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Eviscerador

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  1. This is it. Thank you so much sir! Didn't find anything about that in the manual. That's all. With this new knowledge I went back to my custom mission and certainly the problem was the SAM bug entering 5 NM range and going to STT straightforward. Out of 5 NM all flight member tracks behave as they should. No bug. Can I recommend you add this to the manual? I couldn't find anything about it.
  2. I don't know if it is coincidence but when I use SAM in enemy or friendly contacts, the radar behaves as expected. You bug one target and the radar keeps scanning around, stops a bit on the bugged target and then keeps scanning. This allows for a DTT when you bug a second track. All logic is as the manual says, you can switch both with TMS right, and the radar target always focus the pass on the secondary target while the AAM tracks the primary targets. But when you bug a flight member (teal on the Radar and HMD) the radar stops tracking and the antena is always on the primary. Hence you can't use DTT because you lose every other target on the radar. But it is SAM because the friendly doesn't hear any spike on the RWR. Bugging the target again will enter STT as expected. Sometimes it enters STT straight away but I couldn't replicate this and could be because I lost track of the friendly or something like that. Is this working as intended? Am I doing something wrong? I replicated this behaviour in a new mission and it happens in both MP and SP. Thanks!
  3. The I guess they need to update the manual. Current wording is misleading. So TMS fwd long is spotlight to STT while TMS fwd short is SAM. Thanks. About the second question any insight?
  4. Hi everyone. I have two questions regarding the radar of the Viper which I don't know if they are bugs or just an operator problem. - First question: SAM using TMS FWD long. According to the manual, when you are in RWS and you want to acquire a target in SAM (which is a soft single lock outside of TWS) you need to press TMS FWD long, a short scan of 4B 10º is done and then the target is aqcuired when you release TMS FWD long. When I do that the target is always locked in STT. SAM is only entered when pressing TMS fwd short over the target. Is that correct? Am I reading the manual wrong or is it working as intended? - Second question: SAM on flight members. I don't know if it is coincidence but when I use SAM in enemy or friendly contacts, the radar behaves as expected. You bug one target and the radar keeps scanning around, stops a bit on the bugged target and then keeps scanning. This allows for a DTT when you bug a second track. All logic is as the manual says, you can switch both with TMS right, and the radar target always focus the pass on the secondary target while the AAM tracks the primary targets. But when you bug a flight member (blue on the Radar and HMD) the radar stops tracking and the antena is always on the primary. Hence you can't use DTT because you lose every other target on the radar. But it is SAM because the friendly doesn't hear any spike on the RWR. Bugging the target again will enter STT as expected. Sometimes it enters STT straight away but I couldn't replicate this and could be because I lost track of the friendly or something like that. Is this working as intended as well? Am I doing something wrong? I replicated this behaviour in a new mission and it happens in both MP and SP. Thanks!
  5. Thank you very much. I've been having this issue lately and it was really random. It happens when you are aligning the INS in DATA (after you set the positional data) and you touch the TDC, suddenly when you finish alignment all waypoints start to runaway. One solution is going out of DATA as soon as you enter the positional data so in case you touch the TDC while aligning nothing happens.
  6. I have the same issue but I found a workaround to fix the issue quickly every time it happens. All you need to do is alt tab DCS, click on the WMR window and then return focus to DCS window with mouse. It fixes the issue and your DPS will get back to normal without having to restart DCS, WMR or even leaving the server. Dunno why it works but it does for me. It is clearly some software issue.
  7. Could be, but I'm in a Spain coast city were "cold weather" means AVG 15 degrees... Whatever, I'm sticking (pun intended) to my old warthog stick. I already got my refund. Amazon is top for these things.
  8. Well, I got my replacement today and guess what? Now it is the SSS the one sticking. My opinion is that they have some batches of defective 5 way switches but they carried on anyway because it is more expensive to just recall the ones that are bad or maybe it is random. I asked for a refund. Fool me once shame on you, fool me twice shame on me. There will be no third time.
  9. Add me on to the list of WSS sticking switches. I'm giving them one more chance with a replacement because all my virtual squadron mates have fully functional ones. If the new one is not working as well, I will ask for a refund. Now on the Amazon issue, they sell used and refunded hardware but not as new, they have their own "second hand, almost new" section. Mine came sealed in its own cardboard box and the plastic bags were factory new (no scratches or folds) so I doubt it was a returned one. I'm afraid because it seems it is a general issue with more than a year of history and still not fixed, but we will see. I will keep you updated.
  10. Yep, the main problem was that the heating had to came from the engines through the nacelles and the wings. Also the radiator and intercoolers were so efficient that they overcooled both the refrigerant and the oil with the usual high RPM lean mixture for cruise at high altitudes. In the end the Lightning pilots on the ETO had to fly with B17 heating suits wired to the AC gen to avoid frostbite, but those mittons had a problem, you needed to operate a lot of dials and switches and doint it with the heating mittons was an issue. As a Lightning Ace said, imagine you are in a Lightning after 50 hours of dual engine fighter training, on your first mission over the ETO. At 36.000 ft, -50 ºC, trying to get everything working, lean mixture, good RPM, checking fuel and external tanks, managing the turbochargers and the throttle, with your body on the verge of frostbite. Suddenly you are bounced, with a bit of luck you were paying attention and you see the bandits, or some other guy does. You then proceed to: Take off your mittons Switch the tanks to internal (in a rotary between your legs) Drop tanks Increase RPM Increase Turbo RPM Increase mixture THEN increase throttle. failing one of the previous steps will mean a botched engine, probably both. Turn on your gunsight (bulbs didn't last for long, so you had it switched off for cruise) Set all guns to fire If you are still alive by then, fight. In a Mustang you could actually hit RPM and throttle to max and forget about everything else. The lightning was a superb fighter, but it was complex and needed special training. Anyone could jump in a Mustang and be a good pilot. The lightining was a bit harder. It had the same problems than the Thunderbolt, pilots just prefered the Mustang because it was easier. On the other hand in the PTO, you didn't have to climb over 20.000 ft, most squadrons were trainied by Charles Lindberg on good mixture and engine management and the American fuel was much better than the english one (the english one was so acidic it corroded the lightning tanks.) Hence its success there.
  11. Thank you NineLine. I don't really understand the point of making the second free map in the game so performance heavy that only the most expensive rigs can fly it at decent FPS but it is a free map after all so I can't complain. Just consider that most players don't even bother to check the forums or steam discussions and all they will see is a free map which is 97% water but they still get really bad performance even when they can enjoy the Caucasus at full detail. I really hope the optimization helps to solve this issue or the PR team will be really busy the next weeks. Cheers!
  12. New VR user here, I had a lot of trouble finding the sweet spot for performance and image quality with the reverb G2 and a rtx 2070. Now thanks to your guide I found it. I'm using your settings and I get 45 fps in most servers except in Syria MP maps where I usually get around 30 something while still having good image quality and crisp visuals. I miss a lot the eye candy of having everything on ultra BUT, being 'there' instead of looking to a screen is a very big plus. Let's hope vulkan and multicore increase optimization so we can crank up the quality a bit.
  13. It depends on your standards. For me it is quite good and you have all you need to provide CAS or strike ops on the battlefield. Some issues remain for several systems but most of the time they are not gamebreaking. It is a fun plane to fly.
  14. That's easy and works for any other plane without AB (I use it on the A10C, sabre, warbirds, harrier...) Just go to the Axle settings, go to the throttle axle, axle settings, put the axle as a slider and put the deadzone so the axis is at 100% just before you reach the detent. In my warthog is around 37.
  15. The Sabre can and will out turn any modern jet on the horizontal plane. Really low drag and light weight even for a small engine. If you want to win against a F86 with the Viper, just go on the vertical and hit the burner. But yeah, against human players that expect the F16 to outturn the good old korean warrior it is a nasty surprise. I remember I was doing some fun flying with the sabre in our own squadron server with some other guys. I was even with the large drop tanks for cruising and they wanted to test the Viper in BFM agains the old man so yeah, they did. And all of them ended in my sights till they just hit the burner and went full vertical. Even then, it is quite hard to get a good firing solution on the sabre because it has enough speed and energy to just stay on the defensive and avoid a clean solution. In the end the vipers got on bingo and I kept flying with the externals still half full.
  16. It was a really fun experience. I speak also for Mustang51 and Kistoy who are also part of the same unit I'm in. We tried to coordinate with the ROSS guys and it seems that with good effect. Looking forward to the next one! hopefully, with the Hind this time By the way I think the most effective anti infantry weapon was the GUV launchers. Man I did one strafing run where I just cleaned the runway. I finished with almost 50 infantry kills. Just for you to consider for other events.
  17. Eviscerador - mi8
  18. Thank you man, really appreciate it.
  19. Hi man, I don't know if I have bad luck or this new patch broke something in your campaign but I have another issue with the final mission. We are in Batumi waiting for the tower to clear the trucks in front of us, 3 soldiers spawn and 2 of them "mount" on the trucks in front of 1-3 and 1-4, but the one that reach the truck in front of 1-2 doesn't mount (doesn't dissapear) so when the trucks start moving nightmare 1-3 and 1-4 just leave (they don't even wait for me) and nightmare 1-2 is left behind. In case I take off something happens with the TV tower, 1-1 says "push strike in pri" which I do and nothing happens after that. I even tried to land on the tarawa but no messages or anything. By the way one of the harriers tried to land on the Ticonderoga cruiser... Thank you for your work!
  20. Funny thing is that it is only a visual bug. The pods are full of rockets and you can fire them. Everytime you fire them the rocket spawn on the launcher. I found it because I used F2 view to check my rocket qty and I was sure I just fired 2 or 3 instead of the whole pod, so I kept firing and everytime I fired a rocket spawned on the launcher till I expended the amunition and I had a full pod (visual only, the pod was expended)
  21. I can confirm that was the issue. I just turned the knob and everything went smoothly. Thank you.
  22. I found this bug just by raw luck. The bug is as follows: When you start a mission on cold start and you have any kind of AA missiles installed, if you change the payload on the outboard stations to rockets, the rocket launcher appears empty but you can fire them. Every time you fire one rocket, it will "spawn" on the launcher so after firing all the rockets the launcher will look full with them. Rockets work fine, they explode and behave as they should, quantity is still 16 per launcher, it seems that for some reason once the launcher is loaded in the outboard station after having an AA missile installed before, the rocket animation is reversed, being empty and everytime you fire a rocket, the rocket is put in place (instead of the opposite) It is a really minor bug but hey, since I found it I thought it would be a nice idea to report it. Guide to replicate: Make a new mission in any map. Choose a player L39ZA on cold start anywhere (I only tested on blue team, no idea if this matters) On the mission editor, load the plane with AA missiles (either R60 o R3M) Once you start the mission, go to crew menu and tell them to replace the R60 or R3M with S8M rockets. Check in the ground that the outboard rocket pod is empty while the inboard rocket pod is full (the white warheads are clearly visible on the inboard pod) Fly around and fire some rockets to enjoy spawning rockets on the launcher
  23. Mmm, might be, but I usually change frequencies turning the knob. I press the knob as well, maybe that register as an "enter". I will try it tomorrow and I will come back to you . Thank you for your reply.
  24. Hi BD, First of all, good job with all your campaigns, loving them to bits. I'm having some trouble with the second mission on the Ottoman courier campaign for the harrier. I tried it 6 times and all but one had the same problem. I do everything as fragged. Take off at 4:10, switch to frequencies, enter BT1 under 1000 ft AGL and finish the whole low level stint at W11 where I contact Batumi again, tell them I'm climbing to Angels 15 (which I do) and then push to COM 1 channel 4 which is range frequency. And then nothing happens. I see the two other harriers on the distance and that's all. No more comms, no more indications, I can be there just till my fuel runs out. Once I got comm chatter between the Nightmares on the range and the JTAC where I'm instructed to wait for 10 mins at the IP. Unfortunately I got that just once in the six times I flew the mission and I have to abort the mission due to RL issues. I suppose that is what should happen, but for some reason I seem to either miss a trigger or something goes wrong. Any tip which can be? I don't remember doing anything special that single time it worked. I did the same as any other time.
  25. OK guys, I confirm it is actually not a bug. One of the missions we play in the squadron has some scripting. It seems after this patch something changed and it messed up with the "prepared mission folders" and it gave you the same error again and again even after you load another fresh mission. You need to delete all temporary folders on the mission and restart the program to get it working again. Today everything went fine except that mission, after flying it, it happened again, so we focused on the mission folders and we found the issue. So in the end the first guy was right. It was something to do with the prepare mission. But since it happened also on fresh starts, I discarded that.
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