Jump to content

LorenLuke

Members
  • Posts

    385
  • Joined

  • Last visited

Everything posted by LorenLuke

  1. From what I recall I've heard a couple of them say... The PDU goes from 'Pilot Display Unit' to 'Pilot Destroying Unit' when the airbag goes off as it's launched straight into their face at air-bag velocities.
  2. Yes, but you cannot set it to any number higher than 3. If you have four missiles, at least one must be set to the alternate frequency. With three missiles, however (e.g. after firing one), you can set it again to 3 and 0. Alternatively, is if you are on the alternate code, you can just hit the 'toggle codes' button and switch to the primary code.
  3. Will this make it to this week's patch?
  4. I believe it was mentioned that they'll receive this in the next patch. At minimum, HB is aware of this.
  5. The first two exist already with the L2MUMS system, as it's modeled, to view transmitted video The second one exists with the JVMF Datalink system, to send and receive free text and target points. The third one exists in real life, also through the JVMF, but would require ED to implement the feature in their own AH-64 module, which currently is not. The Apache to Apache Datalink used in game is a different system from this. The latter three will largely need to be done by coordination with a human player over voice communications, supplemented where necessary by laser guided weapons, using the Kiowa as the laser designator.
  6. I'm sorry that the REAL LIFE APACHE PILOT WHO ACTUALLY FLIES THE REAL THING AND ADVISES EAGLE DYNAMICS ON HOW TO MAKE THEIR MODULE MORE REALISTIC wasn't nice enough for you to listen to their answer. Because that's the way the helicopter actually works and functions. For clarity, this is like buying some sort of simulator for a 1998 Toyota Camry and asking 'Why does my car not immediately start when I turn the key to "start"? Why do I have to hold it down for a few seconds?' Because that's how the real thing works. That's just the way the aircraft is, and any further questions should be directed to the ghosts of the Hughes Helicopter Company and/or the McDonnell Douglas Corporation, which now are laid to rest on property owned by The Boeing Company.
  7. Yeah, it doesn't allow for keyboard binds in release at time of writing, but it can be bound to a non-keyboard joystick or gamepad device.
  8. Same button, but only when you're in thermal mode. There's HOTAS command to switch between television video and thermals.
  9. 150 rounds, shot in 3 round bursts, no reloading magazines required.
  10. The 'laser inhibit' only appears when you're more than about 170 degrees behind the helo. It's is done to keep people's eyes safe because the MMS is pointed backwards behind the helicopter, and may reflect all over the place by hitting the tail rotor, but more importantly, it tells you that the MMS is not at all pointed forward. While in the 'FORWARD' MMS mode, press the slave button a few times until the text says 'FWD' and the crosshairs are small, and it should slew to the fixed forward position. If that stops for whatever reason, just unslave it (MANUAL mode) and reslave it again, and it should work.
  11. Here's hoping Polychop have access to a deeper UI that can get that information and use it to move the camera to follow the drone's target.
  12. It appears to be just picture, but if you use the drone as a JTAC, I believe the camera will follow the current 'requested' target.
  13. My major concerns more anything Multicrew/Multiplayer and just a lack of 'smoothness' between states. The RPM gauges and the like appear to freeze when in AI flight, which, if they had SOME sort of logical response curve to being moved by the AI pilot, I'd think that would be good, as well as having some sort of spool time when handing the controls back (because again, they just 'jump' to where's proper for your controls position as if you were flying it the whole time). The other issue is, as aformentioned, multicrew/multiplayer where I've seen the airbags deploy midair when exiting AI pilot mode (possibly some frame lag, or just too different a state between the real controls and AI) when they absolutely wouldn't have in any realistic scenario. I don't much care about the hovering being inhumanly perfect, though I wouldn't mind a little sway/drift from things like breezes and the like. Additionally, it feels like the 'turn left/right' slews way too slow, and is generally unaffected by the 'AI turn speed slow/medium/fast' commands. Whether that's a bug or intended, if possible I'd like it to be more responsive if you hold down the button on 'AI turn speed fast' to have the turn rate of more than what feels like only three degrees per second.
  14. https://forum.dcs.world/topic/350940-multicrew-display-bug/#comment-5454530
  15. Make sure you have Force Feedback turned off in the options menu.
  16. (I believe this works for target , it does work for waypoints) The alternative method is that you can go to the 'New Target' page (under Nav Setup), and enter the target number to edit the target point, then there should be 'prepoint' along the right. Make sure that's boxed and hit 'store', and that'll populate it to the prepoint menu (not sure what happens if the box is already full). Additionally, the last created point is automatically stored to the 'M' prepoint position in the PPT dropdown list.
  17. The issue appears to be with the type of target. You have two scuds ready to fire with missiles up, and you're trying to track them. The cursor always seems to go to the centroid of the box, and since the missile is raised, the box is quite tall. Think of it as trying to balance a bagel on your finger: the only good spot is where there's a hole. So, for these types of targets, you'll need to do so manually. I'm able to maneuver the diamond around a target as I have my slew bound to two thumbstick axes. That said, it should still work for slewing through a target to one on the other side, so long as you don't let up on the button.
  18. Visually it doesn't seem to crumple/fall apart like others. For example you can come in tail first, bounce off of it, and it doesn't snap. That's the biggest (which is, admittedly, relatively small) thing for me on the damage model.
  19. It seems to be that happens after slaving in Pre-Point mode. I'm not sure if this is a bug or not, but this seems to cause the offset acquire and acquire on the move cursors to not move when attempting to slew. If you turn your MMS off and back on, it seems to clear whatever logic or variable is causing this behavior to be blocked. We'll see if this is fixed in the next patch, as I'm relatively certain it's a bug.
  20. I know I've had issue trying to get it to work, with cold-start aircraft, across a shared mission-editor setup AND manual set-up for presets, across UHF, VHF, and FM1/2 radios from no more than 30 feet away. Something's off, for sure.
  21. It can. I use the search bar and look for 'acknowledge'. Should have the 'ack' and 'recall' binds tied to it.
  22. This does appear to be the case, vis a vis prepoint. It seems though if you cycle the MMS off and back, the ACQ OM mode seems to work again. Though you're right, it seems the Point track/Offset Acquire and Acquire on the Move both break when you go to select prepoint.
  23. Mission Editor option.
×
×
  • Create New...