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Everything posted by SloppyDog
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There's a lot of good info on those pages. I have tried to make a mission where you could fly as a Door Gunner while the AI automatically takes you around a circuit. But the Ai pilot instead prefers to do a NOE flight than flying at the set altitude. Meanwhile, other Huey set as transport flies at the set altitude until landing. Don't understand why this is happening. I'll investigate further. The mission I made is attached below. Huey Door Gunner Test Flight.miz
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Sorry to interrupt the PTO assets announcement party, but I have a question regarding the save mission scripting function. With the use of the "world.getPersistenceData(name)" function will it be possible to extract the state of the player aircraft from a saved mission file? From what i understood from the function description it will be possible to fly to a border of a map, save the mission, load a new mission in a nem map, recover the state of the aircraft and continue mission. If that's the case, it would be possible to make missions between adjoining maps. For mission creation, it would add a new layer of challenge and immersion. What are the parameters extracted from the persistance json? Fuel, armament, damage state?
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cannot reproduce CDU-99 with FMU-140 not working
SloppyDog replied to Dsaniel's topic in Bugs and Problems
Maybe the bomblets are not having time to arm. The canister may be opening but the bomblets are not arming in time. Depending on the altitude you are releasing the bombs, they need time to open and arm the submunitions. You cannot release the bombs from a high altitude and set the burst altitude too low, otherwise you are not giving enough time for the bomblets to arm. Refer to the following thread: Also, I attached a spreadsheet showing the calculated height above ground that the bomblets will armed. Line 36 of the spreadsheet refers to your first run. You released from 19,000 feet with a VT1 of 700 feet AGL. The problem with this setting, considering a standard ARM Delay of 1.2 seconds, is that the bomb will open 33.73 seconds after release and be armed at 34.93 seconds. It gives an altitude of -625.36 feet AGL, meaning that the bomblets will hit the ground before being armed. For the other bombing runs, with the burst setting at 2,200 feet AGL, it gives the bomblets enough time to arm, being able to arm at around 1,000 feet AGL over the target (lines 33 to 35 of the spreadsheet). However, the problem I noticed is that with CBU-99 you need to be right on the money when attacking the target. As precise as you should be using Mk-82s, for example. If you hit a little bit off, the bomblets won't have much effect, or none at all. And by releasing them from altitude, the bombs miss by a little and the bomblets cannot have an impact on target. See the attached track file. I make one run from altitude with no effect, and the another at low level, with much success. From my testing, CBU-99 and Mk20 work way better at low level, from 1,000 to max 5,000 feet over the target. CBU-99 Height of Function.xlsx F-18 - CBU 99 - FMU-140 High and Low.trk -
cannot produce and mssing track file CBU99 not accurate at all
SloppyDog replied to SUHANG's topic in DCS: F/A-18C
Regarding the latest update 2.9.18.12722, I would like to confirm that the issue has been solved, as per the changelog: Fixed: CBU-99 with FMU-140 slightly short in AUTO in another pass CBU-99s are working as intended in AUTO mode. They do fall short in CCIP mode, but I understand that it was not the issue being corrected in this patch. Just for you to know. Regarding the effectiveness of the CBUs, be it Mk-20 or CBU-99...you must hit exactly over the target, almost with a Mk-82 precision. I know that in the patch is noted that ED is working on the warhead power and fragmentation effects, so I'll wait for that to be implemented. Right now, from my testing, when released at 10,000 feet, the best burst altitudes, with FMU-140, are between 2200 and 3000 feet AGL over the target. If the bombs are a bit off, they won't work. But, anyway, I can live with it, listening to pilots interviews is not always that a weapon works as intended. F-18 - CBU 99 - FMU-140 Effective.trk -
In Triggers, in the Action Section, you can find a "SET INTERNAL CARGO" or "SET CARGO ON UNIT". Just create a condition to when you want the unit, in this case, the enemy AI, to add a load to it and use the action mentioned above.
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It's been a very disappointing experience for me (one more to add to the DCS World disappointments). I regret buying this map, along with the Sinai. Low resolution textures, terrible loading times. Looks ok at a distance, looks really bad at low altitude. I bought it based on the Orbx name. I believe this Orbx is not the same as the one that developed for P3D.
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The last update (July 1st 2025) shows that this issue has been adressed:
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Take a look from this video by Reflected. The AI uses the WWII engine equivalent to "use afterburner to climb". They'll use the entire available power to climb, including War Emergency Power. You can get into the mission editor and turn off that option. See if this works.
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Cockpit configuration automation
SloppyDog replied to Orca57's topic in Scripting Tips, Tricks & Issues
Oh well. The LUA console is mentioned in the manual, but we don't have access to it. It's only for DCS developers. Unfortunately. -
Cockpit configuration automation
SloppyDog replied to Orca57's topic in Scripting Tips, Tricks & Issues
You can find the device_id, button_ID and which values they assume when clicked inside the file clickabledtata.lua. Every aircraft in DCS has this file, and normally it is inside the Cockpit folder. For the F-18 for instance is inside the DCS World>Mods>aircraft>FA-18C>Cockpit>Scripts folder. -
Mission Editor questions involving the Kiowa Radios.
SloppyDog replied to JohnMclane's topic in DCS: OH-58 Kiowa
The manual doesn't say anything about it, but I believe these are for when you have an external equipment that inserts data into the sim. Example, a GPS or data cartridge with data that was taken during a real flight. Then this data can be inserted into the sim to redo a flight in sim in order to review it for debriefing. I believe it is for the military contractors that use the military version of DCS for training purposes. -
Yep. much much better for me as well. I always suffered through landings, but now it is easier, with no unpleasant surprises along the way, like a sudden loss of lift. And on speed, or slightly fast as I like, is much more controllable now, easier to maintain using trim and throttle.
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Feedback Thread - Phantom Patch 21-05-2025
SloppyDog replied to IronMike's topic in DCS: F-4E Phantom
As a feedback, I got say that the Phantom is much more controllable now. I've been struggling with takeoff and, particularly, landings since day one. I can not for the life of me follow Reflected's By the Book landing techniques. I always had to come slightly fast at base and then only at final I slow down to on-speed. With the new flight model, I still have to do the same, but at the final the F-4 does not suddenly lose lift as before. Now I can feel it slowly losing lift as it fly over the run way threshold. Although Jester does not compliment my landings, at least he stopped complaining. -
Feedback Thread - Phantom Patch 21-05-2025
SloppyDog replied to IronMike's topic in DCS: F-4E Phantom
You guys knocked it out of the park! -
Mission Editor questions involving the Kiowa Radios.
SloppyDog replied to JohnMclane's topic in DCS: OH-58 Kiowa
Nice! It's a amazing feeling of accomplishment when we get to discover the inner workings of DCS. -
@Zabuzard Thank you for answer and the the tips, especially on how to use Laydown mode "blind". Regarding Dive Laydown, it was user error. I tested it on Caucasus and on Nevada and works fine, requiring a little bit of a rollercoaster maneuver to bring the aircraft at level before bombing, but it's ok. Regarding Toss Modes, I have to test it. I was testing LADD, I get a release at the top of the climb (see TacView file attached), but still, I don't get any pull up cues. I'll have to test it further, setting it up manually. This particular mode is a mix of offset and loft modes and I believe that neither mode in the bombing computer can be used with to calculate the timers needed. As a side note, one can see that the 60/70's Cold War era was pretty crazy. On one hand you have this massive carpet bombing modes, legacy of WWII, on the other hand, the most creative loft and toss modes to deliver nuclear payloads. Crazy times. And, in the mix, you have the F-4E, which truly was the F-35 of its time: lots of sensors, a advanced computer with a multitude of employment modes in a especially capable, hugely versatile airframe. Tacview-LADD Test-DCS.zip.acmi
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Holding off is the best decision right now. OnRe Tech released this map, made three updates to it and since September 2024 is quiet about it and we are without any updates. Also, it is not a popular map online. For me, it was a regrettable buy.
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Mission Editor questions involving the Kiowa Radios.
SloppyDog replied to JohnMclane's topic in DCS: OH-58 Kiowa
Well, I don't know much about the Ka-50 PVI, maybe you should ask in the Ka-50 Mission Editor forum. They can help you better. Regarding indication and parameters: indications is everything that is shown to you on a screen, on a instrument, on a HUD. Parameters are related to the aircraft attitude. Meaning altitude, speed, bank angle, etc. As you said, sometimes they can be confused with each other, not exactly replaced. Let's say you want something to happen when the helicopter speed reaches 200 kph. You can make a trigger based on the real helicopter speed (parameter) or from a indication showed in a instrument or HUD (indication). The difference is in the fact that the parameter takes the real speed of the helicopter. If you have a problem with your instruments, and they show you 200 kph while the real is speed is 100 kph, you may trigger an action at the wrong moment. Indication also work to trigger actions based on a warning light inside the cockpit. Let's say you want something to happen when the oil temperature light comes on, that's an indication. Also, if you trying to trigger an action based on the PVI visor, that's an indication too. Regarding the coordinates, the first thing that comes to mind is if you are using the same coordinates system. Make sure the PVI is in Latitude/Longitude (lat/long) and you are using lat long to check the coordinates. Other reason may be the difference between the real coordinates and the Inertial Navigation System (INS) coordinates for the helicopter computer. One of the characteristics of INS systems is that they drift, they deviate from the initial position with time. And they deviate fairly quickly. To fix this problem you need to make a manual fix, and this procedure is different to each aircraft. And some aircraft in DCS does not even allow for a INS fix. The best and easiest way to avoid INS drift is to set your missions after 1996 in the Mission Editor and/or set the mission options to include the option "SATNAV available for all sides" or something like that. Doing this will allow for GPS or GLONASS to be available in the mission, and these system will automatically correct any drift that the INS has. Try doing this and then checking the computer position and the real aircraft position. Just be sure to be in the same coordinate system. -
Hello all! In the learning curve of properly using the F-4 I am at the stage of exploring the various bombing modes. I know it is a 60's and 70's aircraft with its quirks and limitations and that's why I have some questions regarding the bombing modes. Maybe it is a skill issue thing or some modes are not fully developed yet. So, here it goes: 1) Dive Toss and Target Find: Dive Toss works perfectly, only needing lots of training to get it right. Even CBUs 1 and 2 can be used with satisfactory results. Target Find works fine as well, however, using the Pave Spike by oneself can be challenging. It really shows how this type of bombing in the F-4 is a two person job. 2) Offset: an interesting way of using the INS and the radar to find the target. Visual IP mode can be more precise than Radar IP mode. This last one is very imprecise, if you don't mark the exactly right spot in the radar the firing solution will be off, way off, sometimes 1.5 nm off target. It is very hard to try to find your smudge among other smudges in the radar while trying to maintain the right speed. Question #1: Is speed a prime requirement under this mode? Or the INS system knows where you are independently of the time you take to get to the target? Question #2: The bearing inserted in the bombing computer (BC) is the magnetic heading or the true heading? Bug (maybe); When in Visual IP mode, once pressing the Freeze buttons, the Freeze light on the button does not come on. 3) Level Release: Lots of fun. A kind of "welcome back to WWII" mode. Just calculate time of flight using BC in Direct mode, subtract that from time to target and here you go. Although it needs a very good heading, altitude and speed control. 4) 4.1) Laydown modes: Laydown works fine, although in my experience going a little bit higher AGL helps to see the target better. Question #3: Is speed a prime requirement for 'L' mode as well? I saw in other post that it is not critical, since the INS will know where you are and where to release the bombs. 4.2) Dive Laydown: I'm having great difficulty using this mode. I tried to follow the procedure as laid down in the manual. But the bombs are dropped as soon as I press the pickle button. I've tried high angle, low angle, almost level... nothing changes. Don't know what I'm doing wrong. Question #4: Is DL mode fully implemented? 5) Loft: works fine, but one must keep speed and altitude before the pull. Toss modes I'm still studying them, don't know if they are fully implemented.
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Mission Editor questions involving the Kiowa Radios.
SloppyDog replied to JohnMclane's topic in DCS: OH-58 Kiowa
Yes, it is available for aircraft. Although, the files locations and parameters may vary from one to another. But the logic is the same. For the 1-1 I believe it is a string. To find the format types of the values, and the functions of cockpits arguments, you can refer to page 165 onwards of the DCS User Manual. There is a treasure trove of information in that and most people don't know nothing about it. -
AGM-45 Shrike Quick Guide by Klarsnow - updated June 5th 2024
SloppyDog replied to HB_Painter's topic in DCS: F-4E Phantom
This may help. However I use Loft mode missiles with Loft mode. Also, look for WRCS mode in the manual: https://f4.manuals.heatblur.se/stores/air_to_ground/missiles/shrike.html -
Can you attach the mission file so we can take a look?
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AGM-45 Shrike Quick Guide by Klarsnow - updated June 5th 2024
SloppyDog replied to HB_Painter's topic in DCS: F-4E Phantom
I found the exactly same problem. I tried with the bomb computer and no joy. I tried manually inputting the data (release Low Angle; pull-up time; release time) in the WSO station, and no joy. I believe that the computer didn't accept my inputs, since I was going by trial and error. I really don't know how to manually calculate the latter two parameters. Anyway, what I'm doing with this mode is to help me engage pre-planned targets. I created this SAM site with an SA-2 and an SA-3 and assorted AAA protecting an airport. The SA-3 is easily defeated with WRGS in loft mode. The problem is the SA-2, with its long range. The best way to defeat this situation was to use LABS mode, setup an IP and the TGT in the Mission Editor. I get very low, at around 500-1000 feet, pass the IP at 20nm from the target, do not push the pickle, otherwise as stated the missiles will be immediately fired. Jester will automatically change to the next waypoint, the TGT, and will start to call out the distance. Once at 16-15 nm, I pop up nose up 30 degrees, fire the missiles then go mid altitude to provide a target. Usually the Shrikes track the target. Closer, they will overshoot the target. This way I've been able to use LABS mode to loft missiles, with an indication of distance and not being dependent of the WRGS system. It is the only way LABS mode has been working for Shrikes. Not even close to what is done with bombs or to what is written in the manual.