-stations CPG not seeing waypoints that were loaded with the Route Tool prior to a dynamic spawn PLT seeing the TADS drift on the video feed when the CPG uses IAT (intermittently) DL not being configured (and not working) for CPG when everything looks fine for the PLT
  24. One of the changes made in the last patch is that George does not automatically start up his crewstation in a cold-start aircraft like he used to. After starting up the battery and APU from the back and power is available, pull up the George Interface and give him the command to startup the front seat by pressing your "consent to fire" button. This may not be your issue, but just throwing that out there as a possibility.
  25. As you approach the targets and have George lase the target and then have him WAS missiles, he loads the target data to the missile and then stops lasing. This is roughly at 8600m. It's easy to miss because he was already lasing prior to you WASing missiles, so it didn't take the normal delay for the data to be loaded, but you do see it flash in white at the bottom-left of the High Action Display. And then, as mentioned elsewhere in other threads, he will not lase again until you de-WAS missiles, or fire the missile, or switch him to SAL, etc. You see the distance to the target continue to count down for a few seconds, but then it stops at 8400m, and George never never indicates he is in range (below 8km) and ready to fire. I took over after you got another few km closer to the target and when I gave George consent to fire, he said "out of range" and wouldn't rifle. I'm not sure why the distance to the target stops counting down at 8400m. Is this a bug, or is there some reason why it stops estimating the distance? Regardless, it confuses George into to thinking you are still out of range. So, the fix is either have George continue to lase even after the target data is loaded, or at least have him periodically squirt the laser to update the range so at least he is aware of when he is in range and can fire. Or if you really don't want George to lase ever again, give him some magic ability to know the distance to the target so he realizes he has crossed the magic 8km bubble and is in range.
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