

609_Relentov
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Everything posted by 609_Relentov
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fixed internally Helmet ACM functionality seems to be incorrect
609_Relentov replied to Arctic Fox's topic in Bugs and Problems
Also see BIGNEWY's post in the bugs section: -
Maybe switch to guns then back to maverick…
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Yeah, with Mav's it's sort of a pain, as you're probably in PRE mode on the SMS/WPN page. So you have to change it to VIS on the SMS page before you TMS Up long (when HUD is SOI) will work, then TMS Up short to ground stabilize near the target while viewing the HMCS. After that you'll need to switch back to PRE mode, but at that point, you shouldn't need the HMCS anymore, as you can slew with the TPOD. Sometimes after using HMCS in VIS for Mav's, I'll need to select a different weapon and then back to the AGM65, otherwise the synch doesn't always work between the TPOD and the MAV/WPN page.
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Hey SD, here is from one of my F-16 kneeboards (from user files: https://www.digitalcombatsimulator.com/en/files/3318840/ ) maybe it will help… F-16C - Using HMICS for A/G with TPOD Master Arm On Master Mode AG Left MFD, Menu (OSB13) to show menu, then select TGP (OSB19) Left MFD, press STBY/A-G (OSB1), then press A-G (OSB6) to get TGP out of stand by mode Right MFD, after selecting weapon type, set mode to DTOS (for un-guided or laser-guided bombs), or VIS (for GPS guided weapons) to enable HMCS ground targetting (OSB2) Rotate HMCS SYMBOLOGY INT Knob for Helmet Mounted Cueing System DMS Up to make the HUD the sensor of interest (SOI) Use head tracker to move the HMCS to target area TMS Up LONG to enable the HMCS target designator cursor TMS Up SHORT to ground stabilize the HMCS target designator on the target area RDR CURSOR to slew HMCS target designator as needed over target DMS Down to make left MFD the sensor of interest (SOI) RDR CURSOR to slew TGP cross-hairs; as needed: Use Left MFD WIDE/NARO (OSB3) for wide/narrow view Use MAN RNG Knob - CW/MAN RNG Knob - CCW to zoom in/out Press TMS Up/Right to change to point/area track as needed, otherwise cross-hairs should automatically lock on target if point track (Continue with remaining procedure for respective weapon payload and TPOD) Relent
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Kneeboards for Mi-24P for guided/unguided weapon employment
609_Relentov replied to 609_Relentov's topic in DCS: Mi-24P Hind
I've added a kneeboard for using the R-60M air-to-air missiles: MI-24P - R-60M A2A MISSILES.png -
Nice quick function. However, Grimes, unless I’m miss-interpreting, wouldn’t you want the timer function to be: timer.scheduleFunction(printTimeLeft, {}, timer.getTime() + (i* interval)) Otherwise the function is called with i * 8 instead of i * 1800?
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Kneeboards for Mi-24P for guided/unguided weapon employment
609_Relentov replied to 609_Relentov's topic in DCS: Mi-24P Hind
Glad you found the kneeboards useful, Slater. I’ll check out the user guide for those tables and see if I can add kneeboards for them. I hadn’t used those rockets much yet, so I’ll have to check them out. Edit: Unfortunately, there is no Mi-24P flight manual yet, just the quick start manual, and that has no sight elevation charts for the S-13/S-24. Once the full manual is released for the Mi-24P, if a chart is included, I can certainly add a kneeboard for it. -
I've been searching the forums, but it's been a challenge to wade through all the returned answers/posts, so here goes. - Campaign builder tool: When adding a stage, you can add more than one mission to that stage. For example, if I see two missions in a stage, what does that mean (e.g. mission 2A, mission 2B)? When you are at that stage (e.g. stage 2), will both missions run? From playing an existing campaign that has this setup, it seems that only one mission is run for that stage, so I'm curious why one would put more than one mission per stage. - Mission editor: When setting up a score for a campaign mission, in the Define mission goals screen, is the SCORE value what you are assigning as the score, or what you are adding to the score. It seems the latter, as a campaign I was looking at had a SCORE value of 50 at mission startup (i.e. time more (1)), and then once the mission was completed successfully, the SCORE value was 50 for that. I've played missions in a campaign that came with DCS and was successful - in the Campaign screen I saw a score of 100 for those missions, so I assume in the Mission Goals screen it's just adding that value to the overall score. - Campaign builder: When adding a mission to a stage, the Range automatically gets filled in "0..100", so that seems fixed. Can anyone confirm what the resulting values mean - I thought it was as follows: 0-49: Fail 50: Neutral (or is this actually Fail?) 100: Success Thanks!
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Wow, I hadn’t realized this was changed in the F-14… just read the post about it in the HB/F-14 forum: New Feature: Switching Seats in Multiplayer This has been a long standing and frequently requested feature that we’ve wanted to introduce since before the release of the F-14. Only recently, structural changes to the DCS codebase made this actually possible for us to implement. You can now switch between pilot and RIO seat online, just as in Singleplayer! ============================ And if this is coming in the Apache that’s great news (maybe the Hind too?).
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As discussed in this thread: https://forum.dcs.world/topic/298741-is-it-possible-to-change-the-weight-of-a-helicopter-via-sse/#comment-4948082 After calling this function, for a helicopter, for example an Mi-8: trigger.action.setUnitInternalCargo('helo 1', 3000) I can tell the helicopter has become heavier. Where I was able to lift off vertically with about 9 degrees blade angle before calling this function, after, the helicopter won’t lift off no matter how much collective I give it. That is, until I remove all ordinance and reduce fuel load, then I can take off. However, when I go to the rearm pop-up from within the cockpit, the weight at the bottom does not reflect the added weight. Can you please adjust the weight of the aircraft/helicopter as shown on the rearming page, after calling this function, and adding cargo weight? Thanks
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Is it possible to change the weight of a helicopter via SSE?
609_Relentov replied to 609_Relentov's topic in Mission Editor
Thanks - I was testing last night and came to that conclusion. Works great! One observation: I noticed that after I loaded troops (via scripting) and then added the cargo weight as described above, when I tried the rearm menu the weight/max weight at the bottom of the rearm pop up doesn’t show the adjusted weight after calling setUnitInternalCargo(). Not a huge deal, but it would be cool to see that adjusted weight, so you could adjust the load-out and fuel accordingly. -
Is it possible to change the weight of a helicopter via SSE?
609_Relentov replied to 609_Relentov's topic in Mission Editor
One follow-up question: Say I use the function as follows to add the weight of 6 troops (e.g. 200lb/91kg each): trigger.action.setUnitInternalCargo('helo 1', 546) After I unload the troops, can I use negative values to reduce the weight by the same amount? e.g.: trigger.action.setUnitInternalCargo('helo 1', -546) Or would I just set the cargo weight to 0, such as?: trigger.action.setUnitInternalCargo('helo 1', 0) Seems to be the latter, as the description says "Overrides any previously set value". -
Is it possible to change the weight of a helicopter via SSE?
609_Relentov replied to 609_Relentov's topic in Mission Editor
Excellent, thanks Grimes! -
I wrote some helo scripts to do some transporting of troops, light vehicles, etc., as part of my exercise to learn DCS SSE and lua. One thing I was not able to figure out was how to adjust the weight of the helicopter after "loading" these units. Thus, currently anything loaded has no impact on helo weight/performance. Are there some SSE API functions that would allow you to change the weight of a helicopter unit?
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George up long changes the ROE (including fire at will) - have you tried that after you had George select the gun (left short)? He doesn’t fire at nearby enemy ground troops? Not near my PC so can’t test.
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Mi-24P Copilot-Gunner key mapping issues
609_Relentov replied to 609_Relentov's topic in Controller Questions and Bugs
Could be, just wanted to pass on that they aren’t working outside of the Petrovich AI H.I. pop-up. One thing - the combat 180 degrees maneuver command (forget the exact name) is working outside of the Petrovich AI, which can be handy (not sure if this also is a byproduct of testing and is not supposed to be there ). -
The reason I asked in the first place is that I couldn't slew the crosshairs on the TEDAC unless I set the selected sight to TADS, which brought up the overlay. Of course, once I hit the slave button to de-slave, I could just turn off the IHADSS and work with the TEDAC (which I would also do). However, if I wanted to use the IHADSS again to look at a different area, that's where the TADS overlay was a pain, as I had to fight through that green layer to see stuff with the naked eye.
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Kneeboards for Mi-24P for guided/unguided weapon employment
609_Relentov replied to 609_Relentov's topic in DCS: Mi-24P Hind
After some time flying the CP/G seat, I've added some kneeboards for using the 9M114/9M120 ATGMs from that position, and additional Petrovich AI related kneeboards. These include: MI-24P CPG - 9M114 9M120 ATGM.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-1.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-2.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-3.png -
After some time flying the CP/G seat, I've added some kneeboards for using the 9M114/9M120 ATGMs from that position, and additional Petrovich AI related kneeboards. These include: MI-24P CPG - 9M114 9M120 ATGM.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-1.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-2.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-3.png
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Mi-24P Copilot-Gunner key mapping issues I did a quick search but didn't find these issues, apologies if they have already been posted. 1) "OPER / TEST Switch (B3)": When using this key, instead of toggling the OPER / CHECK rotary (right rear panel), it rotates the "BVK Set" rotary clockwise. Related to the above, for the "BVK Set" rotary, there is a "BVK Rotary Selector (B6) PREV POS" mapping, which rotates the rotary counterclockwise, but there is no "BVK Rotary Selector (B6) NEXT POS" mapping. 2) "Turn to the Sight Direction": This key does not seem to work. This is of course outside of the Petrovich AI Helper Interface pop up. After switching to the 9K113 sight, I slew to the target. Then I toggle out of the sight and back to the Copilot-Gunner view, where this key is defined. After pressing that key, nothing happens (no change in heading). I have to use the Petrovich AI Helper Interface while in the 9K113 sight, then press Petrovich Up Short while in CBTM mode. 3) "ATGM Launch Align Maneuver": This key does not seem to work. This is also outside of the Petrovich AI Helper Interface pop up. After switching to the 9K113 sight, I slew to the target, then use Petrovich AI to turn to the sight direction (i.e., CBTM: Up Short). After toggling out of the sight and back to the Copilot-Gunner view, pressing this key does nothing. I have to use the Petrovich AI Helper Interface while in the 9K113 sight, then press Petrovich Up Long while in CBTM mode.
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Command George to switch between FLIR/DTV or swap FLIR polarity
609_Relentov replied to Mad_Shell's topic in Wish List
That would be a nice addition, to add a FLIR/TV command for TADS for George@CP/G. Currently, using George AI (when player as pilot), when you command George to look for targets, when the target list is brought up the U/D/L/R long commands are not being used (hint hint )