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Kharrn

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Everything posted by Kharrn

  1. Welcome to the forum! Sadly i dont understand much of what you want to say. The screenshot is broken for me. There can be a lot of conditions/circumstances inside the cockpit, so please provide more information. Please try to provice a short track (.trk) of the problem. Refer to this post for posting bugs: K
  2. remark on your first sentence: Roosterfeet showed a "zero" setting before takeoff as far as i understand. All input centered and no trim. Its not meant to take off with this setting bc yes, you have to put in left pedal when advancing the collective up. On the other stuff: Using a Warthog stick as cyclic on my table (right side) and an X-55 throttle as collective. Rather cheap Thrustmaster TFRP pedals which work totally fine for me. For the collective, i used the x-55 software to give it a little curve and a deadzone. In DCS i lowered the saturation a little and more curve. // Warthog has only a very little deadzone in DCS (to always get a 0,0 point to engage autopilot in some aircrafts). // Pedals with little deadzone and a curve in DCS; used the TFRP software to synchronize the pedals and put in a deadzone. What i always do first is check all controls with a full movement BEFORE starting the engine (APU running). So collective full up/down; cyclic full degrees of movement and rudder full left/right and also brakes. Before takeoff i do how described in the quick start manual on page 250 already aligned in the direction i want to take-off: Rolling with high pitch input at speed above 100knots was reported as a bug as far as i know. Below that speed i personally dont have a lot of problems with roll that i can not counter before its happening. Transition, especially at speeds of 80-100knots, to a hover work better every day i do try and it is really great fun to brake hard, put the collective down and turn in on target That said, i rarely used force trim interrupt (trim up) so far during flight, resulting in a lot of "SAS saturation" after the patch, so i think i have to change the way of flying and using "trim up". Oh and btw, i dont trim my peddals at this time, so have set them to "without spring and ffb" in the settings. I hope this can be usefull and of help! K
  3. Quick Start Manual Page 320 the "footprint" will only be displayed by yellow symbols: The TSD symbology as descibed from page 347 on is only "a library of aircraft point symbols" K
  4. Ums mal auf deutsch zu sagen: "heul doch"! Es ist early access! Du bezahlst um vorab Zugang zu einem unfertigen Produkt zu bekommen. Bugs und Probleme sind während der Entwicklung völlig normal. Warte doch auf den nächsten Patch oder bis das Modul final released wird... Ich empfehle: sich erst informieren, dann kaufen. sry for all that german but i think thhuni will understand that a lot easier then written english. BTT: known issue as stated befor
  5. First i wanna expand on@Oldahpilotcomment, who stated it already perfectly: What is your mission/objective? If you are not in some kind of S&D or random "free fire zone" mission, the only thing i would do is: Mark (get grid), Report, Evade. Then IMHO there are another two factors missing in you scenario: 1) Height above ground 2) Intelligence and Situational Awareness It makes a big difference if i cruise at 130knots at tree top level or at 2500ft AGL. Can the enemy vehicles reach me with their gun? Am i in range of possible AAA and/or MANPADS? Which leads to nr 2, Intel and SA: did i expect enemies on my way to the waypoint? where is the FEBA? what type of enemies do i have to expect to encounter? does the enemy have AAA and MANPADS? Example: your mission is to fly to the FLOT for a strike on enemy tanks. Your route will lead you along the "border" between 2 friendly batallion operation zones. Those borders are often landmarks. Enemy reconnaissance will try to utilise those "borders" to get behind enemy lines (so behind our "blue" lines). Those two enemy vics could be a two BRDMs recon team just coming out of the forest. This is a high value target. As you can see there can be a lot to know about to give you good SA. To get back on your question "what would you do": Gunner, my line of sight, 2 vics forest outskirts, left of a small village (target helper), lase and store. While i would gently pull up and right/left for a 270° turn. first till 90° and go a little straight and then slowing down the turn while killing speed to say 60-70 knots. Hopefully the CPG was able to store the vics, but a rough grid is better then none. I would want to reaquire the target area rather quicky flying offset to it and not straight on again. If im closer to the target in the beginning, i would immediately turn 180° and drop low. Get some distance, kill speed and turn on the target area. Well i am no Pilot IRL so tbh i know <profanity> about real tactics. These are only my (current) ideas for that situation. K
  6. I found the Apache is harder to fly then driving my car! I have more then 1500 days! of driving under my belt and more then 200.000km traveled. I think a 4 wheeled front drivetrain 220hp car can be very well compared to a helicopter like the Apache. I mean its all just chemistry isnt it!? or was it geometry? whatever... And now i will just go out and buy the next car prototype which is under development, just to complain that it is not driving streight.... wheels are fitted last. Ah humanity. Worst invention since the big bang. BTT: tbh, i got my head around the Huey flight system faster then on the Apache. But there was a lot of crashing involved, especially with landings. IMHO those two helicopters are hardly comparable. Flying without IHADSS and with a light load (no weapons) helped a lot to practice, which has been stated in this topic already. Practice practice practice. Collective sensitivity is key. Know what to expect from the aircraft to get "ahead" of it and not reacting on it. Now i can barrel roll and transition with ease (most times). Last thing: eaaaaarly accesssssss
  7. how should a system know where to store a point!? you need the position of the entity from which you calculate direction and range (in this case position of your AH64 hopefully with a good aligned INU). then the direction (LoS via TADS). finally the range (laser). AFAIK, only other way is, if you see a target which you cant lase, try to find it in the TSD (maybe SAT map underlay) and add a point via cursor. K
  8. shooting a Hellfire as Pilot on a George lased target is indeed possible and has been elaborated on in multiple threads. Short answer: Slave George to target in Hellfire mode, WAS hellfires as pilot, fire away when in constraints.
  9. +1 maybe even put it into the aircraft options? So as mission designer i could put in "hardcore" Apaches for single player usage that want the challenge and also "godmode" ones for newcomers.
  10. Just a quick reply, no guarantee all infos are correct ^^ Labels can be set on Client (options), for each Mission (via Editor) and on the Server. AFAIK Mission settings will overwrite every other setting ( even server ?). Then there are different Label "show" options. Like full = show a dot thing on the entity, its side (red, blue, neutral) and a name, e.g. AH64D or T90 and so on. Then only some chevron symbol over the entity in the side color again. Or even only a "neutral" symbol (never used that setting befor, guess it will only kinda point you to "there is an entity". So my guess is on the new AI IFF system, that the higher the settings for the labels are, the better is the "knowledge" of the AI about the IFF status of that entity. And for F10 map options its also like unit shown on map etc. Just my guess shot at this K
  11. hmm good point. Maybe another "mode" for George as CPG. would call it TADS, or maybe better "Laser" as if it would be another weapon. So you can put George to Laser mode: Up Short for "Look at my LOS" to get rough dir. Then maybe long up/down/left/right for slaving TADS for a couple of meters... depending on the zoom lvl? Consent to fire for laser 2nd detent continous until you "consent" again maybe? Down Short to store a point. Right short for engage LMC or image auto tracker when it is implemented!? Just some rough ideas. Think it will get tricky to not mix up long and short. Maybe even another 2 modes, like TADS and then Laser to get some keys commands separated. K
  12. thy yeah i do kinda the same procedure. num5, numenter and my key to reset Tobii center position as soon as i enter the pit (or corresponding buttons for VR view reset)
  13. Also remember to Boresight IHADSS for both seats, Pilot and CPG! So that if you ever want to switch seat (in SP) you dont have to boresight "in flight". Thy @BIGNEWY could you maybe elaborate on this a little further? am i doing the boresight wrong if i shift my "cockpit camera" with rctrl+shift+numpadnumbers downwards (in the vertical axis)? because if i dont do that a little i wont be able to boresight correctly... (align IHADDS "cross" to the yellow dot in the middle of the rings and get the separation of the rings roughly equal) Thy K
  14. "MSL TYPE?" tells you that George might have switched to RF (radio frequency) hellfire missiles - at least in the current case. For some odd reason he tends to do it some times, as far as i noticed mainly when you switch Geroge a lot between LOAL and LOBL and the LOAL Trajectories.... -.- The only way IMHO to get back to SAL hellfires is to switch to the CPG seat, get the WPN page up, then MSL, (WAS the Missiles ?) and put "Type" back to SAL. But this is only possible in SP not in MP K
  15. hey there. cant reproduce atm (internet is not good enough for MP here). Just 3 things on this: 1) you should not get a big solid green box when there is no laser energy "tracked" by a missile.... Maybe its just a small box? 2) maybe there is a problem with the laser "active" from the CPG seat. since you - sadly - cant switch seats in MP, maybe have your mate jump into the CPG when the problem occurs with George, then have him check the WPN -> UTIL page if the laser is turned on (lower left on the page, should be a solid dot, not a "donut"). Then have him get back to spectators so George can take over again and try if the problem persists or not. 3) your post sounds like two issues. George not "locking" and George not lasing. Just as a note, there is no magic "lock on target" at this time, only George who will try to keep is LOS (moslty TADS). Hope this can be of a little help for further investigation on the problem
  16. tracks atm are kinda buggy i think, cause for me the cam was all shaky the whole time and the first 3 missiles did not hit at all xD (did not alter track speed or any key input) edit: after re-watching the track, on the third time it worked and i can confirm the hits on the moving targets. well nvm. The thing is, you are shooting your missiles LOAL DIR from around 7 km and a high altitude with clear Line of Sight (LoS) on targets. AFAIK in this case you would should better use LOBL. Start lasing before shooting and wait for the bigger solid constraints box before launching the missile. This way the missile will instantly "see" and track the laser energy and fly to the target. On the 4th (stationary) target you had a big "YAW LIMIT" in the TADS (above the High Action Display). What happened is that the missile was flying away on the direction of the nose of the aircraft and could not detect the laser energy because the laser energy reflection was too far left off the nose of the missile (roughly explained in a very bad english ^^) More info on the YAW LIMIT -> quick start manual page 265: LOAL DIR will "slave" the missile seeker to the TADS and "drive" the constraints box. Also the pylon will try to articulate in that direction: (page 300) Normally when using the 1st detent trigger, you would not have been able to fire the missile cause of the constraint (as far as i know! not tested ingame). Also the when lasing and you get the LOBL box, the missile has a 20° offset angle. IMHO it is vital to understand the missile contraints box and its functions. A lot of error i see in videos and on this forum is when using missiles or trying to get George to fire missiles and not using the constraints box and setting up the aircraft fo the attack. Hope this is helpfull K edit: the hight difference between helicopter and the target also seems to be a big issue on this track. when firing in DIR the missile flies pretty straight forward (at least what i saw ingame so far). So from my testing, if you do not lase that 4th target shortly after shooting in that direction (align roughly to target), the missile will "miss" (cant see) the laser energy reflection and will go AWOL
  17. My guess is that your power lever is bound to an axis or something else is doing key inputs on that. It seems like you can easily reproduce the problem so pleaaaaaaaaaase provide a track file (.trk) like already stated in my first post !!! What i guess is happening that you spawn in the helicopter, the system tries to match the ingame control setting to your HOTAS setting. Maybe your axis for power lever is turned to 0 (or inverted at 100), so when spawning in a hot start mission, the power levers will drop to idle kind of instantly. But there really should be a change in engine noise then. And yes, if power levers are dropped down to about 1/3 from IDLE (77%Nr with collective at 0 on ground), you will loose electrical power to the MFDs and the IHADSS if the APU is not turned on. If you then put the power levers back up, you will regain elec power at around 1/3 to half power lever setting (wait some seconds while turning levers up to see the effect). I dont know if that is accurate to the real Apache, but it is how its in the sim at this moment. Another issue could be a power lock out issue with engines dying!? but can only look into that with a track.... K edit: aparrently you mean some other "blinking" (blanking?) which i can not see in you provided video...
  18. Quick start manual page 66 since FCR is not implemented at this time and TADS is only available from the CP/G seat (like stated in the quote), you only have one option atm....
  19. i could not reproduce the failure to have a zero weapons loadout so far. if you can reproduce it and provide a track it would be appreciated. Like i posted before in my edit, i could get kind of the failure when "aborting" the re-arm process. But i did find kind of a workaround when the game is not updating the WPN page for a new loadout. If you put the power lever to idle, wait for the MPDs to go blank and then put the oower levers back up, the WPN page will be updated with the current loadout. seems a lot like a bug to me, but works atm Tip: laser can only be activated from the CPG seat, WPN -> UTIL page K
  20. too long i think i dont fully understand but i guess you mean like it is with instant mode atm please no Like Raptor9 and Swift suggested: just this. New trim mode, call it "delayed" and put a user option for 0 sec to say 4 sec range, with 0.1sec increments and all is good. K
  21. yeah i also had some strange behaviour of IHADSS image when alt-tab-ing back and forth. One time the whole TADS image (FLIR/TV) in the IHADSS was missing. Alt-tabbed out and in twice and it was back to normal.
  22. SP or MP ? cold start or hot start? Pilot or CPG? (from the pic i would assume Pilot) after rearm direct at start / after rearm during mission / or pre-equipped ? .... there are a lof of factors one can try to rule out at first, especially if you can reproduce the possible bug. please try to provide some more information or (as everyone should when posting bugs) a track file. thy K edit: just tried a re-arm right after a hot start on the marianas map (quick mission: fire range). If you take off/ turn heli during re-arm, and the "re-arm complete" was not sounded by the ground crew, the WPN page MPD will not update and stay in its last state. On my test this was switching from 4x3Hellfires to 2x3Hellfires and 2xRocketpods. Taking off just before the ground crew finished, the MPD WPN did not update to the new weapons. as soon as groundcrew sound "complete", MPD WPN page updates.
  23. just did some testing. Hot Start on Nevada, Caucasus and PG. Had no time for a test with a Cold Start, maybe tomorrow. Putting my findings and thoughts on this in orange, so it can be better followed. This is just my opinon/thoughts and i dont know how it should work (or is working in a real Apache). Hope this might help for further investigating...
  24. sound a lot like a "power out" from my guess. Cant replicate without a track file. pleaaaaaaaase put up short tracks when reporting bugs. refer to this post On the topic: please check if your Power Levers are bound to an axis or a key command (to set them for idle). If power levers are idle and APU is off, the E-UFD should still be showing warnings/advisories/cautions and the comms... at least as long as Battery is activated. And you should get a "deedle deedle" warning (i think cause of generator and/or rectifier fail !?). Like i said, just guessing here. Maybe check all your controls and un-bind Power Levers (buttons and axis) and try again. Cheers K
  25. i think it was reported earlier but could not find it on a fast search of the forum: MSL TYPE? appears when George sometimes switches the missiles from SAL to RF - this seems to happen from time to time reason unknown afaik (which was reported). You need to jump to the CPG (key 2) then and manually switch missiles back to SAL. MSL NOT RDY should go away after missile is spooled up (sometimes 3-4 sec after WASing). George seems to de-WAS hellfires sometimes after an engagement (which is beeing investigated) and then it always takes times to get the MSL rdy. And again (3rd times i think) my note...might put it into my sig : imo, HF in military terms is in most cases the abbreveation for High Frequency. Can we not just use the term MSL for hellfires when talking about the AH64D!? thy (dont take this too serious ok ^^) EDIT: tried to watch your track from earlier, but the track seems to be broken - maybe cause of patch. I even disabled all my control inputs, but the helo always crashes shortly after startup -.-
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