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Everything posted by SloppyDog
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DCS: Kola map by Orbx in Early Access available now!
SloppyDog replied to Graphics's topic in Official Newsletters
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DCS: Kola map by Orbx in Early Access available now!
SloppyDog replied to Graphics's topic in Official Newsletters
"No Razbam products were harmed during the making of this movie" - that send us F-15E users a sad message... Beautiful map, though. And I hope someone remakes the old Jane's F/A-18 campaign for this map. -
This video has such a beautiful cover that at first glance I thought it was an official Boeing video.
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LGB and JDAMs fall long of the target.
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I agree. Not going to buy it. In the past, like ten years ago, I would buy it in order to "support this small developer who makes this very niche product for my entertainment". But not now, I've already have lots of unfinished modules, that quite frankly, I need to learn how to fly and fight on them. And although the Razbam debacle is not directly related to this, it sure left a bad taste in the mouth. I wish for those buying much success. I believe it'll be a great module and lots of fun. As for me, I'll pass for now. I'll be on the outside observing how the release and updates go, and once I decide it is mature enough, I'll end up getting it on a sale down in the future.
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Durandals not releasing to the selected interval in the PACs
SloppyDog replied to Father Cool's topic in Bugs and Problems
Its is confusing, but from my tests, you need to set the total quantity of bombs, regardless if it is ripple multiple or ripple single. -
P-47 new landing gear DCS 2.9.4.53549
SloppyDog replied to SloppyDog's topic in DCS: P-47 Thunderbolt
Wow! Beautiful landing! -
Durandals not releasing to the selected interval in the PACs
SloppyDog replied to Father Cool's topic in Bugs and Problems
"Even on that video it didn't work correctly. It was set at 12 with 200ft spacing and yet they are all grouped together. 12x 200ft is 2400ft which is a lot further than that spread on the video. Excuse the poor image, you tube compression in the first 15 seconds of video." @Father Cool The grouping on the video is right, it is a total of 1200 ft, not 2400 ft. In Ripple Multiple the bombs are dropped depending the number o stations selected. If there are only two stations as shown on the video, the plane will drop 2 bombs, from the left and right CFT, at a 200 feet interval. So it will be 6 drops (of a pair of bombs) every 200 feet, so 6x200 ft = 1,200 ft total. Attached are two track files for the a mission I made to attack a runway. One is using Mk-82 AIRs, the other using Durandals. The MK-82 AIRs work fine, releasing at the right point, and within the desired interval, 6 x 200 feet in Ripple Multiple. The Durandals, on the other hand, fall way too short, but fall within the desired interval, 6x 200 feet in Ripple Multiple. The smoke markers are in place to show the 200 feet intervals, starting with the white marker and finishing at the orange marker (0 ft and 1000 feet, respectively). F-15 Durandal Ripple Multiple.trk F-15 Mk-82 AIR Ripple Multiple.trk -
Thanks man! I believe I'll have to do the same.
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I often use the X:SET COMMAND on my missions, to make the player interact with the AI wingmen without using the usual Radio Menu. Anyway, it is very cumbersome having to get out of the mission editor, confirm which number corresponds to which command, then getting back to the ME to finish the mission. I read in the manual that you can have this list in some files, but it seems not to work for every plane. Does anyone knows where I could find the command list within the files? Thanks in advance.
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The 2.9.4.53549, April 10th, 2024, patch brought: DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. P-47D-40 bugged gunsight external texture Fixed. hydraulics drives fail to extend undercarriage after repair Added. New landing gear physics I've tested it, in a hurried manner, and it seems to be working fine. No more breaky breaky bouncy bouncy behavior. Seems that it is now absorbing the impacts as it should. Before the patch anything beyond 100 mph on touchdown was sure to give you a left or right or both struts broken. Attached is a track file of the test: P-47 New Landing Gear Test.trk
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Durandals not releasing to the selected interval in the PACs
SloppyDog replied to Father Cool's topic in Bugs and Problems
I can confirm that. Durandals fall way too short of the runway in Auto Mode. Mk82 AIR and Snake-Eyes fall where you targeted them, no problem. The aiming problems seem to be happening only with Durandals. -
Durandals not releasing to the selected interval in the PACs
SloppyDog replied to Father Cool's topic in Bugs and Problems
Are you using ripple single? It seems that the function it is not working right now. Try Ripple Multiple and see if it works. -
Oh, thanks. You made me see another use for this, that would be very helpful.
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There is no request from my part to dumb the game down. It's all about flexibility. DCS already provides that with the many options on the F10 map. It's just a matter of turn them on or off. Giving options is what makes the game more accessible for those who are in the process of learning. It's the same that happens with campaigns: there are some very easy for new players, and others more complex, for advanced players. It's just a matter to find the one that is suitable for you. It would help lots of new players coming to DCS, and as I said, would be very useful for mission making. And, to top that, I really would like a 3D mission editor, like in Arma.
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Is there a promise to keep the F-15 development? From whom? As far as I know if Razbam abandon ship, all of their modules will be affected: F-15E, Harrier, Mirage 2000, etc. If ED decides to keep updating and improving would be a nice thing, but I don't believe they'll do that. They've already have their own modules to worry about. So, I don't see any new updates or maintenance being done on the modules we already own. They'll eventually stop working with time. But I also believe that the community will find a way to giving them an extended life.
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Yep. I was thinking about it. If everything does not work out, then ED could keep developing it. But as you put it, I agree that there's not much chance of it happening. Oh well, the last hope is ED and Razbam setting this situation.
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Problem with Gun trains attack in "direct actions"
SloppyDog replied to indalo62's topic in DCS: P-47 Thunderbolt
There are some missions that are bugged, they don't start and crash the game. -
Oh, I'd appreciate that. It seems a very well made mission, lots of details. To solve this issue you could either take out the "Engage Air Weapons" from this particular SA-15, or make the player do a low level loft profile. I don't know if you know Notso's channel but it is worth to check it out. He is a Razbam SME and an active (I think he still is) F-15 WSO. Take a look at this video of him teaching how to do a low level loft profile. It is very interesting.
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Well, you did a good job designating, maneuvering and releasing te bombs. Really, no problem there. The problem is that your second bomb is being intercepted by an SA-15. The first one was targeted as well, but passed. But the second is being targeted and hit, although it does not register on the log at the end. See the attached screenshot. Watch your track. Once you release the second bomb, press F6 multiple times until you get to your bomb (GBU-10). Increase the gamma setting so you can see. The bomb explodes in mid-air. It is a sign of an interception. P.S.: What mission is this? Is it available for download?
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Are the Smart WPNs problems solved in current 2024 version?
SloppyDog replied to Rhinozherous's topic in F-15E
Right now it is not working properly, as you experienced. A workaround to avoid this errors is to create separate programs to each station, or type of stations. Example: as you mentioned, 6 GBU-54s and 1 JSOW. So, Program 1 for the left CFT GBUs, then Program 2 for right CFT GBUs, then Program 3 for the center JSOW. On the Smart Weapons page you select a Program first, then it will move around the three bombs on that station only. Then other program to set up the other bombs on the other station. It is not guaranteed it won't freeze the page, but helps avoid the problem. -
Well, what you reported is a bit confusing, but I'll try to help. By marking you mean designating? Because there are these two functions on the TGP, mark and designate. If you are using Mark, it is not designating a new targeting , but simply creating a new markpoint in the plane's memory. What you need to to is Designate. If you are doing this from the front seat, the command is TDC Press. Make sure that in the TPOD page, under PB7 it is written TGT, not MARK. And the whole process should be as follows: 1) let's say your target is at waypoint 02. Then change the TPOD to look at waypoint 2 by pressing PB17. 2) Make TGP SOI, by pressing Castle switch more than one second in the direction of the desired MFD. 3) Move the crosshairs around up to the target 4) TDC press to designate. 5) As you said, follow the plane instructions and release the bomb. 6) For a second pass, if the second target is in the same region as the first target, it is a simple matter to move the crosshairs on the TGP to the new target and designate with TDC press. 7) The azimuth steering line in the HUD will move to the next location, then it is just a matter of follow the instructions and release the bomb. There is no need to undesignate or change the waypoint. Once you pass the target, extend and come back, the TGPshould be looking at the last target. No need to return to cue, undesignate or change the steerpoint on the UFC. "It's funny because 1st and second target they're close enough so the bomb actually should go to the second even if it was marking somehow the first," This line that you wrote makes me think that you are not moving the TGP up to the target, just releasing the bombs on cue, which is the selected waypoint on the TPOD. If that's the case, you are releasing bombs on the cue, not on the designated target. EDIT: I added a video showing the process. It is not a tutorial, just showing you the procedure. Pay attention to the TGP, don't mind the rest, since I'm using a GBU-54 GPS/Laser guided bomb. I also make a mistake on the first pass since I forgot to turn Master Arm on up to the last second and on the second pass I'm going nose down in an attempt to unmask the TPOD. Pay attention on how I designate the first target, drop the bomb and hit the target. Then I turn around, extend and while extending I move the TGP to the next target. After extending, I turn around once more and then designate the second target, drop the bomb and hit the target.
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Hello, A feature that I like to use in DCS is the ability to click on a vehicle or static object on the F10 map and being able to take a look at said vehicle or object by pressing the corresponding view key (F7 or F12). It is very useful for mission making and training. However, having to enter the F10 map every time to do so is sometimes cumbersome (specially if you forgot to turn the autopilot on prior to entering the F10 view). So, what I would like to see in DCS is a F10 mini map shown on the screen while playing or viewing other objects. See the edited screenshots below as a concept of what I'm trying to convey. In MSFS there is a moving map that is useful for navigation, something similar, but without losing some functionalities for DCS. That would help new players and mission makers. Of course, make it optional to turn it on or off for those who want another tool to help and for those who thrive for full realism.
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Are the Smart WPNs problems solved in current 2024 version?
SloppyDog replied to Rhinozherous's topic in F-15E
Well, I love the 'E', and I believe most people here do as well, but we have to recognize that the commands and controls are cumbersome and not intuitive at all. That said, what I have noticed is that you need to have a program set, or programs, before going to the smart weapons page. And then it will, inside that particular Program, sequence the bombs in the right order, not skipping stations and transferring the coordinates in the right order (in single player at least, never tried in MP). Also, the dropping sequence that I have noticed, for CFT mounted pylons, is always the back end bomb first, then the middle one, then the front one (R3, R2 and R1; L3, L2 and L1), so one must be aware of that when transferring coordinates. About the programs, if you have, let's say, 3 GBU-38s on the left CFT, 3 GBU-54s on the right CFT, two GBU-31s under the wings and one GBU-31 on the center pylon you won't be able to change stations in the Smart Weapons page. At least, that's has been my experience. What I have noticed, and have been working for me, is that you need to assign programs to the corresponding stations before moving to the Smart Weapons page. As an example, Program 1 is for the left GBUs, Program 2 for the right GBUs, Program 3 for the under wings GBUs and Program 4 for for the lonely center GBU. Then in the Smart Weapons page, with Program 1 selected, you are able to change stations inside that program, in the example, left CFT GBUs. On Program 2, you can step through the 3 right side GBUs and so on. Well, I don't know nothing about real life operations or if that's the way it is supposed to be, but this is the way it is working in game right now. Anyway, it is a complex bird, with complex systems, and the more I fly it, the more I'm convinced it is a two people aircraft, with lots of work for both to do.