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fausete

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Everything posted by fausete

  1. You need to use the wheel to visualise waypoints and to go to the waypoint you want to select with the asterisc.
  2. Hi, Do you have a video/TRK? We're unable to reproduce it internally.
  3. Hi! So this is actually not a bug. To select the waypoint towards which you're going, you have to press the asterisc button. What the screen shows in the middle (under VERS, towards in French) is the number of the selected waypoint, not necessarily the one in the wheel. There is actually a bug with control bindings but it shouldn't affect the internal logic.
  4. Hi, thanks for reporting! We caught it a bit too late but it's already fixed and will be in the next update.
  5. Fixed internally, thanks for reporting!
  6. Basically yes, remember you can always change the waypoint used for the alignment to another position you want to use after the alignment has started. Cheers!
  7. Hi! So the alignment starts when you press the asterisc button and takes the coordinates that are being shown in the screen of the INS as initial coordinates. So if your starting coordinates are correct, just press asterisc while in PP display mode. If they are not, you will have to introduce them into a waypoint in the list, have the display option POS selected and the waypoint with the correct starting position being displayed when pressing the asterisc to start the alignment.
  8. Hi again, sorry this is still happening. Just to be 100% sure, you are deleting the Saved Games\DCS.OpenBeta\Config\Input\Mirage-F1CE and Saved Games\DCS.OpenBeta\Config\Input\Mirage-F1EE folders, right? Does this happen with any other module if you have another?
  9. The info is already in the manual as far as I can tell. Check subsections 'Patterns' and 'Landing' in chapter 'Normal Procedures'.
  10. Hi guys. We have reworked the pitch control to reduce sensitivity, I think you'll find that curves become much less necessary after the next patch. More than an FM issue it's an issue of how a 'home' control stick that has no trim movement or reaction forces is represented in-game (this is a design choice for the developer). Regarding lateral stability, at high AoA it's recommended to use the rudder. We've also reworked the NWS controls and the result is a more satisfactory behaviour on the ground now. Keep in mind it will still be quite sensitive, according to how it is in the real aircraft. Some work on high AoA behaviour will continue to be done after this update. Also, @chichowalker is a former F1 pilot so he will be able to solve your doubts better. In general, the next update will change many things and I think you will like the changes.
  11. Hi @Leviathan667, Please also check your controls assigned to VR buttons or TrackIR. We are not able to reproduce what you described, that's why I asked to repeat the tests.
  12. Hello, can you provide a track please?
  13. Hi @Leviathan667, So basically the gun has 3 safety 'steps'. One is the master arm switch. The others are the trigger, which normally covers the weapon release button, and a further switch in the stick. Simplified arming logic basically allows you to bypass these 2 last safety steps (as in DCS it's a bit of a faff to deal with them). The issue you're having doesn't sound like something related to VR or IR. Would be great if you could just test it straight away: double check that the 'simplified firing logic' box is checked and then load IR and VR and see if it works in both cases. Then do the same with the box unchecked.
  14. Hi @Snappy, I was just providing possible explanations for sources of error in the sight. Nevertheless we are checking more in-depth as you might have actually stumbled upon a bug.
  15. To add more. In first place thanks to IvanK because you're almost 100% correct. Furthermore, the maximum distance the gunsight can use internally is 1600 m and the effective range is 1200-1300 m. Aircraft sideslip and roll rate are also not accounted for by the sight so, ideally, you'll want to keep those as close to 0 as possible when firing. Another source of error is the employed AoA: the aircraft calculates a high and low airspeed AoA approximation, and the sight only takes the high speed one so at low speeds you can expect errors of up to 1°. Also, target accelerations are not computed by the sight, unlike in a modern aircraft. Considering all these, a recommendation, especially for maneuvering targets, is to shoot the target along its length rather than take a pinpoint shot at it.
  16. Hi Snappy. We'll take a look at the TRKs but take what IvanK has said into account too. Another thing I can tell you is that there is an update of the control system incoming that will make steady attitude control (especially at high AoA) easier.
  17. Hi. Are you placing the piper on the orange square in front of the aircraft?
  18. You're more or less right IvanK. GYRO takes range and range change rate from the radar when a target is being tracked. It allows to shoot the target from any distance (not just from 300 or 600 meters). However, as it is still a classic LCOS, you need to stay in the target's plane of motion and match its rate more or less. Right now ANT is always a superior mode to GYRO. But, once radar noise is better implemented, a possible use of GYRO instead of ANT will be to increase the stability of the firing solution provided to the piper (reduce the noise of the solution caused by the radar).
  19. Hi, ANT is the radar gunsight.
  20. Hi! We're unable to reproduce this. We recommend you delete your mappins in Saved Games and try to bind it again.
  21. In section 5.2 "Alternators ventilation" of the Aerges flight manual, you can find the regions of the envelope in which the overheating occurs.
  22. Hey guys, regarding all these: 1) It is fixed now. Will be available in the next update. 2) The fixed logic will be available in the next update. 3) Was fixed. Will be available in the next update. 3b) The elevation reset function is not mentioned in any information source, so as far as we know it has to be done manually. 4) BZ mode is still in progress. "- C+M/SW button, pressing it twice does something to swapping lock targets?? Haven't noticed any difference between pressing a few times or just holding." This is not implemented yet. "- Antenna-Gyro switch, just behind the throttle, not sure what that does." The switch is now described in more detail in the manual. Basically, it controls the 2 modes of the gunsight: *ANTENNE: is a kind of a radar director sight, the piper can be simply put on the radar target symbol (the orange square) to get a hit. *GYRO: a classical LCOS sight, the aircraft is assumed to be flying in the target's plane of motion, and with the same speed. "- The dogfight modes are the same as "Rapid Gun" mode right? And so the radar should be focused around the centre of the jets flightpath marker rather than something on the horizon? Is that correct? Seems hard to sometimes lock folks above or below you when nose on." In TL mode the antenna scan center should be positioned 5 degrees below FRL, which is the radar installation angle. The radar datum symbol of the sight is the visual reference of the scan center in TL mode. This position was fixed recently and will be available in the next update.
  23. Can you provide a TRK, please?
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