

LorenLuke
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Everything posted by LorenLuke
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Whether the divorce is inevitable, at least the courts can enforce that the losing party pays child support so the kiddos get the Christmas gift they were promised by one of the parents. If the contract is for a finished F-15E, I'm sure it'll be enforced after the courts decide.
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What am I, chopped liver? Glad to find you got it working though, @GeoS72
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It may be the logic limitations of the game's code itself that the AT-11 Sniper is a cannon-launched guided projectile, and not a 'guided missile' being shot, therefore not triggering the MWS.
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To be fair, it did see action in the second Chechen War.
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Lunar Sale | Su-25A Announced | MiG-29 Pilot Helmet
LorenLuke replied to Graphics's topic in Official Newsletters
I mean clicky cockpit with systems. And while I am just as willing as the next guy to fart on ED's F-35 modeling methodology, I also believe that anything that is not quite an ideal simulation, but can or does move us towards a higher fidelity of simulation and away from any arcade-y elements that we have currently, right this moment (Combined Arms looking at you), is ultimately a win as delivering that kind of product means we end up closer to that simulation fidelity that we all want. -
Lunar Sale | Su-25A Announced | MiG-29 Pilot Helmet
LorenLuke replied to Graphics's topic in Official Newsletters
Even if it's not clicky, though I'd love a Full fidelity frogfoot (FF FF?), I do hope that the extra effort has them update the controls beyond the FC3 standards, just to increase the fidelity of the module a bit, e.g. wheel brake axes. -
I tried the track, but couldn't seem to get it to work (I wasn't able to assume control of the aircraft). Just as a quick offhand, did you try turning off the hellfires before switching the laser codes? I believe the have to be in 'Standby' for you to change the laser codes, beyond just switching primary/alternate.
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If you think HE's playing word games with this issue, just wait until you see what both sides legal teams do. Also ED is accusing RB of unlicensed use of their intellectual property. Do you pay employees that take from the till?
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I'm just sad about what could have been without this nonsense, especially since we didn't get what was advertised. Remember Ron saying 'The year of the strike eagle!' every week for half a year since they announced it, and we didn't even get nine months.
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Wait, a third party is doing the F-117? Where was this said?
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I'm honestly surprised that this was the decision to go with, or that the amount of data purported to be available would be much less than some of the older, or even retired systems. I'm almost certain that something like an F-117A would have far more documentation given its older age, retired status, compromised make from being shot down, and far less likely to receive raised eyebrows and backlash that the F-35A has, while still being one of the more prolific stealth fighters in existence, an absolutely perfect candidate to go with the development of the Iraq map, and something that I'm sure would sell equally well.
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In the Kiowa manual, the following procedure is provided for changing the user's 'Callsign ID'. nullWhile others can receive spot reports and the like from this will use this updated name. However, messages cannot be sent (that I know of) to this new callsign, as the menu retains the old callsign (I cannot find a way to change it), If the player changes their callsign back to their original, they can receive messages in this way once more, but that seems to defeat the purpose of being able to change your callsign at all. Attached below are two tracks from two separate kiowas in the same multiplayer mission demonstrating this, Anvil 1-1 and Anvil 2-1. Could someone ensure the menu updates with these changes, or if this is not a bug, otherwise address either how to change the available recipients in the datalink menu so that they can be messaged? Anvil11.trk Anvil21.trk
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I would imagine from how the track system functions, and the fact they have diagnostic tools that let them take tracks apart in detail, that ED can see what buttons you're inputting, regardless of if they're tied to any controls or not, as well as what buttons you're pressing go to. Worst case, you put a track and they say 'sorry, we can't help.'
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Apache AH-64D Flight Model and further Development Status in 2024?
LorenLuke replied to Terrifier's topic in DCS: AH-64D
Still there, but to me (though I don't fly it a whole lot) it feels like it's slightly less than it had been before. -
How much left rudder are you applying when you take off?
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Mentioned here, below. That said I don't think that merely the animation is backwards, but also the functionality too (getting the switch to go up/down with L/R click does the same thing as when it moves up/down via binding, and all 'up' are consistent with each other, as are all 'down' animations).
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There is a GPS correction for the bird, as far as I'm aware, and I believe there's also a (not yet implemented in sim) method of fixtaking for the aircraft as well. Consider the fact that it's a helicopter and is designed to operate around a relatively known area rather than transporting or hopping long distances. I would imagine there's plenty of mapped and studied features that the flight crew know to help them know where they are, even in absence of a radio beacon. Additionally, consider that perhaps finding a ship at sea isn't a Kiowa's job, and even if it was, there's plenty of other methods in the US military to do so and pass that information along.
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Button binds for Copilot and Pilot Radio Channel Select Switch - AFT [CH DN] and FWD [CH UP] are reversed. WPN, ASE, and INIT switches will display page when held down, EVEN WHEN THERE'S NO POWER TO THE AIRCRAFT. Possible User Error on my part, since it's been a while, but: CoPilot monitor Init button displays init screen, rather than L2MUMS display. Definitely user error of some type, I think. That all said, these are tremendously minor in my opinion, and y'all have done a great job with the bug fixes and QoL stuff (e.g. diagonal slewing), in this patch.
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If you look at your VPC configuration tool that you have for virpil stuff, one of the things I noticed is that any joystick device is labeled by it's base and then you gotta be like 'This has a constellation alpha grip on it' or whatever, somewhere in the menu. So even if you use the same grip, it's considered a different device (which would have different binds) because the device is the base itself. The good news is that if you bind it the same as you had before, it should behave the same as well (as far as I know, anyway; certainly as far as the laser and shooting the hellfires are concerned).
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While technically correct, I feel that your missing the point as they see it. While you don't need a lase, strictly speaking, you do, however, need either an acquisition source in constraints, or valid laser energy detected and in constraints. If you don't have the first one (which someone just beginning to learn the module may not know how to do), then a laser is required. A self-lase dead ahead is the most rudimentary and straightforward way to obtain a valid launch condition, and is likely what is meant in this case.
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Likely referring to the TEDAC, and (kilo) hellfires requiring a lase of some sort to track.
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It would be, methinks, except that they claim they lost the big box when following through with the trigger pull, which makes it seem like there's some sort of bind that loses the laser, unless I'm completely misinterpreting what's being said.
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I'll admit that I've fiddle with the software a bit so I'm not completely sure your bind outputs are the same buuuuut, I figure I can try to clarify for absolute clarity, since I have the old Alpha and the binds are slightly different from the modern pro model. First off, the trigger guard setting doesn't apply to using the TEDAC Right- and Left-Hand Grips (RHG/LHG), but the pilot stick. The Copilot does have one of their own, but most of the functions on that stick exist on the TEDAC hand grips, and those should be bound instead. The in-game trigger guard should be something you only worry about in the pilot's seat (and only if the special setting is enabled for it, which I don't think it is by default). For the Copilot/Gunner controls using my constellation alpha: The first trigger, when flipped forward is bind 1, when pulled it's bind 2. When the second trigger is pulled halfway it's bind 3, and when pulled until it clicks and stops moving is 4. Bind 2 to the second detent of the laser (RHG trigger, second detent) , bind 3 to the weapon trigger first detent (LHG trigger first detent), and bind 4 to the weapon trigger second detent: null Nothing: Lasing only: Shooting: null
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Try binding the first trigger pull on your Alpha (the flippy trigger) to the RHG trigger (LRFD) second detent, and the second trigger on your alpha (the back one with two detents) to the LHG trigger (weapons trigger) first and second detent. To launch pull the flip trigger back to get a lase, and then with a big box, pull into the first detent of the second trigger to launch the missile. This is how I have my alpha bound for the CP/G Seat.