

Floydii
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Lighting in Ricardos cockpit broken with newest patch?
Floydii replied to Red_Donkey's topic in DCS: Ka-50 Black Shark
No issues noted here (Day flying only though). -
I'm with 3WA, a KA-50ED would be great, but as a separate aircraft in the game (likely part of the paid update). That way the mission designer has control over exactly what version we can use. As LLTV and FLIR rendering already exist in game setting the KA50ED to use them would not be a massive programming hurdle and there are plenty of un-used switches that would make further mods to the cockpit unnecessary. I don't expect ED to model a whole new suite of avionics, just the ability to switch to LLTV/FLIR and change polarity.
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Bottom line and full disclosure up front: I support abstracting a Low Light Television (LLTV) or FLIR setup in a separate version of the KA50 along with the ability to designate NATO compatible laser codes. The KA50 in DCS is not a production model, in fact it appears that only very limited numbers of the single seat KA-50 (the model we have or N/Sh, and not the two-seat KA-52) variants were ever produced.* The only combat time these aircraft have seen in a pair deployed to Chechnya effectively for combat testing in 2000-2001. Effectively what we are flying is a pre-production aircraft, and it looks like the paid ED upgrade KA50 will be a subsequent test bed fitted with Igla AAMs and some better self-defence systems. My understanding is that the reason these specific versions are modeled by ED is that they are the ones they could get sufficient realworld physical/documentation access to and nothing indicates either are fitted with LLTV/FLIR Shkval. As far as night attack capability goes, this post shows either the KA50N or KA50Sh.** From research, it would appear that these models have significantly revised cockpits and controls to account for a whole other set of optics. Additionally, the renders for the paid upgrade show no change to the physical setup of the KA50 Shkval, which suggests its the same old day TV only sight and therefore only limited (if any) updates to the cockpit). So, the question becomes: are players happy to forgo some realism to simply give the Shkval a LLTV or FLIR capability? Because, unless they historically managed to shoehorn a Russian built LLTV or FLIR setup into the original nose cavity, its going to remain day only.*** This FLIR/LLTV capability could be accomplished in the current cockpit by re-purposing an unused switch around the Shkval controls to toggle day/night mode and ripping off the SU25T LLTV/FLIR rendering already in game. The same could be done for the Laser Designator to get it to produce US compatible codes.**** To do this, there would be three different versions of the KA50 in game (sort of like how we have A10As and A10Cs): The version we currently have now, the 'authentic' upgraded version that will be released as a paid update (Day Shkval only) and a 'plus' version that is the authentic version with the addition of LLTV/FLIR and NATO laser code compatibility. For those demanding the experience of flying a one-off prototype helicopter in all its tacked-together glory, the first two versions are available. For those that want a 'what-if' variant that fills the gap of an all weather attack helicopter that can allow buddy lasing scenarios, the 'plus' version can be placed in missions. Fundamentally, this comes down to how willing the community is to accept some abstractions in the KA50. Having multiple versions removes the complaint of purists being forced to fly a version of the helo that didn't exist. MP servers can place whatever version they want in to satisfy their needs. Notes: * Likely less than 40. I note this is a best guess based on internet research as it would appear that single aircraft may have been modified over time to become new versions ** The top one appears to have a re-positioned Shkval in addition to a FLIR turret (N model) while the second is likely an Sh model. Or, they are both prototype Sh models.. *** Russian designed LLTV/FLIR optics contemporary to the KA50 are bulky and required the significant modification of the nose as per the KA50Sh **** I note that the SU25T (and A10A) is able to detect code 1113 from NATO aircraft and JTACs, which indicates that ED are willing to abstract this mechanic for gameplay purposes. Donald, David, and Daniel J. March. "Ka-50/52, Kamov's 'Hokum' family". Modern Battlefield Warplanes. AIRtime Publishing, 2004. ISBN 1-880588-76-5.
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Based on a similar question I asked about the current pod coord not matching anything else (including the Harrier's own nav system)here the current solution is, rather unhelpfully, 'do maths' Granted that isn't the answer you probably wanted (It certainly wasn't what I was after). Until RAZBAM improve the functionality of the pod /nav system, you will need to do manual conversion.
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RagnarDa, in answer to your question, that is what we mean. Unknown's posts of what is happening match mine exactly. Custom F10 generated carts do not allow use of Bx points if they are not inputted on the map*. I've found a (less than ideal) workaround though. In short, load the Mission editor cart THEN your custom F10 cart. The Mission Editor cart includes all Bx points by default, so when you load an F10 cart that is missing them, they are already inputted (the CK37 doesn't appear to erase points if the most recently data cart doesn't include them). From here the usual initial fixing of Bx8 to the centre of the radar display works fine and all is well. Now, Ideally the Bx point entry on the F10 data cart should be automated if they are not stipulated on the F10 map*. This is for the simple expedient that mission editor carts do it, even if you don't include them and not automating it with the F10 Cart just adds extra work that would normally be done by someone in Squadron Operations, not the pilot. Bx points don't mess with fuel plans or anything, so having them in the background shouldn't be a problem for a pilot that isn't using them for their mission. Further to this, please do retain the Bx8 Fix going to the centre of the radar display, in the absence of a plans team to do the maths on where Bx points should be, the main way DCS viggen pilots set up RB15 shots is fixing to a radar target. Obviously if a qualified Viggen Avionics tech or pilot says otherwise change it.. but the current extrapolation is fine. ---- *To the point of adding points on the map, can you please update the manual to clarify the exact syntax required for these marks, as it appears to not be officially stated anywhere. so I couldn't tell you if Bx works if put on F10.. because I don't know what to put in the map label (BX8, bx8, Bx8?). ** More complicated scenarios are easily catered for by allowing manual input of a BX point in the CK37 in response to getting the coords of the target group from another source (recon viggen or some such.
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As the title says, you can't select Bx points on the CK37 after loading a data cartridge that uses F10 map marks (The plan didn't include any Bx markers, but in the past this hasn't been required). This is from a cold ground start. Instead of seeing Bx8, for example, you get B2, which is not near the normal B2 and outside of 40 Swedish miles. This problem affects both Multiplayer and Singleplayer and is a definite change from earlier versions' behaviour (ie, I'm not doing anything different in regard to process in the cockpit). Air launches in the mission editor work fine with Bx points fully selectable.
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It would be good to set it on the kneeboard while on the ground. That would make sense if it is a groundcrew task.
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Great video. It'd be really helpful if you made a montage with all relevant tankers.
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Look, yay maths and all that, but I just want to be able to read the numbers to someone without anyone having to do conversions prior to entry.
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Just a small quality of life improvement: Is it at all possible to change the displayed TPOD coords to DD,MM,SS lat/long to match the rest of the aircraft's nav system? Right now its decimal(which is a right pain to convert), though I suspect the pod could be switched to DD,MM,SS or even MGRS IRL.
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Checking it against the F15 to see if it functions (albeit in the same way as other jammers ingame) would be the best option as the radar clearly shows jamming.
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'Attack' mark on F10 map not giving correct QFE
Floydii replied to Floydii's topic in Bugs and Problems
(Third time editing) Thanks Ragnar, that fixed it. I note that 'ATTACK' (in Caps) is the only phrase that works On that point, where is the guide to the new F10 map planning and TOT features? -
Using an 'Attack' marker to auto generate a flight plan for loading via the kneeboard currently shows the target QFE incorrectly. It always seems to be 999.2 regardless of actual target elevation or weather conditions. Additionally, deleting the 'Attack' marker and inserting a new on does not update the kneeboard (this is after moving to a different plan and back to 'Attack' plan to refresh the kneeboard display). Previously it would give the correct QFE for the target IOT allow the setting of the altimeter for CCIP deliveries etc on a given target. It doesnt' do this any longer.
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It appears that when AIM-7s and AIM-120s are mixed on the four fuselage stations and at least two sidewinders (or a version of amraam not carried on the fuselage) are carried on the wing stations, you can only switch between 120s and Sidewinders. I note that when no wing pylons have missiles on them, you can mix the four fuselage pylons however you please and can select all missiles. The gameplay issue is that you can't effectively use mixed missile loadouts (or even some of the default loadouts) because the AIM-7s aren't selectable. Has anyone else had issues with this? is it a previously reported bug?
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On that, the left main gear seems to fail ALOT. I had two consecutive zone 1 takeoffs (rotating based on the hud velocity cue) where the left gear remained down after the others were retracted. I am unsure if this is overspeed, whacking it by accident as the aircraft rocks a little during take-off, or possibly cornering to fast on taxi. As per the others here, no warning light.
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[FIXED] TERNAV not functioning properly in 2.5.3.24436
Floydii replied to whartsell's topic in Bugs and Problems
+1 I'm not seeing 5 at all now. Do we have to turn TERNAV on as part of start-up now? -
Is there a ECM/Countermeasures guide available that discusses the correct usage of these systems as currently modelled in the game? I see alot of discussion about how 'this switch is wrong' and 'that doesn't do what is says in the manual'. Which is great for getting it right eventually, but doesn't really help us play any better. TBH, I'm just interested in getting the Jammer to jam when required, Chaff to dispense when you get locked up and flares to be spat out when I tell them to.
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At short range I can make out Runways and taxiways, but Its at 10-15km max. I agree that large object radar returns would be great, especially for Nav. However, from what the Devs are saying, it isn't really a feature of the real Viggen to pick up individual vehicles etc amongst ground clutter.
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Why does the Viggen struggle to maintain flyable airspeed above 15,000ft even at full military thrust? I'm curious as other jet aircraft in the game seem to get along just fine up to 30,000ft while the Viggen basically needs to be tapped into zone 1 Afterburner constantly to maintain airspeed over 350kph IAS. Was the real Viggen actually this poor a performer at altitude or is there some sort of simulation modelling issue that is causing this subpar performance? Was the engine somehow optimized for low alt performance at the expense of flying at altitude due to the Viggen's anticipated mission profile?
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Thanks for the response RagnarDa :) If that information is not in the manual, could it please be included?
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What determines where the B-Scope radar display is focused? Is it a set point in front of the aircraft based on the radar range setting? Is it based on the currently selected steerpoint or radar crosshair? The B-Scope is really good for identifying things like airfields etc, but I'll be damned if I can figure out what determines where it looks at on the ground as the manual skirts the matter everytime.
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[DCS 2.5.2.19273 #6] Wheelbrakes axis still not working
Floydii replied to tibononoX's topic in Bugs and Problems
It's still not working. -
Setting Attitude hold (and then disabling it) will also immediately trim the aircraft. Useful for tanker line-up and after releasing weapons from one wing only.