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shagrat

ED Translators
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Everything posted by shagrat

  1. As I said it is listed under the restrictions for the UH-60: Pitch in excess of +-30° is a prohibited maneuver, as per the UH-60A/L real life manual. Guess there is a reason for that.
  2. If you have the older beta 1.1 version without the installer and updater, no. The release 1.1 had an installer that included the updater and created respective entries in the start menu. So if there is no "Update RotorOps" entry in your start menu, you need to install the new version(s) that include the updater.
  3. Not surprising, considering it's explicitly mentioned as something NOT to do in the restricted/prohibited maneuvers section, of the real world manual...
  4. Yeah, but that's all fiction. There never was more than some training exercises and air patrol, air policing tasks, in real life. So it is not much different from pretending Cold war has gone hot in the Caucasus mountains...
  5. That's where the "Escort"-task comes into play. Also keep in mind, in real life missions there is usually a strict mission plan including exact TOT so mission package contains a Sweep that clears A/A threats before the strike hits, a SEAD package that suppresses SAM sites, and often an escort/CAP to deal with interceptors from enemy airbases. The strikers need to be on target in a specific window of usually a couple minutes, execute the attack and get the hell out of dodge. In aM xCAS (Close Air Support on short notice) scenario, there is either a consistent and uninterrupted CAP or blue has gained air superiority in a way, that it's near impossible enemy air can attack an A-10. I guess it is very(!) unlikely that you would have A-10 or bombers go into a still contested air space to execute a CAS or strike mission, without at least a thorough CAP overhead. As for a "mixed" flight, the only occasion I have heard of mixed flights is F/A-18 mixed with F-14. And it was common for Army helicopters to pair for example AH-64 with OH-58D in teams... but a mixed flight of A-10 and say F-16 doesn't make sense, as a wingman needs to support his lead at all times.
  6. Yep, but the Vikings were basically the forefathers of what is now known as Denmark, Norway and Sweden. So if you feel more like a Norse tribesman, than his western cousins, ok. Yep, funding seems to be a very old culprit...
  7. Thanks that was the missing piece! You need to have the HMD selected and NVS on to have the rockers change the FLIR. I was trying with TADS selected as sight and it did affect both the TDU and the HDU. So HMD must be the selected sight for the TEDAC rockers for brightness and contrast to affect the HDU.
  8. Actually he was Portuguese Italian and went to Spain where Queen Isabella funded his trip. Mixed that up with the other guy.
  9. Actually it's not, pemmican, jerky and certain nuts are... That were the Danes, or them known as Vikings... If you meant Columbus, he was Portuguese.
  10. AFAIK objects don't shield any of the blast damage. Never tested on Marianas map. Persian Gulf, last I looked, a bomb in a village kills all infantry in the blast radius no matter if there are buildings in the way or not. Splash damage script, just puts a second explosion on the impact point with adjusted splash damage, to simulate effects of fragmentation. It is not a guarantee to kill stuff, and especially the unguided rockets underperform considerably in DCS. If a a typical M251 HE rocket does not hit very(!) close to a target (especially infantry) it likely reduces some hit points and the guy shoots back as if nothing happened. With splash damage script typically the cumulative hit points at least kills some/most of the infantry. But the kill radius(!) is still not big. If you have TacView or go through the debrief log, you can see if the infantry actually got hit (the hit events are recorded, both in the debrief and TacView). If the trees really "shield" the tanks or other objects, there shouldn't be any hit events. To "kill" a tank you need either a specific AT weapon (Hellfire, Maverick), a HEAT or AP round/rocket warhead and a direct hit, or a bomb direct hit, or a near miss with at least a 500lbs bomb. So firing a couple dozen M251 at a T-55 may damage it, but likely not kill it even in the open...
  11. Splash damage script is included in the mission, by the RotorOps mission generator. It will produce a secondary blast over the impact of bombs/rockets, that emulates the missing shrapnel effects, in DCS. It's not a "god mode", but makes area effects against light or unarmed vehicles and infantry a bit more realistic/effective (aka you don't need to hit a soldier on the head with a M251 rocket to actually kill him). As GRIMM said, there is no way to see if there is trees, or buildings, or other map objects where you spawn units. You can determine water, land, road, IIRC, but not if there's trees or buildings in the way. So this is something the mission creator must do manually after the generator did its magic.
  12. You need to move the groups from the staging, alpha, bravo, etc. together with the zones. RotorOps looks for the ground units in these Zones and then tasks them to attack or patrol etc. with no ground forces in the zones there is not much conflict.
  13. So you select HMD look where the WP marker is, find the target area with eyeball mark one from that reference in about 3-5 seconds and switch the sight back to TADS which shows on the IHADSS now, is still max zoomed in, showing something different and blocks your view, then ACQ source to GHS (, can't do that before, as you need TADS selected as sight to have the GHS option and it reverts to FXD everytime you deselect TADS as sight). Now you slave, reacquire the target area visually, fighting with the zoomed in FLIR image in the IHADSS, deslave, flip the IHADDS aside and look at the TEDAC Display... So why is this the "correct" procedure, again? Sounds horribly complex and not very practical, compared to: Select TADS as sight, ACQ source as GHS and switch the TADS image in the IHADSS off. Now, simply look at something with the HMD symbology in place, slave and de-slave, look down at the TEDAC and fine tune, zoom and search for targets as you wish. If necessary look up quickly at another area, press slave, de-slave and back to the TEDAC without the FLIR image ever getting in the way...
  14. Using ACQ GHS with TADS on, in bright daylight allows you to look(!) at a potential target as the CP/G and slave the TADS to your (CP/G) LOS. The second TADS display on the IHADSS is simply in the way, if zoomed in, even a total distraction, and if not slaved at the moment even more so! To be able to point the TADS to a location with your HMD without the TADS being shown in the IHADSS would help immensely to acquire a potential target area, and if you flip the IHADSS away, you won't have the HMD reticle to aim at the area, won't see the waypoint marker, etc. So the whole idea is to have SIGHT to TADS and ACQ source to GHS, while displaying the TADS image only on the TDU... If there is a way to do that, let me know. It seems there is no way to dial down the FLIR image on the IHADSS only in the CP/G seat... As for the argument with "when you need the TADS on the IHADSS", that would be at night, and "night" does not just "happen". You have the whole dusk to dial the TADS brightness and contrast back to what works best. Actually I am pretty sure you will adjust the settings multiple time during the transition from day to dusk to night.
  15. That's not what's happening. Your(!) TAD is the current SOI, you hook the buddy SPI symbol (donor SPI) on your(!) TAD, "make that SPI" and the coordinates from your TAD/MC is used to update the APTD database entry now. The buddy can actually slew his SPI around and your SPI and sensors (if commanded "All to SPI" China hat fwd long) will even follow it in realtime. Which also implies if you drop a JDAM and he moved his sensor to the friendly Humvee, your JDAM will now hit the friendly...
  16. The point is: the "Make SPI“ action, does not "make a point" it selects a sensor to be the source for constantly(!) updating the SPI. You do not need to "create/store a point" because it is always there. By default the APTP info contains the steerpoint as SPI. When you do the "Make SPI" HOTAS action it will update(!) that information constantly, with the point from that sensor, whichever was SOI at that moment. I elaborated why this "semantics" is an important difference as other aircraft do not(!) update the designation, unless the pilot actively does so.
  17. ...but there can be only a single SPI at a time. And that one SPI moves with the sensor "made SPI-generator".
  18. Exactly. If someone would make a specific AH-64D cyclic grip, he would need to add a sensor/button to recognize the "open" and "close" position for the physical guard, to send the "open" and "close" commands to DCS. Even if you bind a button on your HOTAS for the open/close toggle you need to remember, if it is open or close, as there is no visual indication and we can't "feel" the guard. So the only thing we can bind is "open" to ensure it is open anyway. Basically, you open the trigger guard once and then never touch it, until you RTB, in DCS.
  19. That is correct, but does only describe what the SPI is, not what the "Make SPI" command does. Just think about what you said there... "Hook a different Sensor Point of Interest". Which one would that be? The one stored in the APTD, or the one stored in the APTD?
  20. ... which it is constantly, as you just made a sensor the SPI-generator and it now updates the "point in the database" everytime it's slewed, either manually (thumbstick, or per "all to steerpoint" HOTAS command). Ever wondered, why you can watch the SPI following the TGP around or going back to the steerpoint, without you having to "Make SPI"? As it still, years later, doesn't "make A SPI", but "makes the SOI the SPI-generator". Why is that little difference important? Because the weapons are mostly dropped onto the SPI and if you make the TGP the SPI-generator and move it away, from the intended target, even without another press of the TMS to "make SPI" it will drop where the TGP looks and NOT on the supposed "point" where you "made SPI last"! Especially for people coming from the Hornet, this is problematic, as in the Targeting Pod Implementation of the F/A-18C you can designate a target point, then slew the TPOD elsewhere and the JDAM still goes for the target point. In the A-10C the JDAM goes where the SPI is looking! Edit: even if you never touch the TMS there is a SPI, it's on the current SteerPoint, by default and if you select a different SteerPoint you notice the SPI moving to the selected SteerPoint. "Make SPI" does not "make a point entry", it "makes" the current SOI the source of the SPI and that SPI is constantly updating the point in 3D-space whenever the sensor moves or another Sensor is made SPI.
  21. There are 3 different keybinds. "Open/Close" switches between open and close and separate "Open" and "Close" keybinds, so if you use the "Open" only it will not close again. Exactly, it is pushed aside when reaching for the trigger, as demonstrated in the Blackhawk tour video.
  22. I have to agree, the real life trigger guard is spring loaded, you feel(!) it blocking the trigger and need to push it aside with your index finger to reach the trigger under it. If you remove the finger from the trigger the guard snaps back in place. (See linked video on a similar guard switch on the Blackhawk, watch at 1:18:02 ). So as no Joystick/HOTAS/Cyclic on the consumer market has that kind of springloaded trigger guard, even the "open/close" we currently have, is more a mock-up of the real functionality. I guess most people with a dual stage trigger already sacrifice the first detent to "open trigger guard" so, no matter the position, if they pull the trigger to the second detent, the goddamn thing is opened automatically... So, yes, an option to allow for an automatically opened trigger guard, when you pull the trigger is a pretty great idea. Keep in mind, in the real aircraft, to get to the trigger, you will have pushed the guard aside, because it can't be flipped "open and closed", but needs to be pushed away to reach the trigger. https://youtu.be/1b1LMFihSWs
  23. The new "navy grey" that some had late in OIF.
  24. A quick solution would be to just set the Apache as "Singleplayer" in the mission editor by the mission designer. That way we could jump between seats similar to SP missions, but don't need to handle the complexity of switching seats in MP with human PLT and human CP/G, or do I miss something, that prevents using the same features that work in SP in a MP mission? I am aware it means you have separate SP and separate MultiCrew slots in a Multiplayer mission, but we could use the Apache from the front seat and rear seat by switching seats like we do now in SP.
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