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609_Relentov

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Everything posted by 609_Relentov

  1. With the introduction of the AGM114L radar guided Hellfire, and the addition of the image auto-track feature for tracking moving targets, I needed to review a few kneeboards. Due to some added and (hopefully) clearer updated procedural steps, I made the following updates: 1) Replaced the following kneeboard: AH-64D - AGM114 HELLFIRE GEORGE.png With the following two kneeboards: AH-64D - AGM114 HELLFIRE GEORGE-1.png AH-64D - AGM114 HELLFIRE GEORGE-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 2) Replaced the following kneeboard: AH-64D CPG - AGM114 LZ HELLFIRE.png With the following two kneeboards: AH-64D CPG - AGM114 HELLFIRE-1.png AH-64D CPG - AGM114 HELLFIRE-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 3) Updated the following kneeboards: AH-64D CPG - M230 30MM AWS-1.png AH-64D CPG - M230 30MM AWS-2.png
  2. I made the following changes to the SA-342 kneeboards: Modifications to existing kneeboards: "SA-342L - GUN ROCKETS.png" was updated to account for key mapping changes, and expanded gun-pod options for the SA-342L, as of DCS 2.8.6.41066 Open Beta "SA-342M - HOT3.png" was updated to account for key mapping changes, as of DCS 2.8.6.41066 Open Beta Removed "SA-342Mistral MISTRAL.png", as this flyable SA-342 type was removed as of DCS 2.8.6.41066 Open Beta. Recommend you remove this non-applicable kneeboard and corresponding "SA342Mistral" folder. Added "SA-342L - HOT3.png" and "SA-342L - MISTRAL.png", to account for expanded weapon options for the SA-342L, as of DCS 2.8.6.41066 Open Beta
  3. If memory serves, once you go into TWS mode, there is no need to TDC press on another contact as that would change to DTT mode. You would just need to wait while in TWS until tracks are created for the other contacts (empty followed by solid squares), then coolie switch up short to switch PTD to other tracks (and fire).
  4. Once I changed the collective axis X and Y saturation back to 100% and reduced the fuel load to ~50% (with weapons), I was able to take off with full collective. Hopefully this will be addressed so we get more power for take off/hover.
  5. I put together some simple procedural kneeboards for the F-5E-3, placed in the User Files section. https://www.digitalcombatsimulator.com/en/files/3331861/ As stated these are not official procedures, just what I've put together as a quick reminder on how to employ air-to-air missiles, unguided bombs and rockets, and cannon on the F-5E-3 (after not flying it for a while). A bit late as I've had this module for a while, but I figured a little reminder never hurts... Kneeboards included: F-5E - AIR-TO-AIR ACM IR MISSILES AND CANNON.png F-5E - AIR-TO-GROUND BOMBS ROCKETS GUNS.png F-5E - AIR-TO-GROUND RETICLE DEPRESSION CHARTS.png Enjoy! AKA_Relent (ED forums: 609_Relentov)
  6. Similar collective issues here. I re-bound my Virpil T50 CM3 throttle to the collective axis, but while I see the in-cockpit collective move its full range, looking at the gauge, it appears limiting to about 85-90% - I can barely get off the ground. This after checking that my weight was below the maximum allowed weight (from the reload pop up), after reducing the fuel load, etc. Edit - seems to be 85-90% max on the ground with full collective. Once (barely! ) in the air, and you pick up speed and gain some transitional lift, the helicopter starts to gain altitude (plus the gauge goes higher and you see the warning light/hear the warning beep, if still at full collective).
  7. Yep, that's why it's best to set up all of the delivery parameters for a given program (i.e. PROG x), including selecting the appropriate stations, etc. (see my post above). As you noted, as soon as you select a station it resets everything for the given program you are in, and you have to program it all in again.
  8. Make sure you have set both the fuse options (see my post above, e.g. set burst height) as well as the delivery options where you choose HEIGHT; here’s another excerpt from one of my kneeboards: Set CBU-97 delivery parameters: Right MFD, PB-11 until "M2", then "ARMT" (PB-2), then "A/G" (PB-3); Select desired progrem, e.g. "PROG 1" (PB-5), then: Select all stations with 1 or more CBU-97s (one of PB-16 - PB-20) Select "CDIP" (PB-6) or "AUTO" (PB-7), for CCIP or auto delivery mode Select 1) "1/STA" (PB-6), 2) "STEP" (PB-7), 3) "RP SGL» (PB-8), or 4) "RP MPL" (PB-9), for 1) one weapon simultaneously from each selected station per pickle button press, 2) one weapon separately from each selected station, per pickle button press, 3) string of weapons separately from each selected station as long as pickle button pressed, and 4) string of weapons simultaneous from each selected station as long as pickle button pressed Select "TIME" (PB-6) or "HEIGHT" (PB-7) for canister burst time or height After setting both, I get expected burst and dispersal.
  9. I just finished a kneeboard for CBUs, and I’m not at my PC so I’ll just paste that section here Set CBU-97 fuse parameters: Right MFD, PB-11 until "M2", then "ARMT" (PB-2), then "A/G LOAD" (PB-7) Select "STEP" (PB-10) until vou see CBU-97, then select (PB-4) Select all stations at the top loaded with CBU-97 (from PB-16 to PB-20) Select "FUZE" (PB-7) Select "SEL FUZE" (PB-4), until "F ZU39" is selected Select burst time (PB-2/PB-3) or burst height (PB-13/PB-14), as desired Select "ENTER" (PB-10) to save fuze parameters to memory
  10. Thanks Sydy - your quick checklist kneeboards are very nice as well. I updated the the following F-15E kneeboards: F-15ESE - GBU-12 TPOD-LN-1.png F-15ESE - GBU-12 TPOD-LN-2.png Changes are as follows: - When setting GBU-12 delivery parameters, using STEP instead of 1/STA made it easier, allowing the use of one program (PROG x) in PACS/armament screen; updated the steps accordingly (page 1) - Added an optional step to undesignate the target in the LANTIRN via Boat Switch AFT (page 2) Added a new 2-page kneeboard for using CBU-97s, as I was initially challenged to figure out all of the fusing and delivery parameters: F-15ESE - CBU-97 CDIP TPOD-LN-1.png F-15ESE - CBU-97 CDIP TPOD-LN-2.png
  11. This post is just to list all kneeboards I’ve created for weapon employment so it’s in one location. While I have added posts in the specific aircraft/helicopter sub-forums, they are often buried below dozens of newer posts, and can be hard to find. Here is a link to the user files section for all of my kneeboards: https://www.digitalcombatsimulator.com/en/files/filter/type-is-document/user-is-AKA_Relent/apply/?PER_PAGE=50 Here is the list of individual aircraft and helicopter modules and a direct link to that modules’ specific kneeboard page: Aircraft: A-10C: https://www.digitalcombatsimulator.com/en/files/3319248/ A-10C II: https://www.digitalcombatsimulator.com/en/files/3335912/ AJS-37: https://www.digitalcombatsimulator.com/en/files/3319591/ AV8B N/A: https://www.digitalcombatsimulator.com/en/files/3318838/ F-5E-3: https://www.digitalcombatsimulator.com/en/files/3331861/ F-14: https://www.digitalcombatsimulator.com/en/files/3318839/ F-15E: https://www.digitalcombatsimulator.com/en/files/3331735/ F-16C: https://www.digitalcombatsimulator.com/en/files/3318840/ F/A-18C: https://www.digitalcombatsimulator.com/en/files/3318841/ JF-17: https://www.digitalcombatsimulator.com/en/files/3319057/ M-2000C: https://www.digitalcombatsimulator.com/en/files/3319730/ MiG-19P: https://www.digitalcombatsimulator.com/en/files/3330339/ MiG-21bis: https://www.digitalcombatsimulator.com/en/files/3319952/ Mirage F1: https://www.digitalcombatsimulator.com/en/files/3329090/ Helicopters: AH-64D: https://www.digitalcombatsimulator.com/en/files/3321164/ Ka-50: https://www.digitalcombatsimulator.com/en/files/3319210/ Mi-8MTV2: https://www.digitalcombatsimulator.com/en/files/3320783/ Mi-24P: https://www.digitalcombatsimulator.com/en/files/3319348/ SA-342: https://www.digitalcombatsimulator.com/en/files/3318842/ UH-1H: https://www.digitalcombatsimulator.com/en/files/3332469/ I've also uploaded two scripts, one to dynamically spawn opposing force aircraft (OpForAC), and one to dynamically spawn friendly force aircraft (BluForAC): OpForAC - Opposing Force AI Aircraft script: https://www.digitalcombatsimulator.com/en/files/3332275/ BluForAC - Blue ("Friendly") Force AI Aircraft script: https://www.digitalcombatsimulator.com/en/files/3335913/ Regards, AKA_Relent
  12. I put together some simple procedural kneeboards for the F-15E, placed in the User Files section. https://www.digitalcombatsimulator.com/en/files/3331735/ As stated, these are not official procedures, just what I've put together as a quick reminder on how to employ various weapons on the F-15E (after not flying it for a while, or in this case, it's new). Kneeboards included: F-15ESE - AIR-TO-AIR ACM AIM-9.png F-15ESE - AIR-TO-AIR BVR ACM AIM-120-1.png F-15ESE - AIR-TO-AIR BVR ACM AIM-120-2.png F-15ESE - CBU-97 CDIP TPOD-LN-1.png F-15ESE - CBU-97 CDIP TPOD-LN-2.png F-15ESE - GBU-12 TPOD-LN-1.png F-15ESE - GBU-12 TPOD-LN-2.png F-15ESE - GBU-38 WMM TPOD-LN-1.png F-15ESE - GBU-38 WMM TPOD-LN-2.png F-15ESE - GBU-38 WMM UFC COORDS-1.png F-15ESE - GBU-38 WMM UFC COORDS-2.png F-15ESE - UPDATING PACS AFTER REARMING.png F-15ESE - USING UFC TO CREATE MARK POINTS FOR TPOD.png The F-15E Strike Eagle kneeboards need to be placed in the F-15E Kneeboard folder, for example: C:\Users\<your name>\Saved Games\DCS.openbeta\Kneeboard\F-15ESE Enjoy! AKA_Relent (ED forums: 609_Relentov)
  13. Not on my PC so from memory. First I think it’s coolie left long. Second the friendly contacts if in TWS should turn to a hollow circle (solid in RWS). Lastly, while the IFF in the UFC seems to not be working at the moment, I’m not sure if the IFF mode switch on the left console is working. To be sure I set that to mode A (from Out) just to be sure.
  14. From the manual (pg. 295): Undesignate / Missile Reject Switch (Boat Switch) In A/A radar or in A/A PACS page, short pressing forward (<1s) rejects the priority missile type and chooses another active missile type. If there are different types of AIM-120s, it would cycle through the types (AIM-120V, then B). If there are both AIM-120s and AIM-7s, each Each BOAT FWD would go back and forth between AIM-7 and AIM-120.
  15. Well technically altering the Lua file is possible, it's just that at this time in EA it's not being read/processed. From the manual: 14.4.1 MISSION SPECIFIC PROGRAMMING The programs used are not programmable from inside the aircraft. Note: they can only be edited using the ALE45_PRG.lua file. Option to alter the programs from the mission editor level will be added after the EA. Flare and chaff are dispensed using MAN1 or MAN2 program in both front and rear cockpit. MAN 1 always releases a programmed number of flares and chaff (8 of each by default, in two bursts of 1-2-1 within four seconds). MAN 2 releases a variable program, depending on the RWR threat estimate and provided that the Mode Select Switch on the Countermeasures Dispenser Set Control Panel in the rear cockpit is in Semi Auto position. If there are no threats detected, MAN 2 follows program set for MAN 1. Note: threat-based programs for MAN 2 dispensing are not available in Early Access. I'm trying to set it up so that I can set one key bind to MAN1 and one to MAN2, so that MAN1 dispenses only flares, and MAN2 dispenses only chaff. It seems that you can't do this, but it may work out that way based on the threat (e.g. if you are radar locked, and on semi-auto), otherwise MAN2 will just follow the MAN1 program. We'll see how it goes once this area is more refined and the Lua file is read/processed.
  16. I tried this, using a cmd script to copy a modified version of the ALE45_PRG.lua script, so I can do this after each update. However, in my case I set up CMD manual 1 and 2 to flares only and chaff only, respectively, but it didn’t seem to change anything. I always get like 3 flares and 3 chaff, two cycles each time I press manual 1 or 2. I’m wondering if the Lua script is even being read/used at this time or it’s hard coded.
  17. Interesting, I hadn’t thought of that angle. Of course the whole point of my writing the script was to avoid having to add any enemy aircraft to the mission (e.g. for training type missions). Thanks for the idea though .
  18. Hey Grimes, thanks for the response - so you think this is one of those things that isn’t fixable (unless the underlying problem you mention is addressed)?
  19. I'm wondering if someone in the DCS scripting community can help me. I have a script OpForAC that will spawn 1-4 opposing force AI aircraft (repeatable), which can be fighter, attack, bomber aircraft, or helicopter types. AI aircraft types, engagement scenarios (i.e. BVR, ACM) and pre-set spawn distances are selectable from the F10 menu. The script is mostly complete, and it's working as I'd envisioned, but I'm seeing some odd behavior differences w/regard to the score page, specifically between running missions (using the script) as a multiplayer server vs offline in single player mode. In multiplayer server mode, if I shoot down spawned opposing force (enemy) AI aircraft, they show up as destroyed when I look at the score page. However, in single player mode, if I shoot down spawned enemy AI aircraft, they don't show up as destroyed, and in the score log/debrief details, their country is not showing properly (e.g. it seems they are treated as neutral) - see attached image. Regardless of which mode the mission is played in, if you look at the aircraft in the F10 map, they are showing as red / enemy, so it appears the mission is recognizing the country ID passed to the coalition.addGroup(...) function. I just can't figure out why in single player mode, the scoring is not working properly. Here's a look at the function that spawns AI aircraft, using the example plane group shown in hoggitworld (https://wiki.hoggitworld.com/view/DCS_exam_group_plane ) Any hints/observations that may help me figure out this discrepancy when a mission is flown as single player would be appreciated. Thanks! Relent
  20. I put together some simple procedural kneeboards for the MiG-19P, placed in the User Files section. https://www.digitalcombatsimulator.com/en/files/3330339/ As stated these are not official procedures, just what I've put together as a quick reminder on how to employ air-to-air weapons, unguided bombs and rockets, and cannon on the MiG-19P (after not flying it for a while). Kneeboards included: MIG-19P - AIR-TO-AIR ACM CANNON USING RADAR.png MIG-19P - AIR-TO-AIR ACM IR MISSILES CANNON NORAD.png MIG-19P - AIR-TO-GROUND UNGUIDED BOMBS AND ROCKETS.png MIG-19P - DEPRESSION TABLES FOR BOMBS AND ROCKETS.png Enjoy! AKA_Relent (ED forums: 609_Relentov)
  21. Not really a tutorial, closer to a guide, but hopefully helpful to anyone new to the MiG-19P or rusty with employing some of the weapons. I put together some simple procedural kneeboards for the MiG-19P, placed in the User Files section. https://www.digitalcombatsimulator.com/en/files/3330339/ As stated these are not official procedures, just what I've put together as a quick reminder on how to employ air-to-air weapons, unguided bombs and rockets, and cannon on the MiG-19P (after not flying it for a while). Kneeboards included: MIG-19P - AIR-TO-AIR ACM CANNON USING RADAR.png MIG-19P - AIR-TO-AIR ACM IR MISSILES CANNON NORAD.png MIG-19P - AIR-TO-GROUND UNGUIDED BOMBS AND ROCKETS.png MIG-19P - DEPRESSION TABLES FOR BOMBS AND ROCKETS.png Enjoy! AKA_Relent (ED forums: 609_Relentov)
  22. Made a minor update to the following kneeboards, adding a step to turn on the right hardpoint for the TPOD. F-16C - GBU-12 TPOD.png F-16C - GBU-38 JDAM VIS TPOD.png F-16C - SEMI-RIPPLE GBU-38 JDAM PRE TPOD.png Besides adding the step above, also updated the following kneeboards to add a step for the AGM-65D/TPOD boresight (part 1) and slightly expanded the weapon employment (part 2). F-16C - AGM-65D IR TPOD-1.png F-16C - AGM-65D IR TPOD-2.png
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