

609_Relentov
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Everything posted by 609_Relentov
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Today at 97 Chuck Yeager passed away.
609_Relentov replied to VIKBELL's topic in Military and Aviation
R.I.P. Chuck, blue skies +1 on his flight simulator... wow ions ago. -
Thanks BIGNEWY - one more thing to add.. in my testing, it seems to work OK on the default Caucasus map - i.e. no waypoints assigned, if I add a steer point, it works OK, after alignment the point shows up where I expect it in the HUD. It's just Nevada that I keep having the issue of the "random" placing of the steer point on the HUD.
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I’ll have to try a full align, as I usually just confirm the coordinates already there from the stores values, during alignment. Also, I saw that phantom issue when I entered the coordinates on the ground (stil with no predefined waypoints), and it seemed to correct them (distance wise, on the HUD), although they were still in the wrong place when I took off. I will try more testing, plus try different maps... thanks.
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I had the same issue, in Nevada, where the steer point in the hud showed up dozens or even hundreds of miles away. In the case of Nevada, the coordinates in the F10 map are N and W, so I assume for longitude I’m supposed to use W and not E... I used the correct format, as noted, I.e.: For N/S coordinate it is DD.MM.mmm For E/W coordinate it is DDD.MM.mmm Also, this was air start with an F-16 with no waypoints. Is INS messed up in air start with no waypoints assigned? I haven’t tried yet on the ground, cold ramp start, with no waypoints (which I will have to try). This was to practice entering steer points, such as on servers where they have no waypoints (e.g. BF). Thanks... Edit: I tried in the Nevada map again, this time with a cold ramp start at Henderson Executive, and no waypoints defined. After confirming the stored alignment during startup, I entered the following coordinates via the STPT button input screen: N35 56 960 W114 51 752 2169 N35 55 536 W114 54 966 1769 N35 42 296 W114 28 514 2428 The first is at an airfield (Boulder City), and the next two are locations where I had ground units just south west of the airfield, and more farther south east. After entering while on the ground, I selected WP 1, 2, and 3, and in the HUD it showed what appeared to be reasonable distances, but I couldn't see direction yet. Once I got in the air, in NAV mode the waypoints were way off to the west/north west, no where near where they should be (they should have been to the east and south east). Seems like in Nevada at least, adding steer points (when you have no waypoints to start) does not work correctly. Edit #2: I tried the same thing, but this time with an air start, and with 5 waypoints pre-defined. I added a 6th waypoint with the same coordinates (first one) above at Boulder City airfield (N35 56 960 W114 51 752 2169), and this time it worked fine. When I selected that waypoint, in NAV mode I could see the diamond right where I expected it at the airfield. Just seems like the F-16C (at least in Nevada) has a problem with added steer points when there are no waypoints defined to the spawn point/aircraft.
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As noted this works. You can change the number of chaff/flare dispensed via the CMDS settings on the DED with program 5.
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I posted in your other thread first, didn’t see this one at that time - pasting the response here... Works ok for me. Is the TGP MFD the sensor of interest? Use DMS up/down and check that you have the white box around that MFD. Also, you need to be in CCRP mode I believe.
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Works ok for me. Is the TGP MFD the sensor of interest? Use DMS up/down and check that you have the white box around that MFD. Also, you need to be in CCRP mode I believe.
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Hmm, works fine for me. Are you sure you're still in dogfight mode (DGFT) when you hit TMS-right, and not in missile override (MRM)? Not trying to sound condescending, but initially that's what I was doing wrong - inadvertently going into missile override, and thinking it would still lock, then realizing I needed to stay in dogfight mode and use one of the sub modes (bore/vertical/hud).
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Don’t forget about TMS right in dogfight mode for the 30x20 degrees scan ahead and auto lockup. Takes a little longer for the auto lock than say TMS down (for vertical scan) but better if you don’t know exactly where (close by) the bandit is in your front hemisphere.
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If you're comfortable with copying/editing Windows shortcuts, you can create shortcuts to update your DCS to release version or open beta version fairly easily. Sounds like you are running the release version of DCS. If so, you're probably using a shortcut that if you did a right click->Properties would see the following in the "Target" and "Start in" text boxes, respectively (drive letter and path may vary compared to yours) - note the second text box wouldn't change, just including it to be complete: "D:\Program Files\Eagle Dynamics\DCS World\bin\DCS_updater.exe" "D:\Program Files\Eagle Dynamics\DCS World" If so, you can simply locate and then copy this shortcut (e.g. right click->Copy, then right click->Paste), and make edits to the newly created shortcut From the properties dialog of this new shortcut, edit the "Target" and "Start in" text boxes above, respectively, to update DCS to open beta (drive letter and path may vary compared to yours) - call it "Force Update DCS to Open Beta": "D:\Program Files\Eagle Dynamics\DCS World\bin\DCS_updater.exe" update @openbeta "D:\Program Files\Eagle Dynamics\DCS World" Next, create another copy of the shortcut, and call it "Force Update to DCS Release", and edit the "Target" and "Start in" text boxes above, respectively, to update DCS to release: "D:\Program Files\Eagle Dynamics\DCS World\bin\DCS_updater.exe" update @release "D:\Program Files\Eagle Dynamics\DCS World" Note that running either of these two new shortcuts above will simply force the DCS version to one of the two mentioned, but will not then start DCS afterward. The DCS updater will then download only what is not already in the version you have. You can then use your normal DCS shortcut to start DCS. Hope that helps.
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Both are fun to fly. Depends on what you want - some key differences, not entire list of capabilities): AV8B - More dedicated to ground attack/CAS - Limited air-to-air capability, only Fox-2 IR missiles, gun, no air-to-air Radar - Amphib Assault Ship Ops or land a/f Ops (STOL/VTOL) - Can take off and land just about anywhere on land or ships with a flat open area (assuming weight not over limits) - Slower max speed - Night Ops specialist, including built in sensors (DMT) F/A-18C - Multi-role air-to-air/air-to-ground - BVR air-to-air capability w/Fox-1/2/3 missiles, gun, w/air-to-air Radar - Carrier Ops (catapult and wires) or land a/f Ops - Faster max speed (after burning engines) - FBW controls Both have TPOD available, can carry guided ordinance, dumb bombs, drop tanks, etc, A-A refueling capable Just going off memory, I’m sure I missed a lot. You’ll likely have fun either way you go. Good luck!
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+1 We’re not talking about an FM, so I agree, if they can just borrow the same guidance from a PW2 it would be great.
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OK, now it makes sense, I was doing the same thing (learning the LANTIRN in single player), and was wondering why the GBU-24 was not tracking the laser but the GBU-16 and GBU-12 were. Any word on if/when this might be fixed (by ED I presume)?
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+1 A mission I have/ran using the “hold” advanced waypoint “perform action” command no longer works as of 2.5.6. A column group with the hold immediately starts moving at the start of the mission - the stop condition flag has not yet been set to true yet. Just wanted to back up Paco in that I’ve been able to reproduce this bug.
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2.5.6 Mission Editor and Scripting changes not in changelog
609_Relentov replied to Grimes's topic in Mission Editor
Thanks Paco, at least it confirms what I have observed. Not sure if anyone has added it to the bug list. Edit - I saw your post Paco in the DCSW 2.5 bugs and problems page and posted there to back you up; thanks for posting it. Oh, and thanks Grimes for the added info you shared in the original post. -
2.5.6 Mission Editor and Scripting changes not in changelog
609_Relentov replied to Grimes's topic in Mission Editor
Were there changes to any advanced waypoint actions in 2.5.6? I ran a mission that had an armored group with an advanced waypoint do a Perform Task: Hold, and now it moves ahead right away (Enable Task is checked), whereas before this update, the column stayed put (type: custom). The Condition is: Probability: 100%, and the Stop Condition is: Is User Flag: 3 is checked. Is there anything different we need to do to hold/prevent movement now? -
Really not understanding the TGP controls.
609_Relentov replied to Wingnutt270's topic in DCS: F-16C Viper
Unless it has been changed, try this. Once in CCRP, and you see the target box/CCRP line pegged to one side of the HUD (I.e. slaved to a WP), click the OVRD OSB twice on the TGP MFD. This should center the target box/CCRP line to the center of your HUD. Then you should be able to TMS up to ground stabilize/lock the target box (TMS down will recenter on the HUD again), then you should be able to slew the crosshairs on the TGP. This is from memory, so I may have missed something, but it should get you close enough. -
If you hit the A/A button on the UFC, the right MFD should show the current missile selected on one of the OSB’s. Assuming you have both Aim-9’s and Aim-120’s, click on that OSB (can’t recall which one at the moment) and it should switch to the other missile type (I have a HOTAS button set to that OSB for this purpose).
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Yep, I noticed it was set to 1500 (default), but yeah, I'm getting good dispersal when dropped at 15-20k ft plus, again in CCRP using the TGP for the sight line auto release. I tried the CBU-97's tonight in CCIP for the first time, and got mixed results depending on the dive angle/altitude of the drop (i.e. sometimes they dispersed and hit targets, sometimes I saw no effect, so probably hit the ground), so I'll have to practice some more.
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I’ve dropped CBU-97s in CCRP mode from 20k ft+ using the TPOD, works great. I’ve found that I get more accurate results when I use area tracking and move the TPOD cursor a little short of the target. No problems with the submunitions releasing/bursting.
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Mission Editor Top User Requested Features
609_Relentov replied to NineLine's topic in Community News
For triggers - we currently have the ability to use AND and OR keywords between trigger condition rows. Can parenthesis be added so we can group multiple lines of OR conditions? This way, you can then check against a number of OR conditions being true, and then still group that with other AND conditions. It would allow for more complicated trigger logic without having to use a bunch of flags. -
Thanks bell_rj, but I’m not getting it to work. When I click down once on the ICP it highlights the “NB” at the lower right of the data panel. If I press “1” on the UFC for preset one, it changes from NB to WB, so I’m not following. Edit: Actually, I got it to work with more experimenting. So I hit COM1 and simply clicked on the preset number on the UFC (1 in this case, for UHF 240.00 for AWACs ), then hit ENTR in the UFC. As you mentioned, once I went back to COM1 it shows “1” at the top instead of the preset frequency, but it’s working at least.
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I’ve been able to change the preset, but then how do you select it so it changes the actual frequency you are on? I.e. the frequency showing at the top left? Thanks..
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This. I noticed my HMCS went away as well and had apparently accidentally hit DMS up. After hitting DMS down it came back up for me as well.