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Everything posted by SloppyDog
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It's an amazing piece of technology. Being able to see the terrain below the target is great. I've created a mission with a "Mega Range", in order to train weapons employment with various platforms at various types of targets. The range is located on a dry lake at Tonopah. Using the Apache FCR RMAP, you can see the terrain countors, as well some of the other targets, like some containers around the tank range. What amazed me the most was seeing how well the radar detects the range countours, you can clearly see where the paved road is as well other features rom the range. It makes me wonder how much is going on under the hood when using the FCR. Amazing depiction of the technology.
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In the Huey Controls, go to Assist section. There you will find: Auto Pilot: LWin +A Autopilot ATTITUDE HOLD: LAtl+Lshift+A Autopilot LEVEL FLIGHT: LCrtl+A Autopilot ORBIT: LAtlt+ A Of course, you can set a button for each of these commands. So, you hit Autopilot button, then Autopilot LEVEL Flight, it is like one the pilots took command of the Huey, so you can move around to the gunners positions while the helo is flying straight and level. Same thing with orbit, or attitude hold. If you open the control indicator (RCrtl+Enter) you'll see the commands going from red to white, indicating that either pilot has control of the aircraft. You see, the Huey doesn't have a autopilot system as advanced as in the Apache and the Hind, but it does help a lot to door gunner training. Regarding the speed, for a Huey armed to the teeth, i.e., two frontal miniguns, two door gunners and two rocket pods, 90 kts is the sweet spot. Less you become an easier target, more, the Huey starts shaking like crazy. Of course, as soon as you spend rockets and burn some fuel, the speed will increase. Or if you leave the frontal miniguns or the rocket pode behind, it will increase speed as well. Attacking vehicles that shoot back in the Huey is a bold proposition, but it is what makes it so cool and challenging. Learning how much stand-off distance while being effective is both an art and a science. Gee, man, all this conversation made me wanna hop back in the old bird again. P.S.: You can also tell the AI gunners to attack. The commands are in the Gunners AI Panel. They are very goo at engaging targets. It is a good way to train the right attitude and distance you must have from a target to better allow you to shoot at the targets.
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I'm glad I could help. Unfortunately, I'm very time constrained right now...cannot find the time to fly online. Flying with a dedicated door gunner would be a great experience. Like I said, I use the Huey autopilot feature, where you can tell the pilot where you want them to fly. For me, the sweet spot is at 750 ft AGL, 90 knots of speed, and at 1,000 meters to 500 meters off of the target. I'll try your mission and share my thoughts.
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Cool, I'm saving this thread, I've always wanted to make a video tutorial on how to be a good door gunner, but never really had the time to. So, form my "extensive" experience, here are some tips: Left gunner must aim left of the target. Right gunner must aim right of the target. This happens because the gunner has to compensate for the forward motion of the helicopter. This is valid for fixed targets. For moving targets this works as well, but the gunner has to compensate a little less. For the forward gunner, it is literally just point and click. Where the circles show, just click and the rounds will hit The swivel movement in DCS is very limited, unfortunately. You need to tell the pilot to stand off a little bit to allow for gunners limited gun movement, but also don't be too much away from the targets. Effective ranges, considering he limited swivel movement, 500 to 1,500 meters. Autopilot: The Huey has a cool autopilot feature, that works as if the pilot have control while you take the gunners positions. It works fine to flight level and straight and to orbit. I would love to see a autopilot that did 180º turns like George does in the Apache. Targets: Anything soft: trucks, cars, etc. Lightly armored as a M113 and SAM vehicles can be engaged with the MiniGun. The M60's are not that effective. Tactics: Opposite orbits pattern: you do an orbit around the target, the disadvantage is that only one gunner will be able to hit the targets. May be interesting for the Mi-24, which has only one gunner, on one side. In the case of the Huey, you would need to change the direction of the orbit, so both gunners could engage the target. That's why I call it opposite orbits. From time to time you should change the orbit direction. Skewed eight: the rude schematics is below, and here goes the explanation: 1) Do a frontal attack on the target using rockets or the front mounted miniguns 2) Make a turn, let's say to the left. It is a 90º degree turn to the side, exposing the target to the right hand gunner in the "inbound leg" 3) once past the target area, do a 180º degrees turn, now exposing the target to the left hand gunner in the "outbound leg" 4) Passing the target, do a 90 º turn, to enter the "extension leg", to extend from the target, regain control and increase distance; 5) Make a 180º turn, and re-enter the main attack leg This way you assure you never overfly the target and everybody in your crew gets a piece of the action. It can work beautifully if coordinated with another Huey in a multiplayer environment. The AI cannot do it, since they go "balls out" on the target, without much care for tactics and self protection. In MP, while Huey number one is turning to the extension leg, the number two is on the main attack leg. It guarantees a relentless attack on the enemy. Real life procedures: I've watched many videos showing the Marines making their attack runs with Hueys. They usually come low and fast, bump, gain altitude and slow down, nose down, rockets, turn, door gunners and go. And While one is coming out, the other one is bumping. It can be done in DCS, but not entirely, since Marines' Hueys side weapons can be swiveled almost fully forward. Well, that's my Two Cents on using the Door Gunners in DCS. For a long time i've been wanting to talk about it, but never had found the chance to do so. Hope it helps.
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Same here.
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The P-51 is one of the easiest to take off with, but for me it was one of the hardest to land before the improvements. I have to try it again on the Spit, but never had problems with it before. The Mossie, on the other hand, is terrible on take off.
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More fun, less wiggly, indeed. I posted the same on the P-47 forums and a ED beta tester said that they didn't change anything but the shock absorber. But they must have done something to the game, because the Mustang is more stable now. And that's better, like you said, too much realism can be detrimental to fun. Like you said, you are a real life trucker, so has to go through all the joys and troubles of being a truck driver, while in American Truck Simulator we don't have to deal with potholes, bad drivers, traffic and paperwork. It's pure fun in detriment of "realism", which in this case would make for a very uninteresting game. So, I agree, a bit less realism, go a long way making a game/sim better.
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I posted the same on the P-51 forums: I felt that the P-51 and the P-47 are much more stable, mainly during approach to landings. Of course, the new shock absorver physics do help a lot in landing now. But it seems they were tweaked. I don't know if it was in this last patch or the other, but it seems that both aircraft are much more stable or responsive. Or, I'm getting good at it...LOL. ED usually doesn't insert on the change log all the changes their made in the modules, so many things get past under the radar. Anyone else has noticed the same? The P-47 seems more tame and easier to fly now.
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I felt that the P-51 and the P-47 are much more stable, mainly during approach to landings. Of course, the new shock absorver physics do help a lot in landing now. But it seems they were tweaked. I don't know if it was in this last patch or the other, but it seems that both aircraft are much more stable or responsive. Or, I'm getting good at it...LOL. ED usually doesn't insert on the change log all the changes their made in the modules, so many things get past under the radar. Anyone else has noticed the same?
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Mk-20 in CCIP drops several hundred feet short of the CCIP piper
SloppyDog replied to hinapilot's topic in Weapon Bugs
Not only they do hit as designated, they have a much more effective damage now. I used against T-90's and had success damaging them. I'll get back later with more testing results. -
I have the same problem; the product hasn't been updated for years now. Two workarounds are in the Camera Tab: change the Light Filter Threshold to diminish the influence of other light sources and change the Video Processing Mode to Standard.
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Oh, thank you. Now it is clear. You gotta use the Wizzo, he's there to help us. And we have to fly by the numbers, no fiddling around with the plane. It is indeed sensitive. I was on autopilot, sitting at the WSO position, Iet a GBU-10 go and, whoa Nelly, the Phantom shuddered and the Pave Spike went bananas. But it is a nice touch. Ok. I understand now. Only half-action with the controls. And by using the laser from a long distance, I suspect I was burning the pod by using it for too long... Ok, thanks. I didn't know that. Ok, I got it. Lasing only when close enough and flying by the numbers. I'll attach a track when I have some success.
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Hello all, I have some questions about the employment of Laser Guided Bombs in the F-4E. As far as I know, there are two methods to it: the first as shown by Red Kite, that uses the bombing table so Jester can calculate the parameters, insert on the computer and determine the bomb release point. The second method as shown by the Grim Reapers, where you don't use the bombing table, just point Jester to the general area of the target and then he will calculate everything for the right release point: I've tried both and I'm not having too much success with both of them, but I must say that the Grim Reapers method seems more accurate. It is my perception that Jester calculates the solution better than myself inputting the numbers manually. So, my questions are: 1) Is the bomb table (RCrtl+B) working or is it still in development. Sometimes it seems that the values don't work. Or maybe I'm really bad on flying by the numbers. 2) Are there any good tips and tricks to use LGBs? Altitudes, speeds, methods of target acquisition, etc... TIA.
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I've tried the same mission with the default loadout in a rolling take off and was able to take off with no problems. Then I tried the same mission with a VTO - Vertical Take Off. In order to do that, however, I had to change the loadout to two Sidewinders and 54% of fuel. That's it. The trick with the Harrier is that you must be below 20,500 lbs in order to hover, vertically take off or land. Considering that Nellis is at 1,853 feet, that's a complicated proposition for the Harrier, but I was able to do it, as it can be seen on the attached track file. AV-8B Cold Start Nevada.trk
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I was waiting for a resolution. I even had two different installs of DCS World, one with all modules, the other with only Razbam modules. This latter one I wouldn't update in order to be able to fly the F-15. But now, with the realization that the code has time bombs on it, and the module is already broken, I decided to ask for a refund. With a heavy heart. That was a thought that even didn't crossed my mind before. But there is no resolution in sight, things are getting worse, so it was time to say farewell to the beloved Strike Eagle. It's a shame. "2023 The year of the Strike Eagle" ended up being one year of the Strike Eagle.
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Yes, I understand. By active I meant an electronically active system to stabilize the system. I imagined the Huey stabilization as a passive system, but I agree that it is a mechanically active system.
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Well, I was wondering the same thing. It's too easy, almost arcade like. But reading others answers here and watching Casmo videos, it hit that me that it may be right. After all, stabilization systems are to make things stable. If you watch videos of real life helo operations, they are stable, pilots can put them in tight spots, can maneuver easily, can hold a hover without too much trouble. I particularly like videos of MH-60s doing VERTREP: they can hover over a load over a moving platform, transport it to another moving platform, time the load swing right, stay a few seconds over until the load is dropped and do it again. If the chopper was not stable, they would be fighting the controls all the time and not being able to do that over and over again. And now we have two different worlds to compare: one without active stability, like the Huey, where everything vibrates and moves and shakes, but it is stable, you can hold a hover and get to speed and fly it easily. The notable problem with the Huey FM is slowing down below 40 knots where it loses a lot of lift and falls like a brick. The other are the actively stable, like the Ka-50 and the Kiowa. The Ka-50, for instance, is very stable. I know that the coaxial rotors and the lack of a tail rotor helps a lot, but even so, its SCAS system maintain it very stable. So, getting back to the Kiowa, it may be how a helicopter with flight stabilization should behave.
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AI unable to employ Mavericks, HOBOS, LGBs, rockets
SloppyDog replied to Starfire13's topic in Bugs & Problems
As @Zabuzard stated, the error was tracked to HB's end. However, what I would like to make you pay attention to is that sometimes it is an error on the mission itself. If you are playing the Instant Action or Missions that come with DCS, be aware that they sometimes present some errors. It is very common that the mission author forgot to assign targets for your flight, thus the AI wingman doesn't know what to attack. I have found this type of error in F/A-18 and Apache missions. -
Thanks, man! This has helped me a lot. The instructions seem confusing at first, but once you realize that you only need to activated the mod and download Munkwolf's keybind folders. everything is very easy. Now the Phantom is way more controllable, still have to trim it all the time, but it is much more tame. The same goes to all my warbirds: I've always had this problem where trim was too much, not just a touch to level the planes out. Now, I can fly and fine tune the trim without problems. I believe this kind of problem occur due to difference in hardware: I have an old CH Products Fighterstick and I believe it sends a signal that is too strong for the sim in the trim axis. Anyway, it seems that Heatblur has already noted the problem and will add some option for trim speed in the future.
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I have a 4700K i7, I see you have a 7700K. The Suffix K in Intel CPUS means that they dont' have a self imposed limit to performance, they'll do whatever it takes to deliver whatever is being demanded from them. And that means going really, really hot, if they need to be. MY CPU was reaching 88-90 ºC easily with DCS and Prepared3D v5. Heck, in P3D it was even worse. So shutdowns were pretty common. I've changed my CPU air cooler to a water coller one, that helped a little. What did really help was to undervolt it, using a software called Intel Extreme Tuning Utility. Undervolting and limiting the FPS to 60 really helped to maintain temps at the 70 -80º C range. Of course, I did have to tune down my settings a lot, using basically the Medium default setting of DCS, but now temps are under control and I can play without worrying (to much) about the CPU shutting down due to overheat.
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It seems to me that the BDHI needles are inverted, either their indication on the manual or in game: In the manual, it is stated that the number 1 needle points to the number 1 navigation source as selected by the Navigation Mode Selector Switch. By the manual, with the Navigation Source Mode Selector Switch in the Up position, the number 1 needle should point to the ADF station and number 2 to the TACAN source. In the manual, it is shown that the number 1 needle is the larger needle and the number 2 it is the thinner needle. But in game, I've found it to be the opposite. The larger needle is pointing to the TACAN station and the thinner needle is pointing elsewhere. For example, in order to test it, I set the NAV to a pure TACAN station at Groom Lake (18X) and watched the needles position; the larger needle points to the TACAN station, the thinner points elsewhere. I believe that the behavior for one of them is wrong or the manual is incorrect.
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Pop Up Message in the Debriefing Screen
SloppyDog replied to SloppyDog's topic in User Created Missions General
Understood. Thanks! -
Hello all, I'm creating a series of missions that end either in Success or Failure, based on Player Score. For each outcome, it is relatively easy to setup an in-game message or pop-up an image telling the player if the mission was a success or failure, and the reasons why that has happened. However, besides that, I would like to make a message to appear, to pop-up, in the Mission Debriefing screen after a mission ends. Sometimes, when a medal is earned or the player commits fratricide a message pops-up informing the player. I would like to make the same, but with my custom messages or images. I've tried the trigger condition Once Mission Ends, Score Below 50%, Set Briefing to BLUE, or MESSAGE TO ALL, but with no success
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DCS: AH-64D Screenshots and Videos (NO DISCUSSION)
SloppyDog replied to Sleepy's topic in DCS: AH-64D