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UncleStains

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Everything posted by UncleStains

  1. Thanks for making this program! My Apache squadron has been testing and this will make our mission setup so much faster. A couple of minor issues I have noticed: In the Apache radio presets dialog, it doesn't seem to save the checkboxes for each radio (UHF/VHF/FM1/FM2). The presets will tune but it doesn't save the frequency. In the A-10CII, the waypoint names get M01, M02, etc added to the beginning of each name. Also it doesn't respect spaces in the waypoint names. I appreciate your work on this!!
  2. From what I can tell, hot start aircraft have a perfect boresight. I fly in VR with the IHADSS on both eyes so boresighting is extra challenging, like one of those magic eye posters. This is one realism feature I wouldn't a checkbox to skip.
  3. After waiting 8 months, I finally have my VPForce Rhino force feedback stick. This is the way if you can handle the wait/price. The Apache force trim finally makes sense to me.
  4. I've been using this 800x600 desktop resolution scheme for a while with great results. However, recently my monitor quit switching to 800x600. I still get the "game launched detected" audio and all my OTT settings seem to be working except for the desktop resolution. I don't think I changed any settings. Any ideas?
  5. You can turn off each SCAS channel individually, including yaw, in one of the settings pages.
  6. It's not the automatic "I win" button that many hoped or feared it would be. Its current iteration is a useful tool in the right situation and I can't wait to try out features as they come.
  7. The pilot fires FCR hellfires with the same trigger used to fire the gun.
  8. I, too, fly with an unspring clutched joystick. When I first learned about this, I started flying with the control indicator window on for a while to figure out how the system works. It seems like hitting the trim release whenever you get the stick where you want it does the trick. I'll sometimes hold it when making a big move, but that doesn't seem to make much difference outside of long, arcing turns like flying a landing pattern.
  9. You can go as many times as you want and only your best time counts. Top 6 for each aircraft qualify for the finals.
  10. Not sure on the engine model edit. You can run the qualifying track on the VPC server as many times as you want. It links to your username and saves all your times automatically.
  11. Here's what I've figured out so far: In general, you go fastest by having your lift vector pointed as close to the direction you want to go as possible. Start by flying at 500'+ AGL past the start, to the very edge of the airport. Dive into the start with the airspeed needle pegged. Handle the first part of the slalom (which is close together) by staying near the top of the oil derricks. They're thinner at the top so you have to slalom slightly less. Slow down when you pass the first derrick so you can make the cut back to the next one. Once you get to the wider slalom, dive for the ground. Go full left pedal and cyclic forward, controlling altitude with the collective as you finish the slalom section. For the hairpin, cut speed for the turn by climbing to the top of the inside derrick then use that altitude to speed up as you dive out of the hairpin. I don't have a great line for the chicane figured out, but it definitely involves entering the chicane on the deck with a hard left turn, climbing to the inside, and diving out.
  12. Shadow's Trophy 2023, Virpil's annual helicopter race, is on right now! https://virpil-servers.com/tournaments/shadows-trophy-2023/info.html Does keeping the aircraft in aerodynamic trim actually help? Does full right pedal save power for the main rotor? It seems like you only go full collective on the tight turns, as it's hard to keep the nose down with only 200# of fuel. I've been using full-opposite pedal to tilt the Huey as I pass each slalom gate. The hairpin seems simple enough, taking a wide turn and then coming as close as possible to the inside and outside pylons. The chicane is the great equalizer based on all the burned out helicopters piled around it. This race course is a blast and everybody should try it out!
  13. Assuming no other changes to my setup, is one likely to see a worthwhile improvement in image quality (particularly cockpit readability) going from a Quest 2 to a 3? I know the real answer is wait for somebody else to try it but I'm itching to preorder.
  14. I've definitely had this issue. I have worked around it by selecting a slot in another aircraft and then going back and selecting the CPG seat I wanted.
  15. Maybe outside the scope of the changes you want to make, but how about a sling load mission or one where you have to chase down another helicopter? I'm excited for the update!
  16. I've had that same issue with the chase mission every single time.
  17. Yeah, it's all just practice and building muscle memory. Focus on getting from 120 kts to 40 kts while maintaining constant altitude. Once you have that mastered, start getting slower. As you progress, try to stay in aerodynamic trim (ball centered) above 40 knots then switch to nose-to-tail trim (flight path vector in front of aircraft nose) as you come to a stop. Do all this practice over an airport so you can easily gauge your heading and ground track. Next, find some hills or buildings and practice stopping in a hover while masked behind them. Once your airspeed is down to around 10 kts, start watching your ground speed. When ground speed is 5 or less and your nose is +5 degrees, switch on attitude hold. Then stabilize your vertical speed and switch on altitude hold. One more tip, the ground/hover attitude of +5 degrees also happens to be the 40 kts attitude.
  18. I recall learning this and thinking it was impossible and I had made a huge mistake getting involved in cartoon helicopters. Here's what I did....think about it as a series of steps. As you practice the steps get smaller and it becomes a smooth curve. Practice with cruise symbology up so it's easier to reference pitch angle. I'd also recommend taking no weapons and full fuel. That's enough weight to steady twitchy movements without getting close to your out of ground effect hover limits. To slow down, first pitch back to about +5 degrees. This makes your nose go up and you start gaining altitude. Counter that by lowering the collective. Hold that +5 degree attitude with the cyclic and use the collective to get your vertical speed back to zero. Once you're stable there, pitch back a little more to +7.5 degrees. Counter your now-increasing altitude with another reduction in collective. Now it gets tricky. As your airspeed approaches the translational lift limit your vertical speed will start going negative. Now start pulling the collective back up to counter this sinking. Keep managing vertical speed with the collective while you use the cyclic to nose down back to +5 degrees. This +5 degrees is the Apache's hover attitude (it happens to be exactly the same as the Apache's attitude when sitting on the ground). Eventually you'll be sitting at zero airspeed and zero vertical speed. Now while all of this is happening, you need to balance your collective movements with pedal movements. Pull the collective, left pedal....lower the collective...right pedal. Eventually it becomes automatic and you'll find yourself moving your feet in anticipation of those collective movements. It's not easy, but with practice it's definitely possible. As virtual pilots, we don't get the feedback of feeling the horizontal and vertical acceleration. This means you really have to stay ahead and anticipate what each control movement is going to do to your attitude/altitude/heading/speed and make the necessary adjustments to the other controls to compensate.
  19. The red X is trim position, white diamond is physical stick position, and the green cross is SCAS system output. The SCAS system takes the positions of the red X and white diamond, does some math, and outputs the green cross. The closer together the red X and the white diamond are, the easier it is for the SCAS to maintain stability. I find it works best if you hold the trim release up when doing large maneuvers. This locks the red X to the white diamond, guaranteeing full SCAS authority. Once you're settled in cruise or hover, periodically tap the trim release up as you are making small attitude corrections to keep that offset minimized.
  20. Looks like the recent Syria map update has caused some issues with this mission. For one, the hospital helipad has been moved so the landing triggers don't work. Also, there now seem to be a lot of weird errors with receiving missions. Any chance of an update? Thanks!
  21. I've been playing a lot of ECW in the Huey and I'm enjoying it quite a bit. Find a sector without too much air traffic and I can take out all frontline units in a single sortie. I haven't figured out how the water hexes work, though. Are there frontline units in those or just ship-based infrastructure units? Can I land SOF troops on a boat to take it out? Also, is the kill radius for standard troops 4 km or 3 km? The faq says 4 km, but I've heard people say it's only 3 km. The faq also says a squad will kill up to 8 units, but in my experience it's 4. Tested and it's definitely 4 km. Is there a patreon or something? Happy to contribute to keep this awesome battle going!
  22. I think the solution is to hold the trim release while making those fine pedal adjustments. I've been working on making this an automatic habit and it seems to work.
  23. I've had success with George handovers using the following scheme: When giving control to George, either be over 40 knots or in a rock solid attitude/altitude locked hover. When taking control from George, be over 40 knots.
  24. This link helped me understand the MGRS system: https://www.maptools.com/tutorials/mgrs/quick_guide
  25. This software, reWASD, allows you to use the extra paddles on the back of the Xbox Elite controller. You can also set up the triggers to work in stages.
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