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Faelwolf

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Everything posted by Faelwolf

  1. Thanks! I've gone through everything on my end, Pene is looking at the files. I know they recently made some changes to adjust for the ARC-210, may just need a little more work. I suspect a bug due to every single other thing working properly that I've used so far. All in all, I think they've done a great job not only keeping this going, but adding new features etc. I'm sure it will get fixed.
  2. Appreciate it! At this point I have a keybind workaround, so I'm getting by. If it helps, experimentation shows it will change frequency in the ARC210, but not channel, channel in the UHF but not frequency, and nothing in the third radio or in either radio in the Hornet. Tested in both normal and multithread versions of DCS Beta (I don't keep release on my drive), and with all mods, including SRS, removed. Clean verified install.
  3. I've had VA+VP for quite a few years, but honestly never messed with it other than tanker calls. Recently decided to step it up a bit, and move to a full TX setup on a separate switch (not a fan of the SRS integration). So far, so good, got it all set according to the manual and every command so far is working, except changing the preset channels on the radios. Set frequency works well, but other than the UHF radio in the A10C-II, no radios in either the Hog or the Hornet will change preset channels. So it does not appear to be module specific. I have done a full clean re-install to include cleanup of any registry entries, etc, verified settings, .lua, no conflicting mods, etc. Using the latest editions of both VA and VP. I get the acknowledgement beep, the log also shows it understood the command, just nothing happening in the cockpit. Same in both single and multiplayer. I'm sure I've missed something, as I'm not hearing of others having this issue, but have exhausted my resources. Anyone have any ideas? Log File.txt
  4. Issue resolved. Talking with you folks showed this was specific to my setup, and not a bug. So I took a deep dive into my mods folder and discovered my old Helios entries had somehow found their way back in. Entries deleted, this issue and some other oddities immediately disappeared. (And this sort of thing is why I stopped using Helios in the first place. More time fixing it after sim updates than flying seemed.) I greatly appreciate the time and effort given to this issue for me, and apologize if I have been a bother. But you did point me in the right direction! Thank you!
  5. Yep, but the last mission was from me moving on to something else. I'll run a quick mission later tonight if I can dodge the wife long enough and save a track file for you. Tracks are something I've never messed with, had enough trouble with it hogging HD space over the years saving MP tracks whether I wanted it to or not. But I guess it's true, you learn more when something goes wrong than when it goes right!
  6. On the DSMS page the Maverick status is "STBY", they are in standby mode, though they are operating as though they are not, up until it comes time to fire. I have the latest patches, etc. Tested in both MT and standard beta. I don't run release, it takes up enough HD space as it is. Despite this being a MP mission, (though I'm running it offline) it's not saving a track, I'll look into it.
  7. Yes, as I added to the post originally, the Mav is SOI. Also, active in DSMS, also works just fine if I'm not in Mark Point mode. As I said it slews, locks, just won't come out of standby if I'm in Mark Point mode. Full procedure is correct, I even reviewed some tutorials to make sure I hadn't forgotten anything or if something had changed in the upgrade before posting here.
  8. Issued resolved. Thank you to everyone for your help! Simple practice mission, tested in both MT and standard versions, MP mission being played offline. Mavericks work fine when given a SPI from the TGP or using seeker in either mission or flight plan mode. But when I use the TGP to make mark points on targets and switch to Mark Point mode, Maverick will slew to target and lock when commanded, like normal, but then not fire. Check of DSMS shows maverick status as standby, even though currently locked on a target. Creating a SPI with the TGP while in Mark Point mode gets same result. Also getting same result by manually locking target with the Maverick seeker off-SPI. Verified that the Mark Point is showing as SPI, and that other SPI guided weapons, such as JDAM and APKWs, are working as normal. Tested switching to MP mode by CDU switch, and UFC, same result. Ran a full repair, and re-saved the mission in the ME, no change. AMD 5800x CPU, 6800XT GPU, 32GB 3200 RAM Windows 10, Sim, BIOS, and driver files all up to date Edit to add: Mav screen is verified to be SOI in all cases.
  9. It's been posted on another forum that if you have Viacom, you can just use it to say "platform" to skip the AI ATC if you are using a human controller. I have no way of testing it, but you might want to check into it if you have the need.
  10. Faelwolf

    F-18 FLIR

    I believe a FLIR update is coming in the next patch, along with the Apache, etc.
  11. Wow the original time limit for that has long expired. Surprised the old A10C has still been available for so long.
  12. I will add when doing the slow (full) repair, also select the option to search for and remove extra files. Some of the old mods went directly into the game folders, and can lurk there, forgotten over time, to come up and bite you later on.
  13. That is correct, non-polarized lenses will reduce, but not remove glare, more for reduced eyestrain and improved overall vision. I have a pair of polarized sunglasses in my prescription for driving, but I can pretty much forget using my phone while wearing them.
  14. As explained to me in a similar discussion years ago, the FLIR in DCS isn't actually "looking at IR", it is displaying, as best I can think to describe it, baked-in images, that get borked almost every time there is an update to the maps or the map system, as it is part of the map coding itself. This is like what, the third time the FLIR has been crippled by changes in the maps? This is also why it seems to be hit-or-miss with some maps having an issue but not others, and takes so long to fix. There was one time that vehicles were simply invisible to the TGP no matter what map/mode you were in, and in 1.1 you could see vehicles through even the heaviest cloud cover, as clouds did not show up on the TGP at all in IR. Currently, the FLIR is not a separate autonomous sub system in the sim, it's just a graphics display receiving map data and hard coded visuals/animations for objects. I am hoping they are working on a true subsystem for FLIR that will work accurately in all aircraft. I don't know programming to know if or how they could get away from translating map data in some ways, but it should be it's own system enough to avoid bugging out when there are map changes, at least.
  15. I'm the same. I tired hard to like the F-18, but it just feels sterile to fly in comparison to the A10, and not as much fun as skimming the trees, popping up and winging over for an attack run, and BRRRRRRRT!
  16. I don't know if it's a bug or works that way in R/L, someone like Snoopy could give us the scoop on that. But, it did this before 2.7, though not as bad. Basically IIRC it has to do with gimbal limits or terrain masking. I am in the habit of throwing down a markpoint once I find targets, for quick re-acquisition. The JHMCS is a God-send for this now, too.
  17. The trim function in the A10C is more than capable of countering any imbalance. If anything, it's a little too enthusiastic at times, and could use some finer control Once you fly the A10C long enough, it becomes intuitive, and you don't even think about trimming, you just do it out of habit. Edit to add: Once you find yourself dealing with multiple targets in a small area, you'll learn to love the quickdraw function of the Maverick!
  18. That was my first thought as well, but stepped through it one item at a time, and also the odd issue of the right engine occasionally starting but not the left. (I'll agree that 99% of the time it is an issue between the seat and the stick heh) On a hunch, went into mission editor and resaved the mission. All my old missions did weird things after 2.7 dropped. Working fine now, must be one I missed after the big update a while back. Also discovered while playing around with this that apparently for me at least, the throttles no longer require me to cycle them to sync them up, if I have them set to off when starting a cold start mission to match their jet(TM Warthog). But I don't think I will break that habit after 10+ years.
  19. Having similar issue. Engine spools up but does not ignite, gauges show only ~29% RPM, no oil pressure, etc. All is good in set up, everything works fine in air/runway start missions, and I am long in the habit of moving the throttle full motion then to off position when entering a ramp start mission. Ruled out controller issue. Fuel switches in on position default, tried rethrowing them, also tried a manual ignite, no dice. If throttle is moved forward, engine spools down. On occasion can get right engine to start if left engine is spooled down. Appears to have started with last patch, this is the first time I've done a cold start since the last update. Full repair +delete any extra files, still no go.
  20. Any cable can snap under load. That's why you stay clear of them, at least 2 feet outside the radius formed by any anchor point. People have lost limbs, or even been killed by being cut in half or decapitated. A search on the subject is not for the faint of heart. You'd be amazed at how fast it can whip around, and how much force even a small cable can carry when it lets go. For those outside the military or heavy industry, that includes tow ropes and tie downs. Seen some pretty impressive damage to cars when a tow rope/chain broke under load, and know of truck drivers killed or hospitalized when a tie down snapped while being tightened. Don't think it's modeled in the sim though. As to injury to a pilot from a cable snag, those cables have enough elasticity in them to bring the aircraft to a stop without injuring the pilot or the aircraft. That's their job, after all. Even the heaviest cable has some "give" in it. Steel in general has some elasticity in it, differing amounts varying with the alloy composition of the steel. Steel framed skyscrapers will sway in the wind. Cable, especially load bearing cable, is made from a pretty resilient alloy, along the lines of (but not quite the same as) spring steel, and is rated by it's elasticity and tensile strength. As an aside, it can be forged into a pretty good pattern welded knife blade due to it's properties. I won't bore you with a lecture on metallurgy, but the cable will permanently deform before it snaps under too heavy of a load, it isn't an all or nothing kind of deal. So an overspeed isn't going to be instant death to the cable or the pilot. But it will shorten the life of the cable, as it will contribute more metal fatigue than normal. The cable snapping in the video is likely due to prolonged metal fatigue more than anything else. A marine environment sure doesn't help in that department either.
  21. Unless they changed it, bird strike is just another random engine failure variable, and didn't take altitude into account very well. I keep it turned off, as there was a time when I was getting an engine fire on ~90% of flights, especially coming over the runway threshold when landing. It got pretty annoying. With it turned off, engine fires dropped to 0 other than battle damage.
  22. Do you mean direction to a ground target from the air, or what a ground unit would use? For ground units, there isn't a BRAA, they use map coordinates and land navigation direction finding, things move a lot slower for them comparatively. If you're in a ground unit, you're going to hear something like "170 at 200" (Bearing 170, 200 meters) AWACS doesn't track ground units (but can relay coordinates through radio contact/link on rare occasion), that's a C&C/JTAC/FAC job. Most air to ground strikes are either pre-planned for static targets, or CAS/CAP in a designated AO. There are also designated "kill boxes", basically a free fire AO, where anything that moves is fair game, which led to a couple of unfortunate friendly fire incidents during the Gulf and Iraq wars, but denied huge areas to the enemy for maneuvering.. You can get a bullseye call from a JTAC or FAC, but some poor grunt with his nose in the dirt isn't going to have that info, he's going to let you know where he is, hopefully using map coordinates, but not always, and the bearing and estimated range to whatever is making him particularly unhappy at the moment. EPLRS is a big help here, and it's unlikely that grunt is even going to be talking to you without an EPLRS enabled comms setup unless you are doing an older time period scenario. C&C are the "big picture" guys usually tracking units by icon on the map, and prepping for their interview with Dan Rather, and aren't going to know or care about Cpl. Ragbag and his problem with a technical doing drive-bys. If you are getting called in by C&C, it has really hit the proverbial fan. Think "Blackhawk Down".
  23. OK this is an old bug that happened the last time they messed with terrain textures. Some seemed to resolve it somewhat back then by turning chimney smoke down to 0, which also seems to fix the TGP screen whiting out (don't know if that bug's been fixed yet). Worth a shot if you haven't already done so. Otherwise, guess we'll just have to wait on a fix again.
  24. You would use it for when you don't have a TGP, but also quick acquisition of targets out in the open, or multiples in proximity of each other for faster kill times. It has a speed advantage over using the TGP for designating targets. No need to set a SPI or markpoint for each target in a scattered group, just throw down a markpoint in the middle for SPI using TGP, HUD, or JHMCS, even TAD if you've got the knack . Then china hat the mavs to SPI, stabilize to get easier locks, pick a target, and fire. Lather, rinse, repeat. In an urban area, heavy woods, or nearby obstruction the mav keeps sticking to, etc. do it the old fashioned way, or go to a laser mav if you have worse locking issues. The advantage of space stabilize instead of ground stabilize is it's going to give you real time feedback on your closure rate. The A10C is like a Swiss Army knife, it has a lot of tools, but no one tool does everything for every situation.
  25. OK, finally got a chance to go into multiplayer, issue is definitely fixed for me. Give saving a mission (no changes necessary) in the ME a shot. My best guess is this is a variation on the old "major update breaks missions from the ME" issue and it just needs the nudge.
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