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Everything posted by Floyd1212
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need track replay Apache falls from the sky like a ton of bricks...
Floyd1212 replied to AndreNL's topic in Bugs and Problems
Ah, you didn't mention George in your previous statement. You may just have a "George" problem. There are reported issues with George not being able to hold a hover in situations where a human pilot can. You may be better off commenting in one of those threads; the OP in this current thread was talking about losing the aircraft when coming in to land with a human pilot. Maybe try this one: https://forum.dcs.world/topic/350096-george-hovering-skills/ Yes, but the Ka-50 has twice as many rotors, yes? I'm half kidding, but the point is that the two aircraft are hard to compare because of their very different rotor designs. -
That is likely the problem. If the player is used to Easy Comms being enabled, “\“ by itself works on the ground, and in the air. When Easy Comms is off, either in the player’s local settings, or if the setting is enforced in ME for the mission, then “\” only works on the ground, and “RALT+\” is needed in the air.
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need track replay Apache falls from the sky like a ton of bricks...
Floyd1212 replied to AndreNL's topic in Bugs and Problems
I'm not sure we need BIGNEWY in here to tell us that helos do not operate well in extreme heat or at high altitudes. -
need track replay Apache falls from the sky like a ton of bricks...
Floyd1212 replied to AndreNL's topic in Bugs and Problems
It's hard to say if this is just VRS, or if something else is going on. Can you fly an Instant Action mission and do a couple landings and see if you can capture it with a track file? -
Last night we found ourselves in a good situation to do some buddy-lasing with the help of two Kiowas. They were each lasing on different codes from roughly 14km away from the target area. We were down in the valley, masked by a small hill, roughly 6.5km from the target area. We setup PRI and ALT channels on our missiles to match their codes, and set MODE to RIPL, and TRAJ to LO. (In Ripple Fire mode, your missiles come off the rail alternating codes between the PRI and ALT channels, so you can rifle two missiles back-to-back, and they each go to their separate targets.) We only had 4 missiles left at the time, so we rifled x2, delayed, then rifled 2 more. It took a bit of coordination to get everything setup, and work out who was going to lase which targets, but in the end it was worth it.
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fixed Datalink not working with cold start ?
Floyd1212 replied to Zarma's topic in Bugs and Problems
It very well could be an issue with cold starts in a multi-ship group. I always setup my missions with single units for clients, and we haven't seen issues of DL flat-out not working at all since the last patch. -
So if you do load up with both chaff and flares, how do you dispense the chaff?
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fixed Datalink not working with cold start ?
Floyd1212 replied to Zarma's topic in Bugs and Problems
We were flying last night with 4 Apaches, all cold start, and weren't having issues with DL. This is with a single aircraft per "group" in the ME, and adding members manually with a C/S and ID at startup. @markturner1960 Was your mission setup with two-ship flights like the OP has setup? -
fixed Datalink not working with cold start ?
Floyd1212 replied to Zarma's topic in Bugs and Problems
You've got 8 aircraft in that mission with IDs 1-8. But some of them have Preset 1 setup with 4 members, and some with only 2 members. For example, these two aircraft have 4 members defined. But these two aircraft are 7 & 8, and they only have each other defined. You would need to go into the COM page and add the missing members manually if you want to communicate with them as part of your team. -
Strange TADS behaviour / mode...advice please
Floyd1212 replied to markturner1960's topic in DCS: AH-64D
LMC is useful when searching for targets in a general area while you are on the move, especially off to one side or the other of your aircraft. Get a good laser range to the area you want to work in, and then enable LMC. From there you can nudge it around with short blips. Before IAT was functioning in the module, LMC was your only option for tracking a moving target while your missile was in the air, or while tracking a stationary target while your aircraft was moving. Once you get the hang of it, it is quite powerful. And don't forget to update your range with the laser before enabling it, otherwise it tries to compensate for something at the wrong distance from the TADS sensor. -
Strange TADS behaviour / mode...advice please
Floyd1212 replied to markturner1960's topic in DCS: AH-64D
This sounds like LMC got enabled. And since you didn't mention it in your troubleshooting above, perhaps you aren't familiar with it? When LMC is enabled, instead of the TADS slewing with your input and coming to a dead stop when you release your controls, it behaves like it has momentum, and your inputs on the thumbstick are like applying vector forces to modify its current slew rate and direction. So tap it to the right a few times and it builds up speed slewing to the right, then to slow it down again tap it to the left a few times to scrub off the speed. -
In hindsight, another use-case of LST giving you the direction cues before firing the missile, is if you are in close to the target and expose yourself just long enough to launch, but then bug out and find cover again while your buddy continues to lase from a safe distance. Essentially making your Kilo a fire-and-forget missile, but with better reliability than the Lima.
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Buddy lasing can be quite fun, but I find it less useful in a public server unless there is good communication going on, which often there isn't. I can't even get other Apaches to call their rifles on the radio when they are working the same AO as me. But in general, you need to 1) coordinate with the other player you are working with as to what laser code to use (you can either change the code on the missile to match the person lasing, or they can change the code they are lasing to match the code of your missile), and 2) communicate a general location of where the targets are located. Ideally, the person lasing would store the target and give you the coordinates for you to type in and get a specific location to orient your shot. Or even better, setup datalink between the two of you, and they can send the stored target to you directly. For me, if you are in a position where you can pick up his targets with LST, you might as well lase the target yourself. The fun comes in being able to lob missiles from behind cover and never even see the target, and more importantly, the target never sees you.
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I disagree. In the Apache I have one 5-way hat setup for managing George. In the Kiowa, there's like 12 commands I need bound to get the same level of functionality I would out of George. Ideally, there would be a UI with a simple U/D/L/R/S interface available, with discrete commands available to those that want them.
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My only complaint so far is how it continues to "settle" quite a bit when coming to a hover, and even at 100% torque it still continues to lose altitude until it reaches IGE and establishes a hover. Then after a few moments, it will start to climb at an alarming rate and before you know it you are 200 ft in the air. Maybe I'm drooping the rotor system and don't have the audible clues (and even warnings) I am used to in the Apache? Edit: Just noticed another thread where this was acknowledged and is being looked into...
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For one thing, when you want to engage the Altitude and Attitude Hold modes, you need to trim out the aircraft before enabling them.
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What I would like to see from ED, as an official solution, would be a special variant of the aircraft that is setup as a Fat Cow. (Or make the proper equipment available as a "loadout" on the rearm dialog.) A player can spawn into a Fat Cow Chinook (or arm it with the Fat Cow equipment) and take off to the front lines. They land and "deploy" the FARP equipment and shut down the aircraft. The FARP is now functional. The player can reslot in another aircraft and go do something productive while the FARP remains functional. Later, when it is time to relocate the FC, slot back in and start it up and fly to a new location and re-deploy the equipment in the new location. I think it is asking too much for a player to sit in the aircraft on the ground for it to be functional for 2 hours while his buddies come and go to rearm/refuel. Add in some warehousing aspects to limit the amount of fuel and ammo available and you can get two Chinooks in rotation to keep an area functional.
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I also watched the track, and see you using the Trim Reset function, which causes the nose to dive. (This is odd to me, as I am used to the nose pitching up dramatically when the Trim Reset is used.) You probably don't ever want to use the Trim Reset with a springless joystick with friction brake anyway. That function is designed for people with sprung joysticks to immediately return the trimmed state of the aircraft back to zero to match the neutral state of their centered joystick; mostly to get them out of trouble if their currently trimmed state is unmanageable. You should be holding Force Trim Release (FTR) while moving your cyclic, then release FTR when you have your desired attitude. Your stick should stay in place because of the friction brake, and the red cross in the controls indicator should be centered over the white diamond.
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If you cannot land within 30 seconds, you are flying too high.
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Take a screenshot of your trim options in the Special Settings tab.
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For anyone not aware, Grimm released a script he originally developed for his RotorOps generator that includes Fat Cow functionality. It will be nice when ED has native support for this, but this script will work on launch day to give us a functioning Fat Cow. We use it all the time with a UH-60L as a stand-in for the Chinook for now.
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The TSE is described in detail on page 317 of the official Early Access Guide that comes with the module: The Guide is well worth the read for someone that is new to the module, and who hasn't been here from the beginning. The TSE was not yet modeled when the Apache was first released into EA, so Casmo was talking about how much better the gun works after the TSE was added to the module. Another recommendation would be to go back and watch the catalog of Wags' videos that he releases every time a new feature is added in a patch update. He discusses the TSE in this video from roughly 2 years ago. There are 46 videos in the AH-64D playlist so far.
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OH-6A by Tobsen and Eightball
Floyd1212 replied to tobi's topic in Flyable/Drivable Mods for DCS World
What you describe sounds like the natural effect of added torque on the system when the main rotor is spinning counter-clockwise. When you increase the collective you will need to apply some left pedal to counter the torque to maintain the same heading. If you pull up the controls indicator and you actually see the pedal axis moving as you move the collective up and down, then you have some other problem. -
Page 99 of the User Guide has some info on the different IHADSS Symbology Modes you might find useful. Try Cruise or Transition modes for flying in low visibility situations. Transition mode has an artificial horizon, and Cruise mode even has a pitch ladder. null null
