Jump to content

shagrat

ED Translators
  • Posts

    13369
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by shagrat

  1. 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...
  2. 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.
  3. Actually he was Portuguese Italian and went to Spain where Queen Isabella funded his trip. Mixed that up with the other guy.
  4. 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.
  5. 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...
  6. 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.
  7. 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.
  8. 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...
  9. 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.
  10. 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...
  11. 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.
  12. ...but there can be only a single SPI at a time. And that one SPI moves with the sensor "made SPI-generator".
  13. 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.
  14. 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?
  15. ... 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.
  16. 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.
  17. 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
  18. The new "navy grey" that some had late in OIF.
  19. 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.
  20. Ich würde trotzdem Achsen empfehlen, da die Buttons ein "Verfolgen" oder manuelles stabilisieren kaum zulassen. Da das TADS kein echtes Ground Stabilize, sondern "nur" den LMC, bzw. hoffentlich bald den Image Auto Track (IAT) kennt, musst du meist von Hand und z.T. sehr feinfühlig, steuern. Ich würde das zumindest mal ausprobieren. Bei mir war das mit einem 4-Wege Hat gruselig, auch weil du das TADS nicht so wirklich gut "schräg" bewegen kannst.
  21. Same here. Keep in mind, AAR in a simulation where the radios and your voice are operated through a keyboard menu, you don't have peripheral vision, no feeling for acceleration/slip movement and can't chat with the boom operator or get at least a heads up to an upcoming turn etc. is way more difficult than IRL. And IRL it is one of the hardest thing a military pilot needs to learn. Out only real advantagess are a comfy chair, a pause option and the fact we won't die if we mess up. I made a little formation training mission for the F/A-18C that helps to train station keeping, and it seems to do a pretty good job in the limits of the DCS mission editor (used aerobatics to have less aggressive turns etc. instead of the crazy turns the AI usually does). You may try switching the F/A-18C for another aircraft, as long as the speeds match and you don't change anything other, than the aircraft. I guess an A-10 may struggle with the speed, but the F-16, M2000C etc. should be ok. I still struggle with the tanker, but it definitely helped me to improve my station keeping in formation. Link to the user files: https://www.digitalcombatsimulator.com/en/files/3317763/
  22. I didn't just say "RTFM", neither was it meant in a condescending way. Matter of fact, it is part of llthe learning process, but it is not enough on its own, to only glance at the manual, do a couple training missions and expect to fly a study sim level DCS module (especially the modern ones) mission ready. We already have the advantage, that we can shave off about a third of the stuff a pilot needs to learn, as it is not really required for a "game". Still there is a lot of complexity to a modern combat aircraft, that requires more than just a set of training missions. I have the same problem with real life, a job and a family. The only thing you can do is to see the "learning process" as part of the game. If you see the learning as a "requirement to grind through" to get to play the game, you will get frustrated. If you find joy in the learning process and elation, when you successfully got through learning a new system, managed to do a navigation training and arrive near your intended airbase, employ a weapon system without going through the written notes for the first time, or simply when it "clicks" when flying a new airframe and your muscle memory does its job. If that is only a nuisance, it's not fun to learn a DCS module and gets you frustrated quickly (done that, been there). That does not mean you can't just take a module for a ride and just try to make sh.t go boom, once in a while... But from my experience over most of the last two decades it is as much about finding joy in learning these things, as in using them in a simulated combat mission. The biggest problem is, neither RTFM, nor training missions, or YouTube videos will get you there on their own. It is a combination of reading/understanding how it works, watching others implementing it and then practicing it, if possible with others, so you can share knowledge and tips. Just my 2 cents.
  23. Das war wieder ein sehr netter Abend am Samstag, mit lecker Essen und tollem Schnack. Tat sehr gut, nach dem ganzen "Isolieren". Freue mich schon auf das nächste Mal.
  24. The thing is, people expect to get a basic helicopter/aircraft flight training and a type specific conversion course, amounting to maybe a year of full time (!) training condensed into a couple of training missions, so they can do what a real life pilot takes a year or more to accomplish. Even if we consider we need only half of the procedural details a pilot needs to know by heart, we still face quite some stuff to learn. And by learning, we talk about RTFM (not just glancing at it) going through the checklists/procedures provided in the manual(s) and maybe write down some stuff you want to remember. Then train(!) that stuff and rehearse it, best in Multiplayer. A bunch of training missions can only be a part of that process, if you ask me.
×
×
  • Create New...