

LorenLuke
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Everything posted by LorenLuke
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Default Laser Codes (Kneeboard + Hellfire)
LorenLuke replied to Sapper31's topic in Polychop-Simulations
Can you not use the rearm menu to set the laser code for the pod? -
I don't care if this is a setting that mission makers can turn off, but allow for some way to access the data cartridge menu while on the ground and in the jet. Servers like Contention or Grey Flag have dynamic missions that pop up and can't really be accepted outside of one's aircraft. For this reason, the ability to interact with the mission planning interface (waypoints, etc) in the future, route-planning version of the DTC workout leaving the aircraft to do so, and for subsequent quick editing, saving, and export to flight members, would be most welcome.
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The weapon is selected, but it's not 'Actioned'. You cannot select a weapon this way, and must use the 'Weapon Action Switch'. You will know that the weapon is actioned (not just selected) if the ARM/SAFE box in the weapon page has several smaller boxes inside: null
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Firstly: while I don't think it's the case that Boeing would want this, I ultimately don't know what is actually the case in real life. That said, the point of the flight model is to make it realistic, not necessarily what's 'easier'. If the more difficult, regressive, twitchier yaw channel is more true to life in the real aircraft than what we had before, that's the one that should be implemented in the simulator. I very much remember when the LMC ground stabilized when you turned it on and now it doesn't; it's not as easy to use anymore, but it is more realistic. This is how it should be. Now, yes, everyone (including the experts!) agree that the flight model needs improvement, but just because 'They think it needs to be better too' doesn't necessarily mean the areas they think it needs improvement in (e.g., crabbing) are the same areas you do (unstable yaw channel). My point is, I'm sure that they're trying to make the flight model as real to life as they can regardless of how 'easy' that ends up being. Because this game is ultimately meant to be a simulator as close as they can reasonably get, not some arcade airquake with simplified controls.
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The back seat (pilot) cannot use or control the TADS. Only the front seat can. The switch for TADS in the back seat is there so that the helicopter manufacturer can use the same part for both cockpits, but the pilot's TADS switch is not connected to anything.
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I know for firing Rockets, it's something like over 100-110kph. I imagine it's not too different for the X-25.
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If you turn on the 'LMC' switch under the CPG's display, it'll keep it focused on a point a fixed distance away (at the last laser range).
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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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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.