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Everything posted by Poptart
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What deloy is trying to tell you is that no one view is correct because human vision doesn't work like a monitor. While I've only sat in the apache cockpit a couple of times at an airshow, I spent a lot of time in other cockpits. With both eyes open a human being can see about 180 degrees horizontally. But visual acuity depends on focus and the distance from center. At 180 degrees you're only going to be able to detect fast moving objects at the edge of your vision. At 130 degrees you can discriminate colors. At 60 degrees smaller symbols become legible. At 5 degrees you can resolve very fine detail. So taking your screenshots as examples, both are wrong because sitting on a taxiway you would be able to easily resolve the lettering on a taxiway sign in the distance. At the same time, if you're just sitting in the cockpit without a focus on any particular thing, the widest field of view might be appropriate if you're just looking out for people standing right next to the aircraft. None of the screenshots are accurate as to the IHADS either. Edit: As far as the angle is concerned, I remember being able to just see over the boresight and being able to see the top of the person's head in front of me in a normal seating position at 5 feet 9 inches tall.
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Looks like the coop rockets are working with the latest hotfix. I'm getting on target hits at 6k meters in coop.
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If you're particularly greedy you can use the PNVS (with the NVS SELECT switch) as a gunner and the TADS as a sight.
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The multithreading is SOOO good. I have a very good GPU but an old i7 so the frame rate increase is pretty dramatic. I was at 60-70 frames on my test mission before and I'm at 100+ now. Motion blur is broken and there are some problems with depth of field in third person but otherwise it works great.
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You added a JTAC with a script or using DCS tools only? Did you go through enough prompts in the comms menu to get the JTAC to turn on the laser? Did the TADS slave to the acquisition source? Did the seeker have a lock on the laser designation before you slaved? Were you within 8km? Pointed at the target? Lots of variables.
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What is the Apache sound/detection range at low level? (approximately)
Poptart replied to sirrah's topic in DCS: AH-64D
In game I found it to be about 3km. -
And here's the tacview from those two shots. Green line to target. Hover fire: 22 knot running fire:
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Interesting. My rocket steering cursor is solid at 6k. If I do running fire at 5k the rockets fall well short. Hover fire from the CPG at 4.7k give me the same result. Rockets fall about 1km short. I wasn't able to reproduce the gun issue so maybe a glitch on my end. But I do have the tacview which is what I saw in game [i.e. gun shoots and no ground impacts]. [Edit: I had my units mixed up. I was at 1.5nm, not km. I'll try again at 3km.]
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Just checked again. The only way I can do a no pedal takeoff in 2.8 is if the FCS adds left pedal. No roll (left or right) at 120 knots. Oscillations seem to start after going more than 90 knots. The oscillations are impossible to correct with collective only. This is an apache on the test fire range with 65% fuel and all standard rockets.
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I read that after my post but it is clearly not the case. I flew the same profile back to back after updating and the changes are fairly obvious and repeatable. Maybe the changes are caused by modifications to the background sim but there are changes. The oscillations occur between 40 to 90 knots. There is no one speed because the oscillations also cause changes in speed. I've attached a photo. In the photo the helicopter was trimmed but otherwise had no other inputs. The oscillations occur both with and without ATT HOLD. Using very gentle application of collective no pedal takeoffs were possible. I have another photo of a 5-foot hover with only aft and left cyclic. Doing that now would result in a spin. I was unable to replicate any kind of adverse roll behavior at various high speeds.
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Hey all, Even though the patch notes don't say it, it's clear that there have been some flight model changes with DCS 2.8. Here's a breakdown of what I am seeing: Effective Translational Lift is much more gradual now, both speeding up and slowing down. Previously crossing the 30 knot threshold would result in a significant change in lift that you needed to take account of. The effect is now more gradual and seems to scale with speed. As a result it's much harder to put the aircraft into VRS when transitioning to a hover from high speed. In forward flight there is a wicked oscillation of the nose up and down that makes altitude control much harder especially with the collective FCS on. This oscillation cannot be trimmed out and needs to be counteracted with cyclic. This is pretty noticeable when exiting a hard coordinated turn. Crabbing in level coordinated flight with no wind has been reduced, especially with no stores. Tail rotor thrust has been changed again. In 2.7, I could take off with virtually no left counter-torque. I now need to add a touch of left pedal to remain facing forward. FCS changes: The collective FCS no longer seems to be trying to keep you at the same altitude. After a few minutes flying it seems to wonder aimlessly. It is now much easier to fly collective FCS off. Attitude hold will now bring you wings level in forward flight if you are close. However those discussed oscillations will overpower the attitude hold at some speeds. The collective FCS still exceeds its bounds. Climbing seems to be much easier. Especially at speed. I was able to reach 4,000 feet quicker than I ever have in the apache. Uncommanded roll while at speed seems to have been entirely eliminated. I was able to reach 170+ knots with no ill effect to roll. I also could not detect any retreating blade stall. Gun rounds seem to de-spawn after about 1.5km. They do not complete the arc to the ground. The ballistic computer does not give any out of range warnings. The ballistic calculator for rockets is still off. It will show a good solution at about 3.8km @ 1,000 AGL. Actual range is closer to 2.2km @ 1,000 AGL. George now has a setting to WAS no weapons.
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In real life, the JTAC would never ask you to call spot for a LOAL shot where you are behind cover. For the purpose of the game you can call it whenever you want to advance the dialog.
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I've heard that actual pilots don't ever touch it. The only time it's trained to take manual control is in emergencies. Not sure where I heard that but maybe an actual pilot can chime in.
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How to track a radio signal from ground troops with the Apache
Poptart replied to Toxocara's topic in DCS: AH-64D
On the On the TSD. Using the INST function. -
We only have AGM-114K in the game.
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In real life it depends on the type of building. Hellfire uses a shaped charge that is intended to penetrate armor. A good portion of the explosive power of the missile goes to creating a molten jet of metal. It's not really a good choice to take down a building. I doubt it would ever be a tactical advantage to take down a building to get to an armored target behind it. Here is a building hit with three hellfires that is still standing:
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reported earlier Forward pitch induces roll
Poptart replied to Delta59R's topic in Bugs and Problems
Seem like they are trying to model retreating blade stall but the amount of force on the rotor is way too high (I should not be on the verge of doing a barrel roll when retreating blade stall happens. The helicopter should buffet and pitch up.) -
Check his view of the tads. He will not fire if the target is obscured or he has lost track of the target.
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need track replay External fuel tank selection issue
Poptart replied to slyvenne's topic in Bugs and Problems
Glad it worked! -
need track replay External fuel tank selection issue
Poptart replied to slyvenne's topic in Bugs and Problems
On the fuel page (A/C -> Fuel) you need to put in the estimated amount of fuel in the tanks via the XFER button in gallons (one tank is 230 gallons). Once that is done, make sure all the aux tanks are selected and the dot next to the word is filled in. I haven't had a problem with external tanks. -
VMC Takeoff and VMC Level Acceleration Takeoff - 90-knot climb attitude
Poptart replied to Mysty's topic in DCS: AH-64D
Attitude is the direction of the nose relative to the horizon. A 90-knot attitude is the amount of forward angle you have on the helicopter that gives you 90 knots. If you maintain this angle, changing the collective will only cause you to climb or descend (not accelerate). At 90 knots your stub wings are level with the ground and you are in your most efficient flight regime. -
I agree. In a real helicopter you can feel the movement and react naturally.
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I only get VRS with a high sink rate. Most of the time I see people forgetting the fact that as you decrease speed you get less translational lift. Thus when they slow down they also start sinking. You just need to be more careful about adding collective when you slow down.