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Posts posted by Moxica
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1 hour ago, MAXsenna said:
Press "t" for the pilot. That's the force trim button on the stick and you'll see it move. For the pilot that is.
Sent from my SM-A536B using Tapatalk
THX! It is "Trimmer" And whaddyaknow! It was still assigned to the "look up slow" after I assigned to "Trimmer"
I deleted that, and voila!
-Now I can start loving her again!-
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Thx mate!
I suspect you are on the right track.I want to trim like you do, but I don't remember the name of the assigned function.
I tried binding all trim and magnetic brakes I could find, but they do not trim like it used to before the patch.
As in: I did not use the auto-hover, I just trimmed it into stability. It used to work like the AH-64 trim. (Position stick/pedals, click, and let go)
-I'm looking to assign the "click"-
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I would like to assign the ah-64 style trimmer, but I can't get it to work; I assigned the "trimmer" and "trimmer off" for the pilot, but they do nothing.
Also;, There are no "trimmer" for copilot, only "trimmer off"
Halp! -
I had two missions (F-15E "Enemy bomber raid" is one) that was allways jerky. Upon testing both "troubled" missons now, one was completely fluid, and the other was very much there, and absolutely acceptable. No doubt there is a VR perfomance increase. (Alas I believe it came with a tiny cost of reduced clouds quality, but if so, I totally agree with that decsicion)
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13 minutes ago, Blooddawn1942 said:
Great update! Thanks a lot guys
All my control settings are gone though.
Same, and now I can not assign trim. Whatever alternative I choose, they all turn the master on or off.
And the mouse is deactivated for so many functions.. (Like Labels on/off) -
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Going from an old set of CH-products rudder pedals to the Thrustmaster Pendular Rudder changed the entire AH-64 experience for me.
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Just by looking at the pedals, you can tell he is late and overcompensating. -Maintaining left/right oscillation.
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Mission crash when I add Somali trawler and containership:
Modulnavn med feil: Flight.dll, versjon: 2.9.2.49940, tidsangivelse: 0x657c5996
Unntakskode: 0xc0000005
Feil programbane: F:\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe
Feil modulbane: F:\Eagle Dynamics\DCS World OpenBeta\bin-mt\Flight.dll -
Found this entry in the log file:
2024-01-22 20:36:49.496 ERROR Scripting (Main): declare loadout fail, duplicate not allowed: "{LAU_SNEB68G}" from "./CoreMods/aircraft/SA342/SA342_Weapons.lua", original located here "./CoreMods/aircraft/AircraftWeaponPack/rockets.lua"
2024-01-22 20:36:49.496 ERROR Scripting (Main): declare loadout fail, duplicate not allowed: "{LAU_SNEB68_WP}" from "./CoreMods/aircraft/SA342/SA342_Weapons.lua", original located here "./CoreMods/aircraft/AircraftWeaponPack/rockets.lua" -
NB! They are not training at all.
Just a set of tests often based on a set of rules set by the author, and you have to figure out what they are. Mainly by trial and error.
I don't see why anyone would need these. -
Here I am, believing I bought a training campaign just to be told "You failed. You need more training"
And that is correct. That is why I bought the campaign.
So why on earth would I need a skill test? What is it even for?
The marketing is a bit misleading. -
Still there, and in conjunction with the FCR.
INU reset still works as a solution.
I am therefore confused as per my question in this thread:
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In my last "case", 4-6 clicks, and I actually changed position, flew in a bit closer while resetting INU, and hit all of 'em.
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"Cannot reproduce"? Wut?
I thought this had been verified allready, since it was discussed and verified with tracks and reported in several threads.
Like this one: -
It has been explained that the FCR find and assign targets, and loading them into the hellfire.
But the hellfires still scan, find and choose target when they get "closer"
Therefore they can not see the difference between a dead tank and a live AAA as they both represent a huge lump of metal.
What I find contradictory, and don't understand in this context, is why then, do they miss when INU is out of whack?
And with miss, I mean going 50-100 feet off target, and hitting empty ground.
What selects that sorry specific point?
Is it downloaded coordinates, or does the built-in agm radar hallucinate? -
Thanks again, Raptor!
-Much appreciated. -
I understand what you are saying, Raptor, and thank you for patience and time.
What I find "illogical" (according to the descriprion about prioritzing), I can explain with an example:
Six targets in a PF. I fire six missiles in quick succession after a single scan.
FCR skip to next target after I fire, and I wait for solid square before firing again. (I cant separate single targets in that cluster on the FCR screen, overlapping each other)
Three missiles hit same target, leaving two AAA units unharmed.
In other words; FCR prioritize same target thrice. Unless, of course, it is the limas themselves going for that metal chunk.
But then again; Why do they miss completely when the INU is out of whack?
I guess it will be easier when the link function become available. ..and the target could be lased?
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1 hour ago, Raptor9 said:
As stated in this thread and several others, the AH-64D FCR (or any radar system for that matter) has no way of knowing what targets are dead or alive. The implication of such is outside reality.
In addition, the radar system will not blank out sections of the battlefield simply because a munition has been fired into that location. This too is beyond reality and good sense. If I was a tank commander and started seeing my vehicles getting hit by missiles, I would just radio everyone to park next to tanks that have already been hit if I knew those areas would be inhibited from being fired on.
Pilot's are not just button-pushers. They must have situational awareness of the battlefield and use all available sensors at their disposal, along with good judgement and training, to determine the appropriate course of action. There are many other tools onboard the AH-64D that are used in combat; the FCR is never used by itself to just "scan and spam" Hellfires. Nor do fighter pilots simply fire BVR missiles at every radar target that appears in front of them.
Than what is the point of marking target with an "X"? Just to fire next one on the same spot, when there still are some unmarked, live AAA just nearby?
I don't get it. I've seen three out of four hellfires hitting the same spot seconds apart. -
On 1/1/2024 at 8:36 AM, LorenLuke said:
Because
1) It trusts you to be a competent pilot and recognize where you've previously shot.
2) Your missile got shot down or otherwise didn't reach the target, which the FCR can't tell happened.
3) Targets might have moved either from or to that shot position, throwing off any application of that logic within the aircraft computer.
4) Imagine trying to deliberately launch a second missile at a target, possibly to be assured of its destruction, and your aircraft telling you 'no'.
Does not make sense. Is this the reason it prioritize a dead radar over a live AAA? Sending several missiles on the same dead target in same salvo?
Because the missile may have been shot down?
-Not a smart design decision, considering the price of a hellfire alone. -
Not 100% sure, but it looks a lot like Bodø with "Saltstraumen" to the left. One of the strongest tidal currents in the world.
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17 minutes ago, TheCoyoteHunter said:
Rtx 3060 / i7-11700 here, my testing...
I get much less ghosting with the new version, much less. I'll say as much as 75% less.
I'm on 1080p and DLSS on Quality still makes ground textures a little bit more blurry than I like.
With DLAA only in this new version I get 30 FPS more than with MSAA X4, with only marginally worse textures. But the flickering/shimmering is gone with DLAA.
I hope this is a sign of things to come, this newer version is a great improvement even with DLAA only.
Glad to hear!
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Current DLSS is the nvngx_dlss.dll version 3.5.0.0 in DCS
There is a new version 3.5.10, and I just tried it;
It is no revolution, but it makes for some improvements on ghosting.
Or.. ghosting turns out a little different.
If you like it, you keep it. If not, keep the old one.
It is in the bin, and the bin-mt folder.
You find it here:
https://www.techpowerup.com/download/nvidia-dlss-dll/-
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How do I go about removing one of the installed instances?
in Installation Problems
Posted · Edited by Moxica
I have both vanilla and beta on my PC.
Now I can/want to remove one of them.
Do I just delete? Do I use some uninstall function?
Which one should I keep?