

SickSidewinder9
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Everything posted by SickSidewinder9
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POV hat in cockpit view is disabled with headtracking
SickSidewinder9 replied to SickSidewinder9's topic in General Bugs
Already bound a center when held button. That's not the problem. It's moving around the cockpit. I'm working on it. -
need evidence A-G changing to the gun using UNCAGE
SickSidewinder9 replied to nickos86's topic in Wish List
Does the cage button do anything apart from locking the sidewinders? -
can not reproduce Mk82 High drag CCIP falls long.
SickSidewinder9 replied to bmbpdk's topic in Bugs and Problems
It may have been a bug fixed in the last OB update. I think they did fix it. -
For the last part, there is an attack azimuth I thought you could set for GPS guided bombs. It shows on the MFD, but nothing happens when you press it. A gps weapon can attack from a different direction than the launch airplane. Or a cluster shot would just be lined up better (what I was trying to do).
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I'm trying to use head tracking, and I'm not loving it right at the moment. I created another thread about how it kills my POV switch, even when toggled off. With a certain padlock improvement, I might not even need it: Allow the view center button to work while it's held down. It can be totally disorienting sometimes when padlocked to a target, especially a bandit, but being able to glance forward by holding the view center button would fix that. The F-16's clear cockpit dome just doesn't have any reference points. I have no idea where my nose in pointing. I'm sure IRL, a pilot would subconsciously glance forward, or at least have the proprioception to know where they are in 3D space, but we don't have that sitting at a desk looking at a screen. I pilot IRL would just sense they are looking over their left shoulder a certain amount, or whatever. Part b: also maybe make view return to center/where it was when padlock is turn off. Right now, it just stays where it was. Ugh.
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POV hat in cockpit view is disabled with headtracking
SickSidewinder9 posted a topic in General Bugs
Maybe this is on purpose, but I can't use the POV hat with head tracking on. I just downloaded OpenAI and Open Track and I'm figuring it out/getting used to it, but it's a little weird. I'm middle aged and I've never used a head tracker before. I'm getting nauseous, lol. There are times I would like to just have it off, I think, but even with the hotkey in Open Track to toggle tracking, POV still doesn't work. It works on external views just fine. Head tracking doesn't seem to effect that. I'd like to still have to option of using my POV hat. Especially poking around in the F-16 cockpit. It's kinda hard for me to get the headtracking to allow me to look in all the corners or it doesn't stay still enough, etc. Not really sure why that's a thing. The free look with alt-C doesn't work either. TL;DR version: Trying to click on stuff with head tracking can be hard, but having any head tracking software disables my POV switch, even when toggled off. -
TBF, the F-16 (or most any fighter jet) is basically a fuel tank, an engine, and a cockpit. It is annoying though. A few BTR hits to the tail and all your fuel goes bye bye without even a vapor trail to say goodbye. Anyway, the new drop cues for A2G seem different. The circle flashes, I hold the pickle button, it doesn't drop. Then I have to wait for the little horizontal line to come down to the FPM again. Is there some kind of manual range cue? Also, when are we gonna get attack vector for GPS bombs? Figured JSOWs or CBU's would have it by now, but they don't. And is it me, or did SFW's and the like get less effective? Am I just missing? Just been messing around with the Instant Action mission that starts hot on 31 at Vazani and attacking the ground targets available.
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need evidence A-G changing to the gun using UNCAGE
SickSidewinder9 replied to nickos86's topic in Wish List
That would be amazing, because changing A2G weapons is oddly difficult. Is that what it is IRL?! -
Yeah, I don't see it.
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M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
SickSidewinder9 replied to daemon1808's topic in DCS Modding
Oh, ok, thanks. -
can not reproduce Mk82 High drag CCIP falls long.
SickSidewinder9 replied to bmbpdk's topic in Bugs and Problems
I am also having this problem. Been trying low level snakeeyes runs and can't hit squat. I try it CCIP and pickle right when the little circle is on a target. And yes, it usually seems to go long. -
Fuel tanks are too hard to destroy
SickSidewinder9 replied to SickSidewinder9's topic in DCS: Syria Map
OK, great, but this is for a campaign I've been playing, not my mission. And I would have to look up how to do that to edit it. Anyway, are they ED objects or custom to Syria? -
M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
SickSidewinder9 replied to daemon1808's topic in DCS Modding
When you say buddy lase, does that mean I can lase and order my wingman to attack? Because that is sorely missing right now from DCS. -
not only should that be a thing, but IMHO empty tanks should be available in the loadout selection. That way if the mission starts in the air, you don't somehow magically have 12,000lbes of fuel and full external tanks.
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correct as is External lights are broken
SickSidewinder9 replied to AutomatedBoredom's topic in Bugs and Problems
That's weird. Was hoping to basically just have the bit that illuminates the tail/belly/whatever. I find it hard to believe that's real. Those red and green lights can go for miles; just look at any airplane passing overhead. -
correct as is External lights are broken
SickSidewinder9 replied to AutomatedBoredom's topic in Bugs and Problems
You can't have just the "formation" lights (whatever they are, they aren't green tabs) without the gree/red lights? That seems odd. -
SU-57 Felon EFM Build
SickSidewinder9 replied to cubanace's topic in Flyable/Drivable Mods for DCS World
Need FC3 for this? -
Fuel tanks seem way stronger than 1 would expend them to be. Like 1 500 pounder should set 1 off and start a chain reaction that blows all the nearby ones up. Right now 500 pounder on a delay makes a scratch. Really messing up a campaign I'm trying. Not sure if it's an ED object or something particular to Syria. Pretty weird and frustrating.
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need track replay TGP not slewable. What is "RATES"?
SickSidewinder9 replied to moggel's topic in Bugs and Problems
AA mode is different functionality of the TGP. It is slaved to the radar, basically. If you were looking for enemy radars with the HTS, why wouldn't you be in AG mode? -
Missing bind for the altimeter pneu/elec switch
SickSidewinder9 replied to ry-ballz's topic in Controller Questions and Bugs
Would also be nice if autostartup switched it back to elec. Autostart isn't quite complete. -
Kinda makes sense though that basically any hit would result in a fuel leak. The F-16 is pretty much a cockpit, fuel tanks, and an engine. Most fighter jets are.
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I wonder if this is what was causing the problems I mentioned in other threads. Haven't been able to reproduce, but it could be a weird setting the first steerpoint type of issue. It comes and goes.