

MeanJim
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F-16 Waypoints off by 20nm after 1 hour flight?
MeanJim replied to MeanJim's topic in DCS: F-16C Viper
That's the page I was talking about. It says that rejecting a target on the HAD doesn't clear the sight point. I've been pressing TMS aft before switching back to NAV mode and it has been resetting the cursor back to the steerpoint, and it shouldn't, so maybe it was a bug that they fixed. From now on I'll just remember that doesn't work on the HAD. The email that came a day after the patch says "a long list of HAD and CMDS improvements", but I only see two things listed in the change log related to the HAD. -
F-16 Waypoints off by 20nm after 1 hour flight?
MeanJim replied to MeanJim's topic in DCS: F-16C Viper
Hmm, that appears to be what it was. I don't know how I missed that, but it brings up more questions. Why did shutting down and restarting the jet not clear the cursor slew? That screen shot was taken before restarting, so I don't know if CZ was still even an option after that. That should be easy to test though. I had forgotten there was even a CZ button on the HSD because I've made it a habit to press TMS down a couple of times before I switch from A-G mode back to NAV mode to undesignate any SPI and reset the cursor. I was flying long range SEAD missions that night, and only had the HTS, two HARMs, two fuel tanks, and some AAMRAMs. Reading back over the HAD/HTS/HARM pages in the manual, it sounds like it's not supposed to reset the cursor, but I haven't had this happen in ages. -
This might need to be posted to bugs, but I don't want to jump the gun just yet, plus I don't have a track file because DCS crashed and it was corrupted. I do have the Tacview replay, but I doubt that would be of any help. I noticed the patch notes for the recent update says: "Fixed: INS drift is not GPS corrected and INS drift adds up to more than 1000 ft over time." I have been playing on the TTI Syria server lately, and have had no issues, until now. Unless I get shot down, I land, re-arm, and refuel, and go back up. I've never needed to do an INS re-alignment, and I've only noticed a small amount of drift over several hours (2-4) in a session. Last night though, after 1 hour my waypoints were 20nm off. I don't know if this is an INS issue or something else, because it was very odd. The location of the waypoints in the HUD, HMD, EHSI, and the cake symbol on the radar all showed the waypoints in the wrong place. The HSD page showed waypoints in the correct place, and the auto pilot navigated to the right place in steering hold. I didn't notice anything was wrong until I was RTB. I had a quite a way to go, so I flipped the auto pilot to altitude and steering hold while I cycled through other players to watch them while my jet cruised home. I popped back into my cockpit occasionally, and 50nm out I switched to attitude and steering hold and started a descent. When it showed ~25nm out I realized something didn't look right. The waypoint symbol was outside of the HUD to my right. I looked and the waypoint symbol in the HMD was in the middle of nowhere, not an airport. I looked around, and the city was to my left, so I knew I should be near the airport. I looked at the HSD and it showed I was passing over my home waypoint. I banked and I looked down and sure enough I was right over the airfield. I landed, and taxied to a parking area where players don't spawn to re-arm and refuel. After I re-armed, I performed a full INS re-alignment. I verified that the INS page showed the correct LAT/LNG and ALT before aligning. With 8 minutes to kill, I cycled through other players until the alignment was done, but it still showed my waypoint 20nm north of where I was, when it should have been right in front of me. I know I could have re-slotted and been on my way, but I was determined to fix this. I tried doing a complete shut down and restart of the jet, and another full INS alignment, but it still had my waypoint 20nm north of me. After that, I had no choice but to re-slot and start over with a fresh jet. My second mission was a little bit longer because while I was messing with all of the above, other players had cleared the area I was working on of SAM threats and were mopping up the remaining ground units. The second flight was about 1.5 hours, and upon returning home, my waypoint was off again. This time it was 10nm northwest, not as bad as before, but it shouldn't be off by that much in such a short time. When I disconnected, DCS crashed, which I don't think has ever happened either. I did submit the crash when the crash reporter popped up. The track file is probably corrupted because of the crash. I checked the tracks directory, and it has two files of the same name, but one has the .trk extension, which is only 11MB, and a .trk.writing that is 10MB, both are way to small for as long as I flew. I did try anyway though. The .trk fuke gives an error, and renaming the .trk.writing to just .trk causes DCS to sit at an infinite loading screen until I kill it. This screen shot shows the LAT/LNG on the INS DED page, which matches what I get from the F10 map. I ALT-clicked my aircraft on the F10 map to get the popup that stays when you go back to the cockpit, but I wasn't thinking and closed it when I took the screen shot. I took this screen shot to show that the position of the waypoint should be in front of me, I don't know why the map is in MGRS, but you can convert it to see that it matches what is shown above. You can also see that the waypoint is correct on the HSD. This screen shot is me looking over my right shoulder where it's saying the waypoint is.
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Awesome, but that still leaves some questions about the stores config caution light. I don't know if you found public sources for what some have said. It was mentioned that the stores config caution warning is basically and advisory and it's up to the pilot to know what is still loaded and put it in the correct position. For example the stores config caution will be triggered when dropping A-G ordnance from stations 2 and 7 when you have wing tanks loaded, but you still may be loaded in a way that requires a CAT-III config. This is how it is working in DCS now, but I didn't know that I was incorrect by placing the switch in CAT-1 to clear the warning. I'm also still curious as to why the AIM-120 is a CAT-III store. Is it the weight of the missile that can damage the aircraft, or can the missile be damaged? Although, unless you implement damage to the weapons or aircraft from flying in an incorrect stores config, people in PvP servers are just going to throw it in CAT-1 and not worry about it.
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I've been wondering about this but I keep forgetting to look into it, but today I finally looked into it. I noticed that when I have two wing tanks and an A-G load-out, when I drop the ordnance, I get the stores config caution, but with an A-A load-out and two wing tanks, it wants me in CAT-III, even later when they run dry. After reading through the topic, it's mentioned that the stores config does not limit the Gs the aircraft can pull. I remembered watching a video of an F-16 doing BFM a while back and the pilot mentioning having a G limit until below a certain weight. I assumed he was referring to the stores config. I managed to find the video, and at 6:40 the pilot mentions being limited to 7 Gs with two external tanks or risking over G-ing the jet, but he says it's something he has to watch out for. Later at 9:30 he says he has 400 lbs. to go until he can pull unrestricted Gs. It looks like damage from incorrect stores config and over-G isn't modeled in the DCS F-16 at all. I just tested it out with two external tanks, two Mk-84s and four AIM-120s. I put the stores switch to CAT-I and no matter how abused the flight controls, even managing to pull 11Gs, and nothing broke. I've always switched to CAT-I when I get the caution, so if I want to be realistic I should stay on CAT-III with TGP, HTS, AIM-120s, and asymmetric load outs. Who am I kidding, until ED implements damage to these systems or structural damage from improper stores config, I'll probably just keep doing what I've been doing. What makes the AIM-120 limited to CAT-III? Is there a source for that? If true, DCS has it wrong. Loading 6x AIM-120 has you in CAT-1 by default.
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Why are payments to you always blocked?
MeanJim replied to MeanJim's topic in Payment and Activation
I'm in the US. I just seems odd that two cards from two banks don't allow transactions to ED. The payment does show up as going to Switzerland on my account. In order to get the payment to go through, I have to call the bank, then make the order while on the phone with them so they can override the block as it goes through. The person said it's blocked because it's an international transfer, but I don't buy that. I also bought a new HOTAS back in March after getting the modules, which was also an international payment. It didn't get blocked, but it was held until I called and approved it. That was quick and automated, unlike when I try to make purchases here, it flat out blocks it and I have to spend ~30 minutes on the phone to get someone to override it. I'm also wondering why PayPal is setup different here. It only lets me chose my debit/credit cards and not my bank accounts to pay with like it does everywhere else. -
Back in February I bought my first modules. I prefer to use PayPal, Google, etc. because I don't like entering my debit and credit card numbers online. I first tried PayPal, then Google Pay with my debit card before trying with the credit card and those transactions were denied. I gave in and tried the Saferpay thing, they denied that too. These are two different cards from different banks, and they both blocked the transaction. The next day both cards were locked due to suspicious activity, and I had to call to get them re-activated. Normally when I pay with PayPal, I can choose any payment method on file, debit, credit or directly from my checking account, but when I pay through PayPal to here, it only lets me use my debit or credit cards. I was eventually able to pay by calling the bank and having them on the phone while I made the payment and they had to override it as it went through. I just tried to buy a couple of modules now and it happened again. I had to call again and get the transaction overridden. I bet my credit card is now locked. Like the last time it was locked, the notification didn't come through until the morning. This has never happened anywhere else except here. Do need to start buying modules from Steam? I don't like using Steam if I can buy directly from the source, but I don't want to have to spend 30+ minutes on the phone every time I want to buy a module.
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So they should be judged by the effort put into them? You can put a lot of effort to stage bad screenshot, meanwhile lots of good screenshots just happen all the time naturally, with no effort.
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I've had this happen to me twice now. Both times it happened, I had a center-line tank, but I've refueled with a center tank before without issues. The first time it happened I was still practicing. Both times I don't know if I disconnected and caused it, or if the trapped fuel caused the disconnect. Both times I didn't notice the warning in the HUD right away because I'm not paying much attention to the HUD, I'm looking out and using visual cues to keep in place with the tanker. I would get cleared to reconnect, and get in position but not get connected or take fuel. The first time, I eventually noticed the warning in the HUD. Since I was practicing, I paused and looked in the manual and didn't find anything. I went back, and I don't know what fixed it, I was just flipping switches. I flipped the tank inert switch, closed and re-opened the fuel door and some other things. The error went away and I was able to continue filling up. Last night however, even after getting the error cleared, I could not get more fuel. I had been flying a while that night before this mission, so I was a little tired. I didn't need to refuel to make it back, but decided to do it to get in the practice since it had been a while. I had the bingo page up on the DED so I didn't have to look down at the fuel gauge. Just as I was cleared contact with the tanker, the bingo fuel warning went off. I hooked up and got to just over 6000lbs when I disconnected when the tanker started its turn and I got too slow. I was able to re-connected, but not long after that I got disconnected again when the tanker leveled off. It didn't feel as if it was my fault, I thought I was still in position, but I'm not 100% sure. I was unable to get reconnected though. I was in position, but not hooking up. I then looked and saw the error in the HUD, so I aborted the refueling, backed off and tried troubleshooting it. I'm pretty sure the fuel gauge was showing over 8000lbs total. I turned the QTY switch to center and it was showing 1000lbs. in the center tank. I closed the fuel door, flipped the tank inert switch, and now the gauge was showing the center tank empty. The error went away, so I re-opened the fuel door and tried topping off. The tanker just would not hook up though. I was cleared, the lights were on, the boom was moving, but I could not get fuel. I eventually gave up and landed.
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If I understand correctly, the AI Task Set action makes the AI stop all other tasks and perform that task immediately. That sounds exactly what I want, but it's not working at all. I want an AI convoy to stop what it's doing and go straight to their last waypoint if attacked, but when AI Task Set is triggered, they just stop when triggered. In the attached sample missions there is a HMMWV with 3 waypoints and a triggered action at waypoint 1 to go to waypoint 3. If it were to follow the waypoints without the trigger, it would turn left to waypoint 2, turn around and then to to 3. At waypoint 1 is a trigger zone set to AI Task Push/Set the unit to Go to Waypoint 3. In the one with AI Task Push, it works correct and bypasses waypoint 2 and drives straight to waypoint 3. In the one with AI Task Set, the unit stops immediately when the trigger is set off. Task Set.miz Task Push.miz
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If the convoy even makes it that far, I still want them to engage us if we find and attack them before they retreat to safety.
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How are you supposed to use Harpoon in R/BL mode?
MeanJim replied to MeanJim's topic in DCS: F/A-18C
That can't be how it's supposed to work? The manual hasn't been updated yet because it says RBL mode will be added when the SEA radar mode is added. You're able to set multiple profiles, so it doesn't make sense to let you set it to make a profile for RBL only to have to revert to BOL when you go to designate another target. -
I've been trying to put together a mission for my group to play this weekend, but I'm running into so many odd issues that it's driving me crazy. Basically the mission is for us to hunt down a moving convoy of artillery. The artillery will move and shoot several times before moving to safety, and if that happens we lose. The mission takes place at night, so to find them, we need to spot them while they are firing or use GMT radar, but there is a lot of civilian traffic for them to blend into. I planned add some randomness to the mission by having three convoys, which it would pick one at the start, then use triggers to make the convoy take random turns, so it won't always take the same route. So far I haven't even managed to get the first convoy to make it to the end of one of their possible routes. I counted the number of rounds they could fire before empty and divided that up between the number of times they will stop to open fire. I have AAA and short range IR SAMs in the convoy, and so at first I also had a supply truck in the convoy. But after they conducted a fire mission, even though the artillery did not fire all of their rounds, because supplies were available, the convoy would not move until they reloaded. I removed the supply truck, and now they'll move to the next waypoint and fire. The next issue I ran into is that they reached one of their fire waypoint and sat there. To make a long story short, it turned out that a telephone pole was confusing them so they would just sit there. Even though they can turn aim their guns, the artillery drives off the road a little and turns toward the direction they are going to fire. There happened to be telephone poles on the side of the road they were trying to turn toward, and I guess they couldn't figure out how to get around them, so they stopped and gave up. I had to go through each waypoint where they fire and make sure nothing was in their way. Now I've finally managed to get the first of the convoys to make it to the last fire waypoint, but now I find that if they've expended their ammo, they won't move. Why would they not move when out of ammo? I tried putting a warehouse and supply trucks at their last waypoint to tempt them to go there, but that didn't work. I can't take anymore, so I'm done with editing for the day. My next thought is to simply add another vehicle and/or have them fire fewer rounds at each fire waypoint so that they don't run out, but there has to be a better way.
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I'm trying to learn the harpoons. I had 4 loaded, I stepped through all harpoons and set them to the same profile: RBL, low, popup. With the radar in SEA mode, I locked a ship 30nm in front of me, fired, pressed undesignate, locked another, fired, and repeated for all missiles. Only the first missile went toward the ships, the others made a 90° turn and went sight seeing. I tried again, and this time I saw what happened. After firing the first missile, when I press the undesignate button, the selected missiles switches back to BOL. How are you supposed to fire them one after another without having to reset the mode after undesignating a target.
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I just started learning the F/A-18 right before this update to the fuzes, so I don't know if this is a bug or the way it is int his jet. I loaded my jet with Mk-84s, with a plugged nose, and a M905 tail fuze with a Function Delay of 0.25s. On the stores page, the only options for MFUZ were NOSE or OFF. The manual says there should be a TAIL and NT options. The bomb doesn't have an electronic fuze, but I would get a dud bomb unless I selected EFUZ and set it to INST. In the F-16 with the same bomb and fuze setup, I have options for NOSE, TAIL and NSTL.