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Everything posted by SloppyDog
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Well, being Open Beta and still filled with bugs, I would say that's a bug. There shouldn't be any inaccuracy while using EGI. A problem that may have occurred is that the resolution of the radar screen is not enough to allow for a perfect or near perfect designation of the point where you want the TPOD to be cued at. Also, PVU do not account for INS drift. They are, as far as I know, made for compensate for errors in speed, which cause the radar images to look very blurry if you don't update the speeds. What you should be doing to account for position errors would be a PVU and an INS update, using update points. But these only work, and are needed, when EGI is not available. Maybe you have hit the Present Position Keeping Source option and turned off the EGI or are in a mission where GPS is not available. In summary: 1) Bug; or 2) Not enough radar resolution; 3) PPKS not EGI; 4) Mission where EGI is not available.
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This one has (almost) everything you need to know:
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This was NotSo's answer, and it was before both patches. But I don't believe they've solved it yet. Anyway, he offered a workaround with the TGP re-designation.
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I'm seeing this behavior since the launch, the TGP diamond being right over the target, but the ASL much off of target. I measured it and got about 1,400 feet of difference from where the ASL is showing to the target point. My bombs do not fall long, but they do fall laterally off target. My question is: are you using EGI (GPS) navigation or INS navigation? It seems to get worse with INS. Also, I asked in the Razbam Discord, and NotSo (the SME) sais that they know the ASL is bugged and are working on it.
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Interesting discussion. I'm having the same error when using Auto Mode, The target diamond is right on over the target, but the Azimuth Steering Line (ASL) is off. Same thing happens: first pass, all success. Second pass, the INS drift is way off in a matter of minutes. Getting in back to target, the diamond is over the target, but the ASL leads me to some point off the designation diamond. Off by as much 1,400 feet. NotSo in the Razbam Discord said that the INS drift rate is about 0.6 nm/h; or 3,645 feet/h. So, in a matter of five minutes, the INS drifts as much as half as it would in one hour. I believe it is influenced by the time you set in the Airborne Time option in the Mission Editor. Less time, less drift rate, more time, way more drift rate. I believe that this setting influences the drift, like it gets back to the value you have set (i.e. 45 min) as soon as you do a update. I'll do a mission, the same mission as I always do to test it, but starting from a cold start and alignment, and see if the same phenomenon still occurs. Edit: As of note, NotSo said that the ASL bug is known and is being worked on.
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Ok, here we go again. After last patch (July 24th, 2023) it seems that George is indeed engaging with the gun, and now he tells you if he is outside range and when he is within range to engage. I tested it only on SP, and it seems fine now.
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Ok, here we go again: is it my impression or the last update (July 24th) changed it, for the better? It seems much more stable now, I can go from on the ground, to light on wheels. to take off smoothly, without any great surprises or torque spikes needed. Anyone else saw the same or is it just placebo effect?
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Oh yeah. The old "catch ya" when changing seats. Once in a stable hover, I jump into the front seat, with my finger already on the George button. As soon the helo starts wobbling around, I call up the George menu. Unfortunately, it does not maintain the same attitude you were in after changing seats. Anyway, but after last patch (DCS 2.8.7.42853) George seems to be having gone to a new training cycle and came back a new pilot.
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Are you using a axis to control Throttle? Once you set it in the Fly position, you never touch it again. I don't set any axis to it, just click on them and leave there. After that, all controls are using the stick and collective.
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Yep. F-16s do the SEAD part (Supression), F-15Es do the DEAD part (destruction). Team work to ensure the SAM site never returns to active duty again.
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If anyone is interested how it was done in real life, the video below gives an interesting inside look at these things. Of course, the mission at hand was not of a very heavily defended airspace, they made the attack at medium altitude, etc. But the interesting part is that F-15Es work along HARM capable aircraft, like F-16s. What they do in the end is working in coordinate fashion, with the F-16s doing the SEAD part, and in the window between a HARM launch and impact, the Mudhens go in and bomb the site, doing the DEAD part of it.
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All of that, and you need to have some ordnance selected in the Armament Page.
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The "Auto-throttle" in helos is called a governor. It automatically injects more or less fuel to compensate for the changes in the angle of attack of the blades, thus more or less drag, in order to try and maintain rotor speed constant.
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Thanks for the info. That's really strange. Tackling this problem piece by piece, what I can think of is that you are inputting too much collective while trying to hover. Very powerful helicopters like the Apache and the Hind have the similar problem: if excess collective is inputted, the torque in the main rotor becomes too strong to be counteracted by the tail rotor, thus they start to rotate. Then it is very easy to lose control, and as you are already at maximum collective or above, trying to input more collective just adds to the control issue, and it will fall out of the sky. The second part to the problem is that you may having problems with control bindings or curves. Maybe you are moving the collective and it is moving another control (as the throttle), or you are moving any other control and it is adding to the collective. I use curves to diminish some of the crazy reactions that the Apache and its SAS control have when maneuvering. The dead zones at the end of the collective axis are there because my throttle control is old and has some looseness at the end, thus this way I guarantee having 100% control of the collective. For the other axis this 100% control is not needed, and a very smooth curve with a high saturation allows for a more controllable aircraft. COLLECTIVE AXIS CYCLIC X AXIS CYCLIC Y AXIS RUDDER AXIS
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The job the guys did at Metal2Mesh is amazing, even more that now we have the Mudhen on our hands, Nice mannequin he has there, and yep, it is on his garage, as stated. Also, the interview with Steve Davies was great. I keep imagining doing a inverted loop while looking the Matterhorn below. What a sight that must have been!
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Do you have the mission you are flying or a track file? Altitude and temperature play a crucial role when trying to hover or land.
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Having the same issue. No problems with laser-guided weapons.
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From the A/G armament page: Press M for Menu, then at the bottom you'll press A/G Load, then STEP until CBU-*7 or -97 appear, select it, select the station where it is loaded, fuse. The video below explains how, from the 7:50 mark.
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I don't know if it is correct or not, I found myself too in the same predicament. As a workaround, I turn on (put down) the pilot visor with LShift+N.
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Hello all, I didn't want to put this topic in the Bugs and Problems section because I really don't know if it is bug or a problem. Apache Cold Start Mission, daylight, I get 30 fps and my CPU works fine, inside normal parameters. Same mission, edited in the Mission Editor to fly at night, 22:00 Local Time. I started getting 20-25 fps and my CPU workload goes up. Ok, maybe it is my system, which is outdated (i7 4790K, GTX 1070, 32 GB RAM) so that happens. My question is: is this a normal thing? Night illumination is more taxing to the system than daylight flights?
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Cool. So what I am doing is not entirely wrong: I usually get Light on the Wheels about 40ish percent, then if I continue to apply collective in a slow manner, it will rollover. Then what I'm doing now is press on with the collective at about 70%, it will come off of the ground and will be stable. The thing I've noticed since last patch is that now it takes 10% more torque to lift off that I was used to, now it is about 70%, before it was a cool 60%.
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Turbosupercharger Use: 7000ft? 12000 ft? 3500 ft?
SloppyDog replied to Istari6's topic in DCS: P-47 Thunderbolt
Have you ever seen these? These are from the National Museum of WW II Aviation in Colorado Springs, CO. This site gives a good explanation how the system works. https://lynceans.org/all-posts/the-complexity-of-a-ww-ii-p-47-thunderbolts-powerplant/ Basically, the entire body of the P-47 is a housing to the supercharger and intercooler system. People talk about pressures, but volume of air is also very important. Just look at the size of those pipes. It is a lot of air moving around. -
Turbosupercharger Use: 7000ft? 12000 ft? 3500 ft?
SloppyDog replied to Istari6's topic in DCS: P-47 Thunderbolt
That's the right way to do it, boost always equal or less than throttle. Our old friend Greg explains that in fine detail here: -
What joystick do you have? I'm curious. The only ones available, that I know of, are the VKB one and those old Microsoft Sidewinders.
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DIY doorgun controller demonstration on dcs huey uh1h working
SloppyDog replied to hannibal's topic in DCS: UH-1H
Cool. Well done, sir. And yes, we do need a lot of new features for door gunner in DCS. One I've been clamoring for is a better swivel of the guns. To the sides and down. In DCS the guns have very restrict movement. Like the picture with the .50 BMG you showed, it almost points totally forward, something not possible in DCS. And a .50 as a gun addition wouldn't hurt as well.