

MTrenda
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Everything posted by MTrenda
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I am assuming you mean the f-18 - here is RedKites video: DCS F/A-18C Hornet PRECISE Waypoints and HSI features - Bing video thanks Falcon
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It would be sweet if the templates retained the preset radios channels instead of taking the default. We currently have squads in virtual wing and we have specific radios channels that each squad would like to use and it is difficult to make new missions and have to reconfigure all the preset on all the jets. it would be nice if we could make templates of the squads with all the radio channels preset on each aircraft and then save that as a template so we can just redeploy the flights in each mission thanks Falcon
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are you starting the aircraft on the catapults. if you are then that is the reason they will not remove the chocks. it is a bug at the moment. if the aircraft start off the catapults then you should be able to remove the chocks by command. The only time I see this does not work is if any of the following is true: 1. there is acceleration applied to the throttles during removal 2. if the launchbar is in the down position during removal. hope this helps falcon
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you need to think of the TOO, as profiles with gps coordinates. these profiles can be used for either bomb on that pylon. example Pylon 8 has TOO1-coordA and TOO2-CoordB. I can drop the first bomb using TOO1 it will hit coord A, when I drop bomb2 and use TOO1 then bomb will hit coordA. if I use TOO2 on bomb 2 then it will hit coordB. I can use either one for either bomb, the confusion really comes when talking about separate pylons because each pylon has it's own TOO1 and TOO2 and they do not share info. so if pylon 8 TOO1-coodA , Pylon 7 TOO1-CoordC bombs will fall on respective coords. hope this helps Falcon
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[REPORTED]Auto bombing with MK82 always lands too far(long)
MTrenda replied to MTrenda's topic in Bugs and Problems
ED where is the update on this item? -
[REPORTED]Auto bombing with MK82 always lands too far(long)
MTrenda replied to MTrenda's topic in Bugs and Problems
bump -
[REPORTED]Auto bombing with MK82 always lands too far(long)
MTrenda replied to MTrenda's topic in Bugs and Problems
no response on this yet -
[REPORTED]Auto bombing with MK82 always lands too far(long)
MTrenda replied to MTrenda's topic in Bugs and Problems
[ADDED TRACK REPLAY]Auto bombing with MK82 always lands too far(long) tracks have been added. -
[REPORTED]Auto bombing with MK82 always lands too far(long)
MTrenda replied to MTrenda's topic in Bugs and Problems
alright here is your track file.CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part01.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part02.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part03.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part04.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part05.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part06.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part07.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part08.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part09.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part10.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part11.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part12.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part13.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part14.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part15.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part16.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part17.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part18.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part19.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part20.rar CVW-5_CA_Trainnig_Mission_DAY-20200419-151050.part21.rar -
[REPORTED]Auto bombing with MK82 always lands too far(long)
MTrenda replied to MTrenda's topic in Bugs and Problems
i can not upload the track file as it seems to big even as a zip the file size is 106482 KB. please increase the upload size so i can get the file to you. thanks mark -
using Auto bombing with MK82 causes the bombs to alway fall long of the target. Test: I set a course line on a range target. slewed the tgp to the target, point locked, set 82 profile auto, nose, instant. designated the target. flew FL15 @325, set AP for Balt and maintained the fall line for auto drop. pickled the bomb with all parameters correct and it fell 256 ft long. repeated the profile and again the bomb fell 264 ft long. i then increased altitude to FL26 @300. dropped the bomb from the same profile and the bomb fell 425 ft long. by moving the the tgp lock 425 in front of the target i was able to get the bomb with 25 of the target but this seems incorrect to me. i also tried a 3 degree descent when pickling the bomb and this also landed 425 long on the target. i get the variance of wind, plane alignment, and general pilot variables but this would only account for some variance in the bomb pattern not 400+ feet of consistantly fall long. definetly an issue. i tried to upload a trk of this issue but the website would not let me upload it because of a missing security key of some sort. please pm a location i can upload a track to. thanks, Falcon
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GVO, That is so strange or funny. i was just doing this today. i set a course line on a range target. flew FL15 @325, set AP for Balt and maintained the fall line for auto drop. pickled the bomb with all parameters correct and it fell 256 ft long. repeated the profile and again the bomb fell 264 ft long. i then increased altitude to FL26 @300. dropped the bomb from the same profile and the bomb fell 425 ft long. by moving the the tgp lock 425 infront of the target i was able to get the bomb with 25 of the target but this seems incorrect to me. i also tried a 3 degree descent when pickling the bomb and this also landed 425 long on the tartget. i get the variance of wind, plane alignment, and general pilot variables but this would only account for some variance in the bomb pattern not 400+ feet of consistant fall long. definently an issue. maybe we can get the fixed in. thanks Falcon
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Super Carrier - presale and release - thank you ED, Just wanted to thank you for all the work that is going into the super carrier module. I can’t wait for it to be released and start testing it. I also wanted to thank you for the discounts you applied i really appreciated it. ATC Comm’s Activity on the deck Elevators Views from LSO 14 spawn locations Lighting and IFOLS And so much more. Keep up the great work and just know we love these releases. Thanks Falcon
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@Falcon_120 my understanding is that JDAM/JSOW power alignment is already implemented in the OB build. you can change to AA without having to realign now. Personally I think we should all get excited about these new feature coming out on 18th. TWS and HUD symbology will make A-A engagements more fluid and HUD symbology will make targeting a lot easier then relying on the his to know where your TGP is looking. Let's get excited and enjoy the SIM. ED thanks for getting t this and these features will be great to test out during the holiday off time. the wife is going to pissed when I am flying and guest are showing up for Christmas. Everyone have happy holidays.
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Nineline, Thanks for reaching out in this post and taking these comments with respect and understanding. Looking forward to the release in December as the f-18 release list has been short for the last few months. Hope we can get back on track. thanks Falcon
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There are times during updates that the keys I map for modifier get used and that modifier causes a conflict. It will not t work any longer. this usually presented in the key bindings as red meaning a conflict has occurs To resolve, delete the conflict and remap with an unused key binding or remove the modified mapping Thanks Falcon
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so I take we do not have a workaround for this yet? I tried the Atlanding option but that crashed as well. It would be nice to have some kind of work around. our server is crashing every hour as the planes land. thanks Falcon-CVW5
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After update - No AGM65's at all (D/E/F/G)
MTrenda replied to MTrenda's topic in Mission Editor Bugs
Yes I did that but no change. Will need to look deeper maybe in the profile custom load outs or something -
Did I miss something, after the update today I do not have any AGM's to load on the F18. thanks Falcon
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Here is several videos on mission building that may help you. https://forums.eagle.ru/showthread.php?t=141383 thanks Falcon-CVW-5
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we would be more then happy to have you if you like to check us out at: website https://virtualcvw5.com/ Discord: Cattier Air wing 5 come on in a chat with us or just fly and see if you like the pilots. thanks Falcon-CVW-5
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multi Carrier Support-Parameter in the script call to Specify the Carrier Names Alerax, It would be nice if the carrier name was not hard coded in the script. it would be great if you could add an array parameter that could specify multiple carriers and the routine would cycle for both the carriers. This way we make the script work with other scripts we using. thanks Falcon CVW-5
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I am able to go to the Multiplier screen and join servers and click on the X to exit the menu. I am not able to click on the exit button, new server, or join button and the bottom of the menu. this seems to be only when I am in VR. if I am in non VR MODE then am able to click on all the buttons at the bottom of the Multiplayer menu. to replicate issue: 1. open DCS with "C:\Program Files\Eagle Dynamics\DCS World\bin\DCS.exe" --force_disable_VR command 2. select mulitiplayer option 3. select new server 4. new server menu appears 1. open dcs with "C:\Program Files\Eagle Dynamics\DCS World\bin\DCS_updater.exe" 2. Make sure VR mode is selected 3. select multiplayer option 4. click on New Server 5. nothing happens 6. click exit nothing happens 7. click join nothing happens 8. click on any server in the list, server is highlighted, click twice and you can join the server 9. click on the top right X, you are taken back to the main menu as expected. this makes it impossible to host while flying . thanks Falon
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Eviscerador, this guy has some good detailed video's on the A-10. try reviewing these. https://www.youtube.com/user/reconstewart/videos As far as gun runs there is very short time that you have to fire on units as the center piper on the gun roles counterclockwise you should be firing when it goes from 12 o'clock to 9 clock and pulling high g's out of the engagement from 9 o'clock to 6 o'clock. the high the angle of attack the closer the spread of bullets increasing the hit rate but also due to your increased speed you have less time to fire and escape the damage envelope. as far as the gun damage it is a tank killer it just takes more shots and they have to be on the rear area of the tanks especially on the t-90's the front armour is pretty thick. hope this helps a bit I have to go to work so this is all I have for you right now. thanks Falcon76th