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Posts posted by 3000 Black Jets of Allah
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4 hours ago, Wizz said:
No matter what I do, in direct mode I can't get the Shrikes to track. I've tried the SA2 and SA6 radars, and using the correct seeker heads (Mk 25 and 49 respectively), and have tried all kinds of attack profiles. I'm getting good tone in all shoots, I'm firing well within the range and from various altitudes and angles - the missiles just won't track for me...
Edit: I just tried a Mk 25 seeker on the SA6, and although I got no tone both tracked and killed the radar. Something is obviously borked here and needs looking at.
I was finding the same yesterday, the Mk 25 will not get tone, but will track an SA-6 in search mode, while the Mk 49 will get tone, but will ONLY track if the radar is in track mode, if the SA-6 is searching the Mk49s (both Mods) won't track.
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20 hours ago, Bailey said:
Thanks. Updated in the Git.
It's any function that increments by a large number of decimal places, so the ones 0.3333333333/0.6666666667 etc. for some reason big numbers crash the plugin. I changed a few of them in the lua, but also a couple in the streamdeck software to manually have less decimals per press and it's working fine.
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2 hours ago, Bailey said:
Hey everyone! @ExoLight and I have put a little something together. They are away on business and allowed me to present our work.
The F-4E lua can be found here: https://github.com/asherao/DCS-ExportScripts/blob/master/Scripts/DCS-ExportScript/ExportsModules/F-4E-45MC.lua
With over 1,000 args, you'll find it pretty extensive. Thank you to https://github.com/charlestytler/dcs-clickabledata-extract!ExoLight's work on the profile for the StreamDeck can be found here: https://github.com/asherao/DCS-ExportScripts/blob/master/docu/StreamDeck Examples/F-4E.streamDeckProfile
and here: https://github.com/asherao/DCS-ExportScripts/tree/master/docu/Pics/F-4E/Exo's F-4E iconsThey had not gotten everything they would have liked in there, but it is still a wonderful start. They will add some more exports in there when they have more time to do so.
Sidenote, they made a table in the Lua file to associate names with export IDs. They feel like this is a good way to keep contributions from multiple people more organized and make bugs less likely. You'll find it pretty explicit.
We hope that some people will find it useful at launch!
Found a slight issue that I think? may be caused by the super long Bomb_Qty_Knob value, -0.090919091 as a value seems to make the entire plugin stop working. I changed it to "%.2f" from "%.1f" and it seems to be working now with values of 0.09, 0.18, 0.27 etc. for the quantity wheel.
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36 minutes ago, Bailey said:
Here is how I find the correct name for all modules:
Sorry @3000 Black Jets of Allah for stealing the stage.
No worries, your work makes my life 1000x easier so thanks!
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Okay, managed to get it to work, this file literally has nothing but the fla p lever in it for testing purposes, but it can be built on.
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6 hours ago, bones1014 said:
I'm stuck on how to create the initial file for the Phantom. I've honestly never been able to create this. I don't know what the module name is that the scrip will be looking for.
I'm the same, I've tried various combinations of F-4E, F-4E-45MC but can't seem to get it to work.
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On 5/11/2024 at 10:44 PM, Gunfreak said:
I fly from anywhere from 200 to 1500 (snuck in an extra 0)
I just hit the BX8 and it should add BX6 and 7 by itself and I don't see any cross on the radar for BX7 when I go to ANF which the tutorials claim, my cross is also different from both video tutorials and chucks guide, but all these tutorials are like 5-7 years old so I don't know if it's just a graphical change. the tutorials show a faint cross, but I get a big fat cross inside a circle.
Here's a trackI watched your track and I think I know where it all went wrong, when you designate Bx8 via the radar, the auto-generated Bx6 and Bx7 are often (not always but most of the time) placed way off to the side in a position that is physically impossible for the missile to follow according to its guidance limitations. In the image below, you can see that you have Bx8 selected on the boat (which is fine) but the Bx7 point is the cross that is sitting just above the 120 on the radar. In situations like this you need to switch to the Bx7 point and then move it in line with yourself and the ship, or at least somewhere that the missile can follow to then turn and reach the target within the range limits of the missile.
In regards to your last sentence, there were some changes recently to make the radar look better/realistic and that's why it's a bit darker than the older screenshots (it still functions the same though).
Also, in case you didn't know, you can raise the HUD using the lever on the left side, makes it easier to see the HUD symbology!
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On 5/3/2024 at 10:00 AM, RustBelt said:
Does anyone have pictures and or the grip manufacturer/part number of the controller used for the Tomcat A/B LANTERN? I want to build one using THESIMNET’s components, but really need to see some of the Left side details,(like what is the actual type of switch on the side there) as well as the drawing sheet for the shell itself.
Can I sneak a peek at it in ModelViewer? Or is the left side not modeled since nobody ever sees it?
You should be able to have a look in the model viewer, the other place to look is a document called NAVAIR 01-F14AAA-2-2-18. It's the LANTIRN Pod principles of operation document and has diagrams of everything.
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Unfortunately the default kneeboards are dynamic, which is why they are luas. This means there isn't a nice image to just rip from the game files, only the backgrounds can be ripped. Your best bet is to load into a mission with the airfields that you want, make the kneeboard as big as possible and just screenshot them.
The kneeboard luas can be found at DCS World\Mods\aircraft\AJS37\Cockpit\scripts\KNEEBOARD\pages if you want to take a look.
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+1 for this, it's quite annoying on takeoff and landing when you have to slowly put the flaps up one stage at a time with a 3-pos flap lever
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Coolie Switch Up will also switch to the next waypoint, only problem is that it only increments up so you need to type the waypoint like MagicSlave said to go down in the order. i.e. from WP2 back to WP1.
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Still present here as well. It's incredibly frustrating as an Australian player given that most servers are hosted in the EU or NA. I basically can't play on any server that enforces ping based kicking.
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I've always wondered this, it seems to give a number that is much much lower than what can actually be landed with.
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10 hours ago, exhausted said:
Shouldn't this be a default option for carrier missions?
It's not tied to a mission, it's tied to a skin. So unless they make copies of all skins for ground and water operations, and then have mission makers use only the carrier skins it's a little bit too much effort. Much easier to just let mission makers add the grey bomb skins to their missions if they want that realism.
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The 54C will in DCS, the 54A in DCS will not.
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It shouldn't trash it.
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15 minutes ago, Rainmaker said:
Your references are outdated.
I thought so, thanks
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After reading through the 1993 TO 1F-15E-1 I found the section about taking command of MPDs via the castle switch interesting. In the manual it says to take command you must depress the castle switch and then move the switch within 2 seconds in the direction of the MPD you want to take control of (like how you take control of the HUD in DCS). Can a dev confirm if the long press castle left/right/down we have in DCS correct for the version of the F-15 we have or should it be like how we do the HUD for all directions as per the -1?
I understand we are not supposed to post links to any real world manuals in the forums so please don't post anything like that here
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Happens to me as well in MT Multiplayer. It's really quite annoying.
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I got the Forrestal to transit fine, I stuck to the realistic speed of 8 knots and it takes 11 hours to fully transit which is also realistic. I've attached the .miz as well.
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What unit is the tape in? Seems too high to be time of flight in seconds.
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He did say he tried on the ground. When you're on the ground the points SHOULD be auto assigned as a T#, and if you do it in the air then you have to use the CAS page to assign them a T#.
The other thing I noticed that is slightly wrong from the Chuck's guide is that you don't need to name it #TP01, you can just do #TP1. No need to add a 0 to pad out the single digit points.
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1 hour ago, redbedblock said:
If I am point tracking a target, nothing is shaking for me
although if you mean GMTI radar lock, it's basically slaving to a moving SPI and the pod does shake
My apologies, I just tested it and you're right, what I was thinking about was that the rectangle that goes around a locked ground unit shakes like crazy.
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It shakes at every zoom level, its just when you're zoomed in more it's more noticable.
And it does shake when you lock a unit.
Cage button vs auto acquisition mode
in DCS: F-4E Phantom
Posted
It did work like that IRL and it makes perfect sense, if you're in a turn and the target is above or below you, you can use the guns or radar pinky modes to point the radar that way for a lock, same as if you are locking something up to the left or right of your nose.