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Everything posted by Xxx
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Which tutorials are you using? The HARM doesn't seem to be a finished weapon yet. The TOO (target of opportunity) and PP ( or pre planned) isn't active. The SP or self protection mode is designed to be on all the time when ingressing to target. It should automatically lock the most lethal threat to the pilots aircraft. The pilot then just fires the HARM. Harm override is used to fire outside these parameters. If HARM is boxed on the ddi, it should release when you press the weapon release. Hopefully the other modes will get finished. These permit you to select your own target from the RWR, via a cursor. Also you can select a missile loft mode, or an aircraft loft mode. HUD cues should be available to guide you to an in range cue for each mode. Pre planned gives you the choice between inputting Lat/Long Target coords or using a pre planned waypoint/designated target waypoint. Again in a missile loft tragectory, the missile will loiter over the target until it received a viable threat, then it will accelerate to kill that threat. The HARM should be our most effective weapon when attacking defended targets. In Pre Plan mode, it's a killer against those radars that go cold. The HARM will memorise the last known active threat and go for that if they go cold! Cheers.
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I have just installed the latest stable DCS World, so thought I would re visit all the WW2 Warbirds. The graphics have all been updated, which is nice, however I couldn't help but notice something which seems to be inhereant in all flight models of the period aircraft. Ths is just my opinion, but I think they all lack inertia when on the ground. Added to this is a torque factor which we can not adjust. If the ground inertia could be increased by about 30%, I think it would assist in ground handling, take off and landing. The amount of rudder and toe braking required to keep straight on the runway seems excessive. Whilst I appreciate a 2000 HP engine strapped to a light aerobatic airframe caused exciting handling, I think there is too much torque for the flight models. This spoils the simulation and suspension of disbelief. Of course this is my opinion. If we could have a slider in the settings, like FSX/P3D, that permitted adjustment of torque or p factor, it would help? Even with good stick and rudder controls on my sim, it's easy to end up sliding sideways from the runway and onto the grass! A slow careful build up of power helps a little, but there is not enough rudder authority to keep straight without use of wheel brakes. Wind in the sim is another subject, needless to say a crosswind take off and landing isn't really on! This is, of course, using the simulation setting and not the "game" setting, which I haven't tried. These are my ideas and not meant as moans. I would really like the WW2 aspect of the sim to be as great as the modern era aircraft!:thumbup: Tally Ho!
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Agreed! I think that if we stick to entering the mission planner values into the ck 37, then we will get the wind "in game" correct! Even though "in game" it's actually blowing the opposite direction i.e. 090 v 270? Is it just me, or do the A.I. wingmen not use the BK90? Happy new year:)
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I think that the wind direction in game, is in fact reversed 180 degrees. For example, in my video, I set 270 a 12, in the mission editor. I use 270 @ 12 in the ck 37 wind input page. However if you look at the drift on the parachute sub munitions. They appear to be drifting 090 @ 12??? This is before ck 37 wind input. After the wind correction, the submunitions are released more easterly and the hits are a bit more accurate. Despite the input of 270@12 as the ck37 input? Inputting 090@12 just makes the error worse! The AI wingmen won't release BK90 though, so I deploy them with 75's. Anyway, as you may see, the second, wind corrected pass seems better?
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Thanks for the info. I tried xxjohnsxx mission again and found it's my mission planner selection of Bx6, bx7 and bx9, that appears to be inaccurate. Also firing the RB90 at an angle off the BX 8 doesn't work as John showed in his video. I have to be lined up with the BX 8 point. In his video he fires the missiles at 90 degrees to his M waypoint and 90degrees to the Bx6, bx7 and bx9? I can't duplicate that. So I don't use the mission planner waypoints and stick to locating the target ships by radar. Inputting the LoLa coords into the ck 35 computer does work, on the fly, but I find the best method is to locate the target ships on the radar and place the bx8 over it. Then do what you do, low level till in range, pop up and fire. Funnily enough I prefer the RB04, with the mission planner target selection of 1st and 2 ND targets prioritised. I just uploaded a You Tube video with a little demo! Cheers. David
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I am having serious issues with the RB15 missile. I am in single player, on 2.5.3 release version. I tried to duplicate xxJohnxx attack training mission, from his You Tube channel. Entering the Lo/LA for the Bx8 position and pre entering the Bx6, Bx7 and Bx 9 in the mission planner. I can not get the Bx8 waypoint to input. I then tried a basic attack with manually entering the Bx8 spot on the target ships, but there was no Bx6, Bx7 or Bx 9 waypoints made by the system? I could not get the missiles to arm or fire? Moreover, when approaching the M waypoint, there is no attack symbology on the HUD and the missiles will not fire? All was OK with this back in April last year when I was flying the Viggen. Seems like going back to it is causing some difficulties for me? The RB04 is ok, just the RB 15 seems not to work anymore. Certainly following xxJohnxx videos does no longer work. His videos were done over a year ago also.
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Hi chaps. I inputted the wind strength based upon what I had set in the weather parameters in the mission planner. the LS/SKU originally showed a one eighty degree discrepancy? Its still not firm in my mind what to set the wind to, but setting it to the MP wind certainly helps with the drifting of the chutes on the sub munitions. Strangely, if I use no wind at all, there is still a poor result. The skeets seem less effective? I see that the effects are not as nice as back in April, when I did my Mission Not Impossible mission. The double explosions from the Anti personnel vs the armour skeets are gone now? Their effectiveness seems to have been dumbed down also. I am only hitting 2 or 3 vehicles in a 10 vehicle column? The A.I are useless and wont drop the Mjolnir at all?
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Just to answer my own question and perhaps help anyone else with this issue... The problem was wind! I had 12 Knots at 270 degrees over the target. So the sub munitions were drifting off target. Using the "Vind Ruta Mal" setting on the CK37 computer appeared to solve the off set targeting issue. I inputted 27012 or 270 degrees at 12 Knots into the target waypoint and saw that the munitions were released from the Mjolnir at the correct off set. The MJ2, anti armour, munitions parachuted down right onto the column! I have attached the CK37 input code sheet for anyone who's interested! I am not certain the take off wind display is correct though? I saw ninety degrees at 10 Knots for take off, but the mission planner was set to 270 at 10? Possibly something getting reversed? Happy holidays!
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Just returned to the Viggen after the last update. I noticed the Mjolnir (type 2 anti armour) is consistently dispensing wide of the targets. Targets are simple BTR column with a few T80's, on a road, stationary. Entering the target waypoint either in cockpit via computer, or via pre loaded mission planner plan, the result is the same. Submunitions are dispensed 400 meters (approx) east of the target. No targets are hit. It's as if the guidance units in the weapon are ignoring the target coords? Code is 91100 (100m) and 921(long) or 922(wide). Anyone else experiencing any errors with the Mjolnir? Or is this just my error? It's an awesome weapon in DCS. I last flew the Viggen back in March and found the Mjolnir worked flawlessly with a simple vehicle column target.
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My two penneth. The flight models for the the 109 and Spitfire are all in need of review. They suffer from excessively difficult take off and landing characteristics. My view is it's due to a lack of ground inertia and too much adverse torque from the propeller? It's like trying to take off a model airplane in a crosswind? In the 109, I have to fight with rudder pedals on take off. There is always a tendency to impart too much right rudder and then the corresponding left roll sets in. Excessive rudder should not be necessary. Whilst gear down does demonstrate a pitch down moment the drag is not sufficient. Same with flaps. Not enough drag when they are down. This applies to the Spit, albeit to a lesser degree. I was excited when I first got Normandy and all the warbirds. But gave up flying them after a while. Engine damage model being a putt of. The Spits powerful two stage supercharger was negated by the early demise of the engine cooling system in a climb. Also the Spitfire lower cockpit is excessively bright, which doesn't do the graphics any good, they look cartoon like, whilst the instrumment panel is excellent. I only use the release version of DCS World, so I look forward to seeing any future improvements.
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Same here. Also today I had the IR head slew freeze after firing the first AGM65F. Also second AGM65F hangs and wont fire! Well it wont slew anyway so I cant lock anything! It doesn't help having to assign a Throttle Designator Controller Depress before using the Designator up/down/left/right! Even mapping the slew to a separate joystick access and the controller depress button to the trigger doesn't help. Still freezes! I have Rock eyes on the other pylons. At least those work! This is DCS 2.3 release version. Saitek X55 HOTAS. Second joystick is a Logitek 3d pro.
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DCS 2.3 latest release. After a sorte using 65f's, RTB, rearm and refuel. Fly out to target and missiles will not fire. I can lock with tdc, but missiles hang? Other stores used were Rockets, which dropped ok.
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The CTLD JTAC has no delay, gives lat/long Target coords, switches to next nearest target automatically and doesn't involve a long protracted "conversation" with the forward air controller!:music_whistling: Yes, Red Flag is definitely the most satisfying DCS experience! No crashes, flawless comms and a fast jet. While the A10c has by far the best attack avionics (It's origins in the training of National Guard crews shows) it's so terribly slow! Still, it was one of the first DCS modules and the one that hooked me on DCS. Then the Black Shark followed on with great tactical awareness from the displays. This needs updating to look better in the new DCS engine. If they eventually get all the weapons on to the Hornet, along with the Lightning pod, that will be an exciting fast jet to pin a Red Flag campaign around! :thumbup:
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Thanks Baltic. The mission is on the User Files for download, it's called Bedlam Bridges under my psuedonym "herky". Although I used the M2k in the original mission, just swapping to the Hog shouldn't break anything? I got JTAC working by reverting to "easy comms" in the main game options menu. Without easy comms, the frequency is ignored in the Hog's am radio. Having got my JTAC working, I must say that I prefer to use the CTLD JTAC mod. CTLD JTAC is faster and fool proof. The DCS JTAC takes far too long to be effective. When it works I spend ages going through the menu and by the time he is "lasing" I've been shot down!:music_whistling: Regards. Ps I am going to do a re run of the Red Flag for M2K....It's a brilliant campaign!
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Its my latest User File upload, called Bedlam Bridges. Single player mission. Its ok if I use the M2k, but swapping in the A10c causes a loss of comms with the JTAC. I tried different frequencies for JTAC, but no joy. 30 FM, 30 AM, after initial contact there is no reply. So I loaded up the Kashogi Gap (misspelled!) mission from the A10c Missions. None of the JTACs work in that one either? Since JTAc works with the M2k, it must be something I am doing (not doing) with the A10. Thanks for the reply.
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Is anyone experiencing problems with JTAC in the latest stable DCS world? I can't get a reply after initial check in. Neither am or fm frequencies work. New mission or original missions don't have comes with JTAC? Strange thing is, when I swap aircraft from A10 to M2K, I get JTAC comms back? Easy comms are off, radios are tuned to FAC frequency. Thanks.
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With inspiration from my friend William, I compiled a single player mission. Available now on user files, search "herky". It's a time pressure mission!
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This works spot on for me! The key was not to select "binding to transport" when embarking. Thanks for the help. :)
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[REPORTED]JTAC gets stuck on copy remarks
Xxx replied to Lord of War's topic in Aircraft AI Bugs (Non-Combined Arms)
Further to the above, it seems JTAC is not working properly at all. No Lasing or WP on target. That's Armour, BMP's. When using M2k with no on board laser designator, its a shame! No BDA. Nothing working as it used to. CTLD does work though. -
[REPORTED]JTAC gets stuck on copy remarks
Xxx replied to Lord of War's topic in Aircraft AI Bugs (Non-Combined Arms)
Armour with Tunguska and Tor appear to stall JTAC? Tried same column with CTLD JTAC and no issues seen. -
Hi, not sure if I am in the right forum? Anyway I recently encountered a problem in a mission I am doing. T90 Tanks cross a river (south of Beslan, 2.5 Caucuses map), after the bridge had been blown (bombed Mk 84). There is also an APC on the bridge, who was unlucky enough to get caught on the bridge when I bombed it! He doesn't move, but sticks above the river in some celestial afterlife? The T90's then scale a bank on the opposite side of the river...well they "hop" up actually. Can the river/Tank AI be looked at please? I did a brief movie of it, link below; Regards David
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Absolutely superb campaign. Unfortunately I missed where to see my score for mission 16. So looks like I will have to fly them all again....! The immersion factor in this campaign is superb. I really felt like these guys were my buddies meeting in the o club every evening! Many thanks for your hard work! Regards David
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Thanks, I re flew and it followed the sequence. I think the AI and the Tacview sometimes get things wrong! But this was a great "final" mission...well combat one anyway! Regards David
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Hi. Anyone done mission 15? A few problems, probably just me? First attempt. Firstly, my wingman does not respond to any commands. Neither Ch #1 Red or Ch #1 green? Neither Ch #2 for package? He is unable to reply, therefore his weapons are useless. Noble 2, does not attack, they just circle the target. They get no orders to attack. Even after I destroy the AAA. Since the Gazelles show up I assume they are not cleared to attack? However I don't have CAP or my wingman available so I wonder if this is intentional or DCS AI bug? There is no "X" for the lazer spot on the Hud? Although I think a couple of Paveways hit the Gun Dish's? From what I recall, there should be an "X" where the JTAC is lasing? JTAC does respond properly on Ch#10 "Moonbeam", but I end up with no Paveways and Moon beam requests "Guns". Meanwhile Gazelles appear! Max does not engage these, although he is CAP? Seems I loose contact with everyone once I contact Moonbeam? Could my first reply on the radio chat be the cause? I reply to Max's Gazelle hunt with sarcasm? The other reply is to back him up? Anyway its a bit mission impossible at the moment. Needless to say, if my wingman was "awake" the mission would probably be ok? EDIT; Re did mission and replied to first question, that Max did well against Gazelles in mission where he got shot down. This appeared to alter some parameters and allow a more orderly mission progression. I completed both tasks. The Gun Dish AAA were destroyed, by LGB from myself and wingman. Final Zsu by my cannon! and both Gazelles were shot down by myself and Noble 2. Noble 2 completed his attack on the train. But there was then a message to request help with the Gazelles? JTAC confirmed all targets destroyed, but the mission didn't appear to recognise the completion? However I RTB and to my surprise got a mission completion? After JTAC reported all units destroyed, there was no mission message to switch radio frequencies. I tried all of them, but only F10 menu item was request help with Gazelles? I believe the problems are with the DCS AI. I saw a Mirage that had been destroyed, bouncing up and down (several hundred feet), the AI entity obviously hadn't been removed! Only the wreck of one Gazelle was shown in F2. Looking at Tacview was even stranger. It showed F15's self destructing? My kill on the Gazell was shown as a kill by Noble 2? I bet this plays differently every time, due to AI misbehaving! Hope this post helps a bit and isn't too rambling!:cry: I used to use CTLD JTAC as a mod. If this still works it's much better than the DCS JTAC. However, not everyone may have it as a mod? The need to have the JTAC Warroir in close proximity to the targets is an unfortunate necessity, until DCS fixes it! Regards David
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It's got iron bombs, gun and rockets for air to ground. So does the F-86.:music_whistling: