

Thundersmoke
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Everything posted by Thundersmoke
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Been experiencing this intermittently as well, same symptoms. Out of curiosity, does everyone here have force feedback stick bases? My working theory was that I was noticing it occurring more after I reslot from or otherwise switch from a different module. Like I was setting proper takeoff trim but it’s like the FFB stick wasn’t properly reset/recentered from previous flight and wasn’t giving me the proper range of authority. Now seeing that it’s a semi-commonly encountered issue has me back to being perplexed. Like it’s not even rolling in the right direction for a torque roll or snap roll. And seems like any gyroscopic precession from slightly raising the nose a little for liftoff should be superseded by all prevailing left-turning tendencies. Also peculiar that it happens upon air start as well.
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Spitfire - Echo19 sound mod not running?
Thundersmoke replied to briklebritt's topic in Bugs and Problems
I'm guessing you copy/pasted those paths so this probably a longshot, but if you installed DCS long enough ago, the path will be \DCS.openbeta\Mods\tech That's the only discrepancy I see in the install path compared to mine. I just installed his "Core Ultimate" pack in the last couple of days, so I was freshly dealing with it. I'd previously had his Mustang and Spitfire packs in the path you listed first. If none of that helps, I'd probably reach out on the Echo19 Discord and get a helping hand direct from the source. Good luck! -
Tank co-ax and hull guns overperforming against aircraft
Thundersmoke replied to Tbirdy's topic in Bugs and Problems
Heartily agree. -
Just here to confirm I've just experienced the same behavior with the P-51, 75-gallon drop tanks. Take off, on Left Main, burn fuselage down to ~20gal, switch to first external for 5-10 minutes, then the other, then switch back to first external and engine sputters and fuel pressure zeroes. At first I thought it was maybe the Debden Eagles campaign mission perhaps mistakenly loading an empty fuel tank. But I couldn't find any evidence that's even possible. Definitely seems like a gremlin in the external tank behavior.
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If your carrier is moving at a good speed, you can drop full flaps and get blown backwards on the deck. Might help to make the plane lighter if it’s not doing it.
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Thanks all, I appreciate it. The solution to my Corsair issue was in the DCS “FF Tune” settings where I was able to reverse the trim axis. The last update had the nose-up and nose-down trim effects backwards for me, and it was fixable in the DCS options. All good for now.
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Could I trouble you to elaborate on this a little bit? Trying to understand if it’s possible in my Rhino / VP telemetry software. Just to be clear, there’s a way to reverse axis for just the FFB trim? So that nose-up trim properly backs the stick into your lap? And it doesn’t affect any other axis functionality (like which direction you actually *push* the stick for nose-up, nose down?
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Maneuvering On The Ground With Differential Braking
Thundersmoke replied to AG-51_Razor's topic in Bugs and Problems
I do. I’ve got a VPRhino base. My point was that despite any initial damage state the plane or landing gear might be wrongly experiencing at spawn (which I’m not disputing and needs to be fixed), I’m still able to functionally overcome it and use the plane without too much fuss. It doesn’t stop me from taxiiing, taking off, landing, trapping, etc. It’s obnoxious and the worst part of the module to me, but it’s still mostly mission-capable. I’m also often taking off with disgustingly overweight loadouts, so even that’s doable. RE: the vibration — one thought that occurred to me is that I sometimes feel my haptic seat / stick FFB from the flaps after takeoff as I exceed the airspeeds for the higher flaps settings. I think it’s the feedback of them slowly blowing closed if I don’t manually raise them myself first. But the end effect is long, sustained vibration in the stick that’s much longer than a normal flaps actuation. -
Maneuvering On The Ground With Differential Braking
Thundersmoke replied to AG-51_Razor's topic in Bugs and Problems
So I’m basically living in the Corsair on Grayflag Normandy (heretical for Normandy, I know) with many, many extended sorties, spawns, launches, landings, repairs, rearms, taxis, takeoffs, etc. both before and after the update yesterday. Mission winds are 3m/s or about 6 knots from 285°. The carrier hauls ass at about 27kts IIRC. Taxiing on the ground is obnoxious but doable. With some pedal, brake, and throttle dancing I’m able to get turned around, back-taxi, use the taxiways, even through the wind, etc. On the carrier’s upwind leg, no chance. Insanely strong weathervaning. I drop the flaps and let the wind push me backwards on the deck if needed. On the downwind leg I do the same but have to lighten the plane first. Overall, the Corsair is now my go-to for air-to-ground and I’m having a ton of fun with it despite the frustrations. No new in-flight vibrations as mentioned above, and no initial damage that has precluded takeoffs or landings. That said, it’s never good when I catch myself thinking, “I’d rather be taxiing a Spitfire.” This is definitely the #1 bug for me now. I understand that for some missions the conditions might be worse. But there’s a ton of fun still to be had while we wait for a fix if folks are so inclined. Group boat ops are probably impossible for now, but saying it’s grounded or impossible to use is somewhere between situational and misleading. -
Just chiming in to confirm the same on a VPRhino FFB base. Trimming nose-up will trim the aircraft nose up, but the stick pushes forward/away from the pilot instead of back/towards them.
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I’ve soaked up a lot of your shared knowledge as I’ve gone through the Mustang, Thunderbolt, Spitfire, and now the Corsair throughout my warbird journey this year. But this advice had such an immediate and dramatically positive impact on my Corsair approaches I just wanted to reach out and say thanks. This very much makes it feel like a proper analogue of a Tomcat where you can semi-maintain on-speed AoA, albeit with some additional wiggles and wobbles. But dispensing with the attempt of dipping the nose and flaring, etc. has stopped me from bouncing over the wires and made good traps very reliable. Cheers and thanks!
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I have a VPRhino and the FFB experienced isn’t as polished as other modules but I haven’t noticed anything that’s “messed up” to the point where it’s unflyable. For me, the most important thing is the stall warning buffets, which it gives me. (I get most of the rest of my haptic feedback from a UShake6 seat pad.) The trim seems to work fine and I’m able to get on and off the boat alright. I’d give it another whirl.
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I would double-check the install and setup as I downloaded the beta, and the Corsair gives long, sustained feedback on wing fold and flap movement for me. How do the sound module test tones feel? Also probably worth testing on a more mature module of any type. UShake6 should *not* be giving off tame vibrations unless we manually tame it or something’s wrong.
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Same; I don't use SimHaptic or SimRacingStudio software for anything. SimShaker for Aviators + Sound Module is outstanding. The "50% volume" instruction I referenced is in the actual UShake6 setup instructions in Windows when you're creating the new sound device. (https://simracingstudio.freshdesk.com/support/solutions/articles/35000192912-u-shake6-setup search the pagee for "50" and you'll find the step) From there, SimShaker will have its individual parameters you can tune (you'll probably want to dial these down to your taste as well; the UShake6 can put out some serious volume and rumble). Sadly no Corsair-specific settings to share as I'm just getting into the Corsair this past week and haven't downloaded the SSFA beta with the Corsair profile yet. But that might be a project for tonight. I'll keep you posted -- I tune most of my warbirds the same. (The only thing I'd consider changing in your case is increasing stall buffet feedback, as I get get that through my FFB stick primarily)
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I suspect you've already discovered this by now, but you should be very pleased with that setup. After my VPRhino FFB base and VR, I think the UShake6 is my favorite piece of sim kit. Definitely follow the setup directions carefully and dial back the windows volume to that device to 50% before testing or playing with the SimShaker values. I about Marty McFly'd myself out of my sim seat firing the Apache gun the first time.
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Is it possible to use VR + MFCD export together?
Thundersmoke replied to foobolt's topic in Virtual Reality
And I'll owe YOU a beer or beverage of choice. Thanks for posting this. I too was discouraged by the blocked off mouse area and solving this may have me tinkering with mixed reality again. It was super frustrating having the mouse corralled by invisible boundaries and having to work around it. Cheers! -
Update the DLSS preset used by DCS to remove ghosting
Thundersmoke replied to sleighzy's topic in General Bugs
I'm on 4090, Quest 3, Virtual Desktop. Previously, I was on "Godlike" VD and 1.2 pixel density and stable at 72FPS with good cockpit detail. Now I'm getting the same detail, nice sharp cockpit labels and gauges, on "Ultra" in VD (a step down in res), at 80FPS at 1.0 pixel density in DCS. I'd also dabbled with DLSS off and MSAA 2x, but hated the shimmer. So far as I can tell, I'm getting much sharper DLSS performance which has allowed me to dial back resolution and increase framerate. I spend most of my time in warbirds so I live and die by the engine gauges and like you, they gotta be sharp. And since all combat is close-quarters dogfights, motion blurring and smearing is a no-go. It's not perfect, but it seems a significant improvement. I'm definitely parking my settings here for a while to further evaluate. I think people are going to like Preset J. -
What did I think of Kiowa? It needs to improve in some areas!
Thundersmoke replied to ThorBrasil's topic in DCS: OH-58 Kiowa
I love the module, apparently have low standards for textures because I think it looks fine, and is a ton of fun to fly. If I want to just joyride and have a relaxing flight, this will be my go-to. My problem is, owning the Apache, I'm struggling to find the tactical niche where I'd reach for the OH-58D instead of an Apache on multiplayer servers like Grayflag. (I guess there's a reason the U.S. Army came to roughly the same conclusion.) The only thing I can think of is if the MMS can lase while just baaaarely unmasked and the rest of the ship remains safely masked, which the Apache can't do. But it's a fun and solid addition to the stable and I'm glad it's here.- 592 replies
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TIL! Thanks!
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As pilot, I pop open the George interface, move it to the Hellfire display, short press right to LOAL, and then long press right a couple of times to Trajectory: Hi. From here, George won't have a target that he's lasing, and you may have to re-WAS the hellfires from your pilot position. You can confirm trajectory settings persist through this transition on the Weapons page. Just remember, when firing from the pilot seat, you're not using the "consent to fire" button that you normally use when letting George lase things. You're squeezing and holding the trigger yourself. Took me a long time to figure out why I couldn't get missiles off the rail as pilot. Doing it this way, I think you should be able to get them to launch regardless of your ACQ source. It's just that the source will get them pointed in the right direction to pick up the buddy lase.
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OP, it'll take some practice, and definitely defer to Bradmick and other SMEs, but efficient approaches are possible once you get a handle on the flight characteristics. The general sequence I follow is: From cruise speed at low-ish altitude Simultaneously decrease collective and pitch up to begin bleeding airspeed Manage the collective decrease and pitch up to keep your vertical velocity indicator roughly neutral (you don't want to be climbing or dropping quickly) As you get below Effective Translational Lift (ETL) at about 30 knots, you're going to lose a lot of lift. If you have a haptic seat pad or force feedback, you'll get some buffeting feedback and you'll feel this transition. As soon as you feel it or slow below 30 knots, gently pull in more collective to compensate, and begin to lower the nose. Again, strive to keep the vertical velocity indicator neutral. Most times, you'll be wanting to arrive at a hover in ground effect (IGE) at 50' or less. This will help cushion you. As you progress through the different stages, don't forget to be trimming. Once trimmed into a hover, you can either slowly set it down manually, or go into hold modes and then slowwwly lower collective from there. Again, defer to the SME videos and practice, practice, practice. Your right eyeball should basically be pinned to the VVI to manage your vertical velocity throughout this maneuver, at least until you have the feel and muscle memory down. As you get better with it, you'll be able to adjust the inputs to modulate altitude in loop with all the rest of the activities. Just remember, below ETL velocity, you don't want more than -300 ft / minute on the VVI. There be dragons. I spent an afternoon on a single player map, taking off from a FARP pad, flying around the airbase a bit, and coming back for a landing. Over and over and over. It was well worth the time.
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This might already be obvious to you, but just be mindful that there are few different places where you can enter laser codes, and which ones you manipulate will depend on what you're trying to do. Laser Spot Tracker (LST): Changing this code (for example, to match a JTAC or fixed wing lasing a target), will enable (from the CPG seat only, I think) you to search for their laser spot. On its own, it does nothing else. In Wags' video, you'll see he uses it to find the lased target, but then handles lasing for his Hellfires himself. Laser Range-Finder (LRFD): Changing this code changes the code of your laser. For lasing your own Hellfires, it needs to match the primary (PRI) code for the Hellfires. If you're lasing for someone else, it will need to match the laser code of their laser-guided bombs/rockets/missiles. Primary channel (PRI): This is the code that your Hellfires are looking for. If you're self-lasing, it needs to match your LRFD channel. If you're getting a buddy-lase, it needs to match the code on your buddy's laser. Ideal use-case: On multiplayer servers with heavy, integrated PvE air-defense (Grayflag, etc.), some objectives are very tough to crack. But fixed-wing with excellent targeting pods (A-10's come to mind) can remain at standoff distance, lase the target, and your Apache can mask behind terrain: As pilot, establish masked battle position within range of target Drop a target point in the general vicinity of the target; set as ACQ source (this points your missiles in the right direction, enough to pick up the laser). Match PRI missile code to A-10's laser code Confirm his/her laser is on WAS Hellfires Configure for LOAL, high trajectory (to get it over the terrain you're masked behind) Rifle (note that as pilot, you'll be firing with holding the gun trigger, not the consent-to-fire / pickle button) Very fun way to safely take out some otherwise hard-to-approach targets. Edited to add: I'm doing this from memory, without the game up, so folks can feel free to correct if I got anything wrong. But hopefully this gets OP into the right neighborhood of understanding.
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This problem still exists, however, there's a workaround: You can "Edit Mission" and arrow down to the target coordinates field, entering the Lat/Long manually. Then Xfr Mission button. That gets the munition in question off the rail, and in my experience, normal functionality typically returns to the Smart Weapons page.
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Are the Smart WPNs problems solved in current 2024 version?
Thundersmoke replied to Rhinozherous's topic in F-15E
I can at least report some of the bugs must still be present. Had 6 x GBU-54's and 1 JSOW loaded today. Was able to XFER SEQ PT to JSOW and launch. Then, after that, change program to the -54's, and was unable to transfer the same nav (target) point, unable to take command of the TPOD and slew around and designate to XFER TPOD, or anything else. Couldn't cycle between stores. Smart Weapons page became mostly unresponsive. I was able to change the laser codes in Sensor subpage and transfer those to the munitions (which I'd done beforehand since I was working with a JTAC). But when it came time to start using the -54's, the page was pretty much frozen. Tried undesignating, tried resetting SAFE/ARM, tried resetting TPOD, tried cycling to guns and back to clear systems, tried unselecting the munitions from the program and re-programming / re-selecting them in PACS, tried everything I could think of. Very frustrating to cold-start, transit to AO for 20 mins, and then be unable to release ordnance. Here's hoping for a lengthy list of fixes on the 3rd or whenever next patch rolls out. Alternately, I'd be happy to find that I missed a key step. But I've been doing it successfully before, so...? Only thing I did differently this time is I pre-emptively changed the laser codes on all the -54's while en route to the target point. Sensor -> enter code -> Xfer Weapon -> Next Store -> repeat for all 6 bombs. I won't be doing that again, and will instead just do 1 at a time in between each attack run. Maybe all that manipulation and cycling of stores somehow fouled them up.