tekwoj
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Everything posted by tekwoj
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I wasn't aware AK has a mode where it doesn't activate the radar. Is it documented anywhere?
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We have very different experiences, from what I see in the game AK works fine, AKG is currently supersonic and not flying the correct profile, GB6 is fine, LS6 will fly into your wing because for some reason they loft unless you swap stations before launching them. Can you expand which AK launch mode doesn't work and what steps you're taking?
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[FIXED] Entering manual coordinates into DST 59
tekwoj replied to FoxTrotAlpha691's topic in Fixed Bugs
test_dst.mizdst59 bug.trk @uboats here's an example mission and track attached showing bug. Steps to reproduce (did it in hot start, didn't test if it happens during cold start): 1. Load the cartridge in, load at least the Nav data. 2. Select WPT 59 3. Press DST 4. On the left MFD make sure that waypoint 59 is selected. Press CLR. 5. Enter a valid value for latitude 6. Press button to confirm the value, it will remove the value but not save it. 7. Try the same for other waypoint parameters, the result is same as for latitude. -
ED being ED, they change weapons without testing if it brakes other modules.
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The ED flight plan tool replaces any waypoints created by mission maker with what you create before spawning in. It's going to be treated as if it was a flight plan created by the mission maker, so planes that use DTC like Jf-17 or Viggen will have the waypoints available the moment they load the cartridge. Exactly same as normal. The F10 map nav points that you create when you're spawned in the mission: WPT don't work. Others do. They require DTC update because your cartridge has some other flight plan loaded when you spawned.
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That's my point, the dtc that's "in your hand, but not yet sloted in the socket" when you do hot start already has the planned route in it. No need to ask for update.
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I've tested it in hot start from the ground, you just have to put the dtc in and the moment the nav data is loaded the route should show on HSD
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engine instantly dies in airstart missions
tekwoj replied to PawlaczGMD's topic in Bugs and Problems
Do you have a bind for Fuel Pump and is it by chance close to speed up/down time? The only alarm lit up after the view swaps to the cockpit is Fuel Pump warning light. -
Steps 4 and 5 are not necessary, it will treat the created route as if it was prepared for the plane in mission editor.
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AFAIK F10 at the moment allows you to enter only PP/RP points and the air zones. No flight plan waypoints.
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From what I can translate in google translate from the Chinese manual - maybe usually but not necessarily in this case.
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Why is everyone so bent on the manual? There's a good chuck's guide for JF-17, not like the manual brings anything more.
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[FIXED] Entering manual coordinates into DST 59
tekwoj replied to FoxTrotAlpha691's topic in Fixed Bugs
Can confirm it's bugged. If you clear the point 59 first then you can't enter anything. Workaround is either not clearing it before or if you did then do what Napillo wrote. -
engine instantly dies in airstart missions
tekwoj replied to PawlaczGMD's topic in Bugs and Problems
Do you have any mods installed? Are you running multithreaded version of DCS? I've ran your track file, if I take over control before the view switches to plane, the engine works fine. -
Yeah, it's going to be one of the mods. Last time me and someone else had this kind of difference was caused by mods.
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Yes, I know it can be very convenient with weapons that can have more complex setups. However if I'm using gbu + rocket pods it means that when I fence in I have to go through all the pages and set fuzes on each page or else I risk that in combat I pull up a page where it's still set to the default safe. In simple missions with limited loadouts I need only 1 or 2 pages. On a side note I'm not sure LD-10 in SP mode is useful lately, damage is very low and it seems to hit always offset rather than a direct hit.
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My question was meant as "is there a way to reduce page number". I guess a pilot doing a2g will rather use mfd buttons to manually select page cause they are in their hand's reach and weapon switch is only for a2a engagements.
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That brings a lot to a discussion where we try to figure out why someone's rockets don't hit target.
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I watched the track, 3 rockets hit, 4th one misses cause it's launched too close and it can't turn hard enough to hit the target (but it really tried so don't be angry at it). Here's the video If on your end it looks different, do you have mods installed?
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What goes wrong in this track file is that right after you launch the first rocket you turn on LSS mode. This prevents lasing. You can verify this by replaying it, and right after the launch, beforee LSS is turned on do ESC -> take control. Then do nothing, the rocket will hit. So to sum up procedure for BRM: Master arm on, A-G mode selected, BRM selected in SMS page Fuze set to EFUZE TGP on TGP in AREA track or POINT track launch on HUD cue You shouldn't have to mess with anything on tgp related to laser. LSS is only when you want to find buddy lased target. LSR is for when you want to manually laser targets which shouldn't be needed in 95% of situations.
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CM-802AKG Ignores Cruise Alt Settings/ Incorrect speed
tekwoj replied to RedPanda's topic in Bugs and Problems
I think that's an intake cover to reduce drag and avoid engine spinning with just airflow? Now they are supersonic all the way. They get the initial boost of extra 600kts on engine activation, then gradually slow down to 600+ kts of TS. I think this topic may have to be moved to weapon bugs section https://forum.dcs.world/forum/540-weapon-bugs/ @uboats ? -
No. By default it's in auto mode, if you click the button it will turn on manual lasing. This will be indicated by the LSR being in border and a count down timer in the middle of MFD display (time to laser burnout). LSS is laser search - the pod will look for laser signal from other source (when buddy lasing) Make a quick mission in mission editor. One target, hot start plane. Fly the mission, fire a rocket, wait until impact, exit the mission. Save the track file. Upload it here and we should be able to help you.
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This is not mentioned anywhere so I assume it's a bug. When trying to designate target using the HUD the maximum range is 10nm. How to reproduce: - Load in a mission - Select HUD as active sensor - Move cursor using TDC. Try pressing TDC when pointing at ground at different ranges.
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Is this a bug or is it normal that you can only designate target within 10nm using the HUD as SOI? I have a feeling you used to be able to designate targets further than that, but I'm not sure. I tried to look through the manual for more information but haven't found anything.
