

LostOblivion
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Everything posted by LostOblivion
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Wow, genbrien, I was thinking cluster bombs were expensive compared to lases guided and GPS guided ones, but SO MUCH?!?! Wow... According to wikipedia, a CBU-97 costs 360,000 usd over 70,000 for a GBU-12. Obviously those dispenser systems are pretty complicated and expensive compared to the guidance systems on those GBUs. Learn something every day... :)
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Hey, I'm trying to make a mission and I'm wondering of a couple of things. 1) In the campaign Georgian Hammer, you have CAP and SEAD flights on standby, and with the F10 menu you can call them in and they will start killing bandits and radars the player (A-10) noticed. Once you do, they will say something down the lines of "Colt 3 pushing from waypoint 3 at 20000." So obviously they don't do anything until the player calls them in, which is I want in my mission when a random russian pop-up group appears. What's the best way to do this? (I know how to make the radio command appear in the F10 menu.) I also have a couple of Su-27s patrolling across the russian border, so I had to set both the F-16s and the Su-27s to RETURN FIRE to keep them from shooting eachother down. It's a not out open war scenario, and I only want them to fire on specific russian units crossing the border. 2) I have an AFAC A-10 that I want to orbit at a waypoint without providing JTAC, then once something happens in the triggers, etc, I want it to enable it's JTAC and then still orbit. How do I do this? Can I order it to orbit once it has reached a certain waypoint and then use the trigger page on the unit to enable FAC - Attack Group with condition set to some time or flag? This didn't work when I tried it... 3) Also. I have a couple of waypoints called WP1, FENCE, IP, and TARGET, but somehow they are called WP2, FENCE1, IP1, and TARGET1 when in the simulator, oh, and the 51 waypoint is somehow called IP now and shows in the DIVERT page on the CDU...bug?
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Random Failures...frequency? Realism?
LostOblivion replied to LostOblivion's topic in DCS: A-10C Warthog
Alright, thanks, I'll give em a go. -
First of all, you need bullseye navigation in DCSW, but your CDU can do most of the work for you. All you need to do is enter the CDU OFFSET page, select the BULLSEYE as initial point, and then type in HHHRR in the other field, where HHH is heading from bulls, and RR is range from bulls, then press ?X* on the right side, where X is the next available wp #, and voila, a wp on the bulls call.
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Oh sorry. Anyway, I see a lot of people are going to post threads like "whai my plane no move", etc, so they should defenately add some sort of fool proof system like if you give a certain amount of thrust ahead, you'll simply skip over the chocks and a slight bump will shake the aircraft and the ground crew will say "What are you doing?", etc, or maybe that's not realistic...
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Hello, Ever since ED added random failures as an option in the options menu, I've wondered if I should turn it on or not. I mean...how often does these errors happen? How realistic is it that some avionics system bugs out, and should I turn this setting to on if I want to play with full realism? -Lost
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ED needs to make some sort of chocks system. Should start with chocks in on startup on ramp, and then ask ground crew to remove it before taxiing.
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AI Flights parking in my spaces/Waypoints
LostOblivion replied to mia389's topic in User Created Missions General
ED needs "Landing, Ramp 13", similar to "Takeoff from ramp, Ramp 13". Should be two types: priority ramp 13, yielding if it was already taken upon landing, or absolute, meaning a/c landing have to check if other flight has "reserved" a ramp. The latter will be very useful indeed. There should also be a ground crew command to open the nearest hangar door, accompanied with a pushback command similar to the one in FS (pushback, left, right). -
It's the helo called Rus Transport Helo In that won't land. Oh, and there is a not-yet-activated helo that is taking off from the same FARP when the other helo has landed, but that's ok right? Free Flight.miz
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Hey, I've made a mission where the last WP of my red Mi-26's route is landing at a FARP. The problem is that the helo won't land, but simply turns on the nav lights when on the 2nd last WP (before the landing WP) and circles around the FARP forever. Anything I am doing wrong? The FARP is covered by blue patriots, but it's too far away and too low for this to matter if it even did matter...
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We need ED to make ground crew VIBRANT! Surely that must happen when they make the F-18 they've hinted to...
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HDR mod for 1.1.0.8
LostOblivion replied to Nate--IRL--'s topic in Utility/Program Mods for DCS World
I've yet to find a scenario where I have both pre-alt-tab and post-alt-tab screenshot to see the "bug" if so it be. I bet you need both to see a difference. But if I am to describe it, it would seem more white-ish and more blaze, maybe more blurry after I have alt-tabbed and come back in. -
Plane rolling forward during start up?
LostOblivion replied to sledgeweb's topic in DCS: A-10C Warthog
ED should make an option to enable chocks at ramp start and then we should have an option to ask ground crew to remove them. Should parhaps be a fail-safe so that people won't make a "my airplane isn't moving at startup"-thread, like "bumping" over them if too much thrust is applied. -
Good to hear you got it right. An observation I did that made me do it a lot better is that I try watching the tanker at all times, and then just noticing the extension of the boom/colours with my peripheral vision.
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Yes. Pay attention to the ADI and the ILS steering bars. You generally want to avoid using wheel brakes at too high speeds. When approaching a runway for landing, this is the low turbulence/little wind standard way to maintain correct glideslope path by adjusting the throttle, thus the speed yes, but ultimately the altitude and attitude. Making minor adjustments to the thrust gives for a smoother ride down to touchdown. On a landing approach, you usually want to control speed with the stick (attitude) and altitude with the thrust.
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On an ILS approach you want to stay on the final leg at around 200 knots about 7-10 nm from the runway at about 2500-3000 ft AGL to intercept the glideslope. When on the glide slope you want to settle on an approach speed of about 115-135 knots and trim to have a 2.5 degree pitch down attitude paying attention to the ILS glideslope on your HSI and ADI. Final approach speed depends on your loadout and fuel amount, but what I use is usually between 115 for light aircraft and 135 for heavy aircraft. When on the glideslope you want to extend landing gear, flaps to DOWN, speedbrakes to 40%, and once touchdown, reduce throttle to IDLE and increase speedbrakes to max. When the landing gear sensors feel pressure, your speedbrakes will be able to extend fully. Gently apply toe brakes at 80 knots. If you are slighly below or slightly above the vertical glideslope, i.e. you're too low or high, you should use your throttle to control altitude and attitude.
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Cool! I'll give you a shout when I'm bored! :) Btw, we got it working now. TARS rocks! :) Can't wait for terrain masking.
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Yeah, I've done it too, yet it was my buddy who noticed when we were flying in close formation a few minutes after takeoff...embarrassing!!!
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Slack on TM HOTAS Warthog?
LostOblivion replied to LostOblivion's topic in PC Hardware and Related Software
Alright, so I've had my replacement hog for about three weeks now and the slack is somewhat coming back to this new stick. I have however found out how to reduce the amount of slack by using a set of pliers squeezing a bit around the plastic around each of the four mounting holes that is on the white ring which is attached to the black cylinder inside the hog housing. There was a guide here on how to do this, but I removed it since it really doesn't produce any good permanent results. -
MFD shuts down after one bullet -_-
LostOblivion replied to ferretguy55's topic in DCS: A-10C Warthog
lol, yeah I'll trust you... :) -
I really like that you are fixing a lot of additional panels like the ground safe armament safe switch. I'll defenately start off by gunning down all my wingmen on the ramp now when starting a mission... Will you in .9 fix the bug where when turning the radio frequency tenth positions too fast, they will bug out and not be set to what it says on the display? Like if I turn from frequency 124.000 to 124.500 it will say 124.500 on the display, but will actually be 124.8 or something in the game and I won't be able to contact AWACS, etc. Then I have to turn the knob to 124.2 for me to be able to contact AWACS on 124.5...
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MFD shuts down after one bullet -_-
LostOblivion replied to ferretguy55's topic in DCS: A-10C Warthog
I have nothing to backup this, but I also find it hard to believe MFDs die this fast in a real A-10... -
Seil do you think we need the server to run beta 36 as well? Like it is now, I am running ts3 server rc1 and we are connecting to this with ts3 client beta 36, but although it says something else than "TARS: Not running" for me, my buddy gets only "Not running". I can't test, because I cannot find any ts3 server beta 36 installations anywhere... MemphisBelle: You need to click your name in TS3 for the TARS info to update itself, which probably explains why you didn't see anything when you were in a multiplayer session. :)
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"Removed" broken tree and FARP shadows? Hey ED, In your preliminary 1.1.0.9 patch notes you state that you are removing broken tree and FARP shadows. Are you removing tree shadows alltogether or fixing it? - Lost
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GGTharos, I'm not going to say learning all aspects of genuine flying is easy for real A-10 pilots, because it's not, but what I ment to say is that in this sim, learning the A-10C operations is more likely to take up much more time than learning how to fly the thing, seeing as how most people coming to this sim from other games are likely to have flown in the past and having this come to them most likely naturally. For real pilots, however, a lot of time goes into learning about stuff that most simmers don't even bother reading up on, such as weather conditions according to cloud appearances, etc, but you're right, a lot of time naturally goes into flying as well. :) Anyway, the message I wanted to spread in my original post is that new flying enthusiasts to this sim shouldn't be too much daunted by the fact that it brings a lot to the table in means of avionics and such, but jump right into it! It's not that hard and can be tonnes of fun right from the start! :)