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Everything posted by sirrah
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I know it works, but the actual "click" box size has been reduced significantly. This was changed somewhere around September 2023 in some forum update I think.
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As I mentioned before, in the taxi and take off Caucasus mission you are talking about in your OP, the only thing you need to do to have the caution light go off, is arm the seat. If the caution light stays on after arming the seat, it will most probably be another hotas binding issue
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Any users out there with some long term (>1 year) experience with Winwing's Orion2 MFSSB? And additionally also experience with other force sensor bases (e.g.: Cougar/Warthog mods, Realsimulator, other?) I've read and watched many reviews, but most of them (if not all I found) were reviews after relatively short periods of trial. Does anyone have a more long term verdict on Winwing's MFSSB? Or is anyone from experience able to compare the quality/sensitivity of the Winwing MFSSB with one of the many TM Cougar/Warthog sensor mods? (I'm not so much interested in the Realsimulator one. I'm sure it's top of the league, but its price is just far beyond what I'm willing to spend on a stick base) Bit of additional info, on where my question is coming from: I've been forever searching and reading into force sensor stick options. It's mainly the steep costs that always held me back from ever pulling the trigger. Yet, now that our DCS Viper is nearing its feature complete status, I'm at the point where I want to invest in this piece of hardware. I'm pretty close to ordering the Cougar Force Transducer mod from Invictus Cockpit Systems, but with shipping costs and import duties+TAX from the US to EU, that mod will probably also near €400,-. For about the same amount, I can purchase the Winwing MFSSB. It's just that I see mixed opinions about their quality (especially several reports about poor sensitivity around the stick center). Edit: I just noticed that for my Cougar and Warthog grip to work with the Orion2 base, I'd also need to purchase the €50,- conversion kit . To bad these things are hardly ever sold 2nd hand..
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@BIGNEWY or @NineLine, could either of you please pass this feedback to the website designer? This used to not be an issue. I have a pretty regular sized phone (Samsung A54) and my fingertips are quite small, but still half the time I try to press the button I mention in my OP, I get redirected to ED's website.
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I know it's utterly pointless to ask for an update on the status of ATC improvements (I can already hear @BIGNEWY and @NineLine sighing and use their macro controlled answer: "As soon as we have news to share, we will share it" ) But fwiw: I too would really like to know what ED's general goals are in terms of implementing proper ATC procedures and comms. No dates, I understand they can't be given, but at least some general ATC goals they strive to achieve. Playing and enjoying Ground Pounder Sim's "Weasels over Syria" now. And this awesomely made campaign painfully shows exactly that which DCS core is missing, namely: proper comms. I'm really looking forward to DCS' announced DC, but even more am I looking forward to proper ATC procedures, as that is sorely needed to truly transform our beloved game into a "sim"
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Which training mission exactly and which map? Assuming you mean the Caucasus "Taxi and Take-off" training: I just tested and here the Power switch is set to Main Power on mission start. So nothing strange there on my side. The Caution light is on, because the seat is not armed yet (yellow handle on the left front of the seat). If the caution light is on, check the caution panel on the right side to see what's wrong. In this case you'll see the "seat not armed" caution light) If you keep having issues with the power switch, maybe better post a track file here.
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Just flown mission 1 and 2 (have to redo mission 2 because I already died ) I just love the radio comms! All the proper ATC in this campaign is exactly what DCS core is lacking. I've done my fair share of DCS mission editing, so I can imagine what a massive work it must have been to add all the manual comms in these missions. Truly impressive! (By the way: "Forrest's" voice really sounds a lot like Wags ) Only at mission 2 right now, but I already know I'm going to replay this one. (And also the secret extra missions embedded into mission 1 )
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Oops! My AIM-120C just went for the wrong target
sirrah replied to sirrah's topic in DCS: F-16C Viper
As I explained in my OP; I have MP automatic track saving disabled. Also, I don't have Tacview. I know, not ideal, but the main question I asked, does not need a track file: "can an aim-120 ignore the target locked in the cockpit and after launch on its own establish a lock on a different target" As I read the replies from other people here, the answer seems to be: "yes, it is possible" -
Oops! My AIM-120C just went for the wrong target
sirrah replied to sirrah's topic in DCS: F-16C Viper
Ok, so that means it is actually quite possible/plausible that I had indeed locked the correct aircraft and that (after launch) the AMRAAM's internal radar locked on to the nearby friendly? I assume a NASAMS air defense would suffer from the same risk then. (The same 4YA server I was on, also had a NASAMS on one of our airfields, which was spamming AMRAAMS towards enemies, whilst there were many friendlies around. Didn't see any blue on blue accidents happen there though) -
I just accidentally did a teamkill on one of the 4YA server (luckily it's a training server, which is where I belong currently in the Viper) My question in short: Is it possible that when you launch an AMRAAM at an STT locked aircraft, that the missile can still "go" for another nearby target? Situation: I saw a player being chased by an enemy fighter, so I decided to help (turned out differently ) We headed straight towards each other at high speed. The player somewhat higher than me, the enemy aircraft chasing him a bit lower than me. So all three of us, exactly aligned, only different altitudes. No other aircraft around. I triple checked the FRC returns on my mfd and locked up the enemy (the target furthest away from me) in STT mode. Once in range I fired one AIM-120C and apparently it went for the player instead of the enemy. All the time I kept the STT lock (I did not undesignate). Due to thick clouds, I wasn't able to visually see if my missile went for my locked aircraft. It was only when I saw the "teamkill" text popup when I knew I screwed up.. So, is it at all possible for an AMRAAM to "ignore" an STT lock, and go for a nearby other aircraft? Or must I somehow have messed up when locking the target (I really triple checked to avoid exactly this). (Unfortunately I don't have a track file, as I disable that some time ago to avoid my disk space being chewed up)
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Wow! Those are some crisp photo's! Really sharp The strike eagle ones too btw. You must have a killer camera
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From personal experience (as an F-16 mechanic), I can confirm that this is not possible (at least not on normal grass) (I've first hand witnessed one of our Vipers sinking about 2 feet deep into the grass with one wheel, when our tow-truck driver made a poor judgement call trying to steer clear of an incoming taxiing jet. I was sitting on the back of the tow truck facing the F-16. It was quite a view seeing it all happen ) This all happened with a clean F-16 (no ext tanks, and internal fuel at ±80%), so with a fully loaded one, it would be worse. (apart from sinking into the grass, the F-16 air intake would suck up way too much dirt/fod, destroying the engine)
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Just to make sure, this: (https://www.digitalcombatsimulator.com/en/shop/modules/ch-47f/) has not happened yet, right? (sorry for probably asking confirmation on the obvious, but since the Viper pilot body has been added, I've pretty much only been focusing on that module. Just want to make sure I didn't somehow miss the Chinook features list somewhere)
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Didn't have time to test it, but this should work: Caucus Kutaisi edit.miz The AI will start up once you start taxiing (enter the trigger zone). Once AI is airborne (and you are too), it will start following you. You can fiddle around with the AI follow distance to your likings. You can also change both your and the AI aircraft and it should all still work (might want to double check if the follow action on the AI is still there when you change his aircraft). I also quickly added a radio F10 menu option, which you can use to tell him to stop following you (be careful when you do, as the AI wil instantly and fiercely steer for the nearest airfield). You can access the radio F10 menu by pressing \ Have fun
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Not sure if I can open the mission without having all those mods (I'd be highly surprised if I can)
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Attach your mission here and I'll try and have a look later today (please replace the Rafale by an aircraft that's not a mod. You can just change it back later)
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It can be achieved several ways, but it'll require a simple triggered action. Best way, would be to use the late activation tick box for the AI aircraft (you can also set it "visible before start" so that you will see the aircraft and it won't suddenly spawn/appear out of nowhere, when activated). You then open the "triggers" window on the left side of the screen. Add new trigger and in the "condition" tab add a "time is more" condition and set the amount of seconds you need to startup. In the action tab add "activate group" and select the AI aircraft.
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As long as you're in the air before the AI, it will start following you. So yes, late activation could help. Bare in mind AI will do anything to catch up with you as fast as possible (burn through all its fuel to do so). (I don't use user made mods as I like to keep DCS "clean", but it probably will also work fine with the Rafale mod)
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Follow action for aircraft only works when airborne. On the ground they ignore all tasks until airborne. If they are airborne and the unit they need to follow (you) is still on the ground, the follow action is ignored and if no other actions or waypoints, it will land on the nearest airfield. What you can easily do, is start airborne. The AI will take off and start following you. It can also definitely be achieved with both aircraft starting from ground, but it'd require a few additional triggered actions (using the orbit action for the AI, a zone to detect the player being airborne, one or two flags). Actually all very basic mission editing stuff, but a bit too much for me to explain right now. If you attach your mission here in this post, I can easily create the mission for you (I should have some time to do that this weekend) Alternatively, if you don't mind that the AI aircraft is of the same type as yours; You can just use a wingman and then add to your own flight the action: "Formation" That will open a new window, where you can set formation to "close". That will make your wingman stick just right and aft of your right wing.
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I recently started to update one of my "Operation Helping Hand" missions with all the awesome new eye candy objects from @Massun92 and while at it, decided to combine all my helo variants of this mission, into one. Hence: Operation Helping Hand - All helo modules - version 1.0 User files download: https://www.digitalcombatsimulator.com/en/files/3338396/ Available client slots (cold and hot): AH-64 Ka-50 (III) Mi-24 Mi-8 OH-58 SA342 UH-1 -------------------------------------------------- Situation Allied forces are under heavy attack and need your help a.s.a.p. until reinforcement M60 tanks arrive. They are defending Chuburhindzhi village, which is basically the last line of defense for Enguri bridge. - Take Off from FARP Tkaya - Follow Enguri river downsteam (South-West) until you fly over Enguri bridge - Chuburhindzhi village is about 2nm West from Enguri bridge Reinforcement M60 tanks are on the way from Zugdidi, but it will take them some time to arrive. Until then, you must try and help our forces repel the enemy. In this mission you can choose to bring supplies and reinforcements to the front, or just use the attack capabilities of your helicopter to fight of any enemy attacks. Check the mission briefing images and your kneeboard for pickup and drop zone details. - M113 fuel (slingload) --> Drop zone at CAMP CHARLIE (red smoke) - M60 MBT oil (slingload) --> Drop zone at CAMP CHARLIE (red smoke) - EWR parts (slingload) --> Drop zone at CAMP DELTA (red smoke) - Anti tank reinforcement team 1 --> Drop zone CAMP CHARLIE marked with green smoke - Mortar team reinforcement team 2 --> Drop zone CAMP CHARLIE marked with orange smoke It will help if you familiarize yourself with the target area and pickup/drop zones by checking the briefing photos. -------------------------------------------------- Objective Mission objective is to defend our allies at CAMP CHARLIE and suppress all opposing forces, until our reinforcement M60's arrive. Intel reports the following threats: Multiple enemy infantry units Multiple enemy armored vehicles (BDRM, BMD, BMP and possible T55) Possibility of mobile AAA units Possibility of enemy air attacks There are other skirmishes in the area, but focus on your task and set your priorities Mission designer notes: - At mission start, you'll get a short ingame briefing (just because I wanted to see if it's possible :P). Press spacebar at mission start, to skip this briefing. - All modules will be at your disposal both cold and dark & hot - Switching between client slots/modules won't break any triggers and can be done as much as you like - You can change loadouts as desired - In this mission, although obviously not realistic for some modules, all helo modules will be able to transport the anti tank and mortar teams, simply by landing in the pickup zone. - Slingloading cargo, will only be possible by slingload capable helo's - At some point during the mission, you can choose difficulty, by using or not using certain mission aids (might be needed for modules with less attack power) - Don't pay attention to the mission time in the briefing (changed my original "Helping Hand" mission stating time a bit, but didn't bother to update the ingame briefing) Nothing too fancy (no scripts included), but I use this mission for target and slingload practice, so I thought I might as well share it here. I didn't purchase the Kiowa (yet), so I haven't tested the mission in that module, but it should be al right and working. I did most of the thorough testing quite some time ago, so if you notice something broken, please let me know in reply to this thread.
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The autostart should include full ins alignment imo. They could easily add a message saying -ins alignment in progress- Then, when it's done the switch goes to nav and autostart is complete. The only autostart I remember to have used, was in the AV8B, and iirc in that module ins alignment is part of autostart.
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Not that it's a big deal but, although I personally hardly ever use the autostart function, for those who do use it this doesn't really make sense imho. I'd expect the autostart assist, to get the aircraft "taxi ready" But that's just my opinion.
