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BluTuthNinja

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    Just DCS
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  1. Sorry to dig up an old thread, but I'm curious how much this mod limitted the deflection of the stick when away from center. I've been looking into mimicing this mod, and I noticed a 130mm rc shock strut has about 40mm of travel total( 20mm of travel in either direction). I'm using my x56 as reference, and it has about 35mm total deflection(17.5 mm either direction). This means if I pull the stick full deflection and set the trim, I would have 20mm of travel in the opposite direction before i encountered the shock strut's limit. But the stick again has 35mm of total travel, meaning I lose 15mm of travel. I doubt this ever presented a problem, but I was just curious if this was ever noticeable in your use.
  2. I have dead zones already set. It must be a local bug. I'm going to uninstall and reinstall the harrier and update this post if something changes.
  3. So the problem is, that is not what happened. IDK if the track file is faulty, but when I got the lock in IRMV mode, it did not fire off the rail. Again, the missile would not fire after the gate collapse, until i switched to ins mode.
  4. Hopefully this works, and shows whats going on. AV-8B Maverick Bug .trk
  5. I can try an build one later. I've been trying on different versions to see if the behavior changes.
  6. I've flown the harrier for a bit, and am pretty well practiced at the a/g maverick use. Or I thought so until today. For some reason, when I try to fire in IRMV designation, the missile will not come off the rail. But if I switch to ins designation, it will fire. Master Arm: On A/G Mode: Active Weapon: Selected and Uncaged. Video feed visible SSS: Up to select. IRMV mode active, seeker head slewed to target Gate: Collapsed and tracking target Pickle Switch: Depressed. No fire SSS: Up again, to select INS mode. Pickle Switch: Depressed again. Weapon comes off the rail. Is this a new change? Is this a bug? I've fired a lot of mavericks in IRMV mode, so idk why this would change.
  7. I do all those things too. I'm not too worried about it, as in most cases the fight is done by the time I notice the slow sweep. But I just wanted to make sure I wasnt losing my mind, and that it was intended behavior. Hopefully when the real radar comes out, this wont be part of its logic.
  8. Just trying to figure out the behavior of the radar. There seems to be a random change in radar sweep speed while flying. The only thing I can think of is some kind of overheat behavior? Specifically, I'll be scanning the area infront of my at full 60 degrees while flying. I'll get a contact, fly towards it until I'm within locking range, and lock. Obvious shenanigans results as they evade and I try to maintain lock. After firing a missile/maneuvering to get gun solution, returning back to 60 degree scan results in a much slower radar sweep. The time for one sweep almost seems twice as long as it took before locking/fighting. Idk if I'm losing my mind, as its not consistent. I'd love to know if this is modeled behavior and, if so, is there a way to get the radar to sweep fast again(either letting it cool down for a bit or reseting).
  9. Can you be more specific? Range? Aspect? MIssile version?
  10. It seems to have been the simulated force feedback. I dropped all those settings down to zero, and now it only really suffers wobbling right after a change in stick input. Its much easier to dial in a smooth turn with consistent AOA.
  11. Works very well. While still not the brightest hud, it can tell from a glance what the number should be, even if its not the clearest. Thank you!
  12. Is there a way to slim down the font? I increase in size is beneficial, but the thickness of the lines and the hud bloom make it still hard to tell in vr, sometimes.
  13. Gaining some speed around the turn. Rate fighting an opponent. All subsonic speeds. Let's say I dip down below 350 knots because I pulled hard. When I dip the nose in the turn to start creeping speed back up, like I do in every other jet, the f.1 pitches a lot harder up. I can watch the AOA indicator bounce between green and yellow/red while I maintain the same level of pull on the stick.
  14. I have been experieincing this a lot, especially in dogfights. However, whats really annoying about it, is that it happens even with steady stick pull. What I mean is, I'll roll and start cranking the turn, the hesitation kicks in as the aoa loads the wing and starts to pull the nose around. But it'll drop my speed, and I'll let up on the stick to try and gain some speed back and smooth out the turn to settle in behind a bandit. But instead of settling into a gentle turn, the jet will pick up speed, (the jet will) pull harder aoa because of the extra energy, and slow itself back down again. Its almost impossible to set a good rate after bleeding some speed, because the jet continues to buck the moment she goes faster.
  15. I'm having the same issue with the 18 pack rockets when mounted on the outboard underwing stations. I have to trim full right, otherwise I get full left roll. It's so bad autopilot can't be engaged, even after managing to trim it out.
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