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wess24m

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Everything posted by wess24m

  1. I'm reading a book currently where the pilot/author describes using the laser on the TGP and, between engagements, having to toggle master arm on and off between attack runs. Having to reenter laser code every time isn't mentioned. Having worked with actual TGP pods IRL on the A10, I doubt that the logic of the av8b pod is dissimilar to the ones I worked on. It would be unrealistic to have to enter laser pentameters every time you arm up. Note that none of the aircraft modeled have that hindrance. I've mentioned in my previous posts: If DCS's affinity for tgp pods losing gimble 'roaming' were model IRL they'd be put on the maintenance line. Not realistic, unless you're rolling out of control the ins/GPS will correct for hard maneuvering. If you're at a point where you're losing ginble lock your also losing ins/GPS lock of your aircraft's position.
  2. same here, I think this qualifies as a bug.
  3. Unable to display TGP and the ground radar without a crash still. I use a stream deck, I've read theres an issue with that. I shouldn't have to uninstall the stream deck software before flying the f-16. dcs.log
  4. I agree, flew about an hour and a half on MP. Maintained lock with all the engagements with both STT as well as TWS. Fired 8 54's and no hits, none even attempted. As you said they will guide to the target then within visual range (missile to target) they just go dumb and fly straight. These engagements were between 40-25 miles while at between 25k-35k. Tried both the A and C versions. Only a few of the targets were evading, most of the time the missiles just sail over the targets by a 1000-2000 feet without even turning hot.
  5. Would be handy to be able to make a markpoint in the F-10 map and have it shown in the cockpit for reference. If you wanna be fancy you could have it written in grease pencil on the canopy like they do IRL. I know you can use the TAD but would be easier (and more realistic) to have a editatible kneeboard map that you could write on. I'm using the scratchpad mod which works ok, but you have to enter things twice and it's only good for coords.
  6. Haven't seen it reported yet but the range for release of the GPS guided bombs is off. When dropping any GPS guided bombs the release range is within 2/3 miles regardless of your altitude or speed. I got up to 30k for an extreme test and it was the same as if you were at 5k. The test at 30k I was making almost 300 knots (CAS) as indicated by the F10 view stats. I believe in Mat's video he was able to drop from around 5 miles at 6/8k. Furthermore I tried diving down and making almost 400 knots to see if increased speed would make a difference, it didn't. Should be easily reproducible, if not I'll include a track tomorrow.
  7. I have, they work great!
  8. I believe they said the FM changes didn't make it in. Placebo effect maybe.
  9. So not sure if you want us posting our findings here or not.... No more CTD with the fixed file but something is weird with the ranging and coordinates in the tgp. It's like the laser is working sometimes. I did manage to hit the target after a few tried running the mission and messing with the ranging laser and wp inc. The TGP is no longer showing the coordinates, most of the time. Track
  10. Just to keep people in the loop, the game crashes when you use HTS with the Tpod when trying to drop 38's 54's. Using DMT or Tpod without HTS works.
  11. So far the game completely crashes when you try to pickle the GBU-54, so I'd say not to expect too much.
  12. Not sure if this is on the 'roadmap', but at night I can't see the marshalers without the aid of NVG. Is this something incoming?
  13. Also uses the SOI to determine where your cockpit cues are. If you designate a target and then the TGP (for example) slews off target where ever it settles is the bombs new target point. It should save the coords after designation regardless of SOI.
  14. I bought it the day it came out, has been this way since release. You're prob just used to it, try turning onto a target from orbit, when you turn in with no rudder it will slip outside then when you level out it swings in the direction you were turning. Pendulum effect.
  15. Yup, has a very noticeable pendulum effect that no other SAS enabled aircraft in game. Hopefully this will get looked at. The SAS as of now only provides turn coordination with gentle turns.
  16. +1 :thumbup:
  17. I'm a current truck driver (and pilot) and I can see the point you're trying to make, but there's no way a single pilot would have no use of the rudder if the hog behaved in the same manner as ours as simulated. In a cessna or any non-fly-by-wire aircraft then yes you have to input rudder. Of all the DCS aircraft with a SAS system the hog is the sole one with this problem of sliding outside the turn.
  18. To be clear this wasn't me asking a question regarding rudder usage in the hog. I'm pointing out that an actual a-10C pilot saying that he uses rudder only in the conditions that he answered in the first post. Not for turn coordination as we have to do now which seem inaccurate.
  19. was brushing up on my A-10C knowledge and ran across an actual hog pilot AMA on reddit. One thing that has seemed off since the beta is the yaw SAS. "How much do you use the rudder pedals? Are they required for maneuvering or even basic flight? Is finessing a gun aim the only time you would use them? This really bothers me as I want to feel I have basic flying correct, be a good hog pilot, before I really get deep with weapons. Can you recommend a way to learn just flying the hog "by the book" or at least somewhere near properly? I usually sim with civilian aircraft like the 172 in P3D as flying itself is my first love, followed closely by brrting things." Hog pilot "I only use the rudder pedals when: steering during taxi, takeoff to stay on my half, landing for crosswind corrections, single engine emergency ops to stay coordinated, and when rejoining to take out some HCA. Quick bank and pitch is how I adjust my gun shots." Will this fixed in the A10C II? As of right now the A10C slips all over the sky without rudder input.
  20. I'll add to this since the last update the right mfcd freezes as in can't click any buttons for a random amount of time Promises that we'd be able to enter different format coordinates. LSS on the builtin flir (forgot the name) not functioning. air to ground SA will refuse to fire randomly you have to disarm everything then rearm master mode to get it back. No markpoints
  21. On the AV8B, it's not even close to being functionally complete. It's a night attack aircraft that's unusable at night, not talking about the ED lighting issues in 2.5.6. The brightness, contrast, etc display controls do nothing. It's basically usable and gets the job done but when half the buttons on the MFD's aren't implemented it is frustrating. I'm not talking about IFF or some classified system, I'm talking about having the ability to filter the RWR, it has the buttons to do so....they're for looks only. The targeting pod has bare minimum features, basic things like the laser spot track doesn't even work, so you're required to use the DMS to find a LST. As you said it's not enough to make it not fun to fly but it's lacking in a lot of areas.
  22. Nope, created laser ranged mark point and went into mark point mode and had it selected. Believe me I tried a few ways before I made this post. I'll post a track next time i'm on.
  23. After setting a mark point if you pull any hard maneuvers it shifts like the TGP does. I was trying to deliver a GBU-38 and pulled up to loft it and the mark point shifted away from where it was designated from. It's acting like it's linked to the TGP gimble shifting even though it was ground stabilized and set. The TGP wasn't even pulled up. The same doesn't occur with the hornet, I assume that once you designate a ground point the coordinates are sent and stored in the bomb itself, but not displayed as in the hornet.
  24. Was trying some toss bombing with waypoint as target designation and when you go below the min safe altitude (before you pull up to toss) the bomb fall line disappears until you get completely out of AG mode or undesignated the target. This may be the way it is, but i'd assume that the line should reappear as you get above the safe delivery altitude.
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