Jump to content

Bankler

Members
  • Posts

    409
  • Joined

  • Last visited

Everything posted by Bankler

  1. Sorry, no plans for Skyhawk version at this point.
  2. Not sure about adding navy grades. It would be so much work verifying that they are correct, and I don't want to give someone a grades that can be compared to real-life unless I'm very certain of its correctness. Regarding CQ, there is already a function in the F10 menu where you can change from the default "break" mode to "pattern" mode. Could this be what you're looking for?
  3. Alright, so I did some more testing and realized there is a workaround, sort of. Still no way to "quick switch" target, but at first I didn't think you could switch at all, which you can. 1) Pick target in TWS 2) Enter raid, make sure you see all four targets on screen 3) Fire 4) TDC cursor over next contact 5) TDC depress (sets secondary tgt) 6) TDC depress again (makes this the primary tgt) 7) Fire 8) Repeat from step 4
  4. Disclaimer, I don't know if you're talking about what can be done irl or in dcs. So I might have misunderstood the point of your post. But in the game, as far as I can tell, I can't change targets in RAID at all. Not manually, and they're not changing automatically when firing 120s at them either (all 4 missiles go for the same target). So unless I'm missing something, there's currently no way you can fire missiles at different targets in RAID. I, assume(?), it's a bug, but I'm not sure.
  5. Frederf>> Thanks, that’s some really interesting input! But are you saying that 4 contacts that are close to each other but clearly separated (say a line abreast 4-ship formation with 0.5 nm separation between each aircraft) formation should not show up in the RAID view, due to the fact that the radar can already distinguish the four echoes through “normal” means? My limited understanding (and how it currently works in DCS) is that they would show up. And it would now be easier to distinguish and count them compared to in the normal view. I guess the use-case I’m after is “you take the two ones on the right, and I take the two left ones”.
  6. ED can you please shed some light over this? Should I report it as a big, or is it intentional that you can’t switch targets in raid?
  7. When engaging multiple target, I've found it useful to just go 1) undesignate, 2) fire, 3) repeat until each of my targets has a 120 coming at them. If my targets are in a tight formation, I guess it makes sense to use the RAID function to zoom in. However, if I press undesignate when in RAID (expecting the target to cycle), it doesn't cycle target, but instead exits RAID. 1) Is this correct? I haven't studied any sources, so it's just pure speculation, but to me it doesn't seem that logical, as you can already enter and exit RAID with the HOTAS (RAID / FLIR FOV button), so why would undesignate suddenly change functionality? 2) Is there another way to (rapidly) cycle targets in RAID, that I've just overlooked? Note: I tried the same thing in EXP. In that mode, cycling with undesignate works, but it also allows the target to change to something that's not on the zoomed in screen.
  8. Thanks Bignewy. Even if it's not fixed anytime soon, it's really appreciated getting to hear the reasons why things like this take some time. Even if it's in broad terms.
  9. Sometimes keystrokes get eaten up by the TrackIR software. You could try closing that if you use it, and then see if there are any conflicting keybinds.
  10. Same here. In MP many times some statics are invisible.
  11. I'm obviously not the original poster. But I think I'd agree with the statement that the lead is not calculated correctly. I've sort gotten used to it, and have a habit to put the pipper in front of the target and spray a lot more bullets than I normally would. I tested it a bit now to see if I see some patterns. One theory is that the distance is not taken into account as it should. At 3000 ft I consistently miss and the bullets go behind the target (as seen in the track, even when I lead a tiny bit). But at 2000 ft it seems to work fine, at least in this aspect. Short trk attached. I have no idea how accurate the real jet is. But if it's supposed to be accurate at 3000 ft, I do believe it needs some tweaking. GunPipperTest.trk
  12. Cool, thanks for the advice!
  13. Any comment from ED about this? Is it possible to solve?
  14. Thanks for the feedback. To be perfectly honest I don't remember why I never did the auto-setup for the Tomcat. It does some stuff (specifically turning down the volume on Jester...). It might be that it wasn't possible (not very likely), but it might also be that it just took too long time to find the IDs for all the knobs and switches, so I gave up and left it for a future update. And then forgot about it. I will definitely consider it for future updates. Not the hook though. As the auto-setup is run even if you take a cold start jet (nothing I can do to change this, afaik), I can't have it lower the hook on deck. So that's why you have to do that yourself, even in the Hornet, where everything else is setup. If you're experienced with the ME and if you want to help out, you can go through the Lua files in the Tomcat addon folder and see if you can find the IDs for the most relevant buttons (like I did with the Hornet, see the screenshot below). If you open my miz in the ME and look in the triggers section you can see how it works.
  15. Hover over it. If it displays the altitude it's a radar contact, otherwise it's a datalink contact. There are other ways, but this is the easiest to explain.
  16. Personally, I'd say you can't really go wrong with a TM Warthog HOTAS. There are better ones and worse ones, but I think it hits the sweetspot when it comes to bang for the buck. The Throttle is really good. You will want to sandpaper the afterburner detent to get a nice push-through-detent, but that's 10-15 minutes work. The TDC ministick is the only part that is bad. There is a modification for around 40-50 bucks that makes it awesome. The stick is also good imho. The grip itself is nice. I'm a big Hornet fanboy myself, but there's really no good reason to buy the Hornet stick to replace the original one, other than for aesthetics. Personally I had my base for years without any problems. People report that they can become worse after time, but if you play that much for so long, you will probably already be looking at upgrading that base to a Virpil one (you can still keep the grip), so I don't think it's a big deal at all. The stick in the T.16000 combo seems good (especially for the price), but the throttle has a lot of problems with stickiness. Also, it doesn't have an afterburner detent, which to me is a BIG deal when flying jets. It seems like the best budget choice atm. My buddy bought it for this reason, but had lots of issues especially with the throttle. He gave up eventually and bought a used Warthog. Good luck!
  17. As I participated on the mission event in question, I investigated this issue after this session. It turned out that random failures was enabled in the mission. It wasn't visible in the ME, since there was no "player" slot. Still, when looking through the mission lua file, it was clearly enabled with several failures happening at different times. I was under the impression that random failures only could happen in SP, but that is not the case. Random failures also happens in MP, and affect all planes with the same failure at the same time. No idea if this is intended or not, but it's how it currently works. Some details: * Nowadays, the failures will be removed from the mission file if you change the Player aircraft to a Client. This was not the case before it seems though, as the mission in question was an old one, had (hidden) random failures, and no "Player" slot. Re-saving the mission did not help, but you could remove them manually in the lua. * With more recently made missions, since you can have a Player slot even in MP, you can still effectively get random failures in MP, as long as you keep that Player slot. The failures will happen on all clients as well.
  18. Reproduction steps as tested 2019-11-24 (build 2.5.5.39384): 1) Set time in ME to anything before March 28 1994 (note that it's possible that the exact time changes as if it's a matter of the differance between today's date and that date in question exceeding the capacity of the datatype measuring this time span. So when testing, please use an even earlier date). 2) Spawn cold on an airfield or the boat. 3) Startup. Notice that the HSI map remains grayscale instead of going full color (in the .trk it's black though). 4) Set WP steering, select WP1 and box SEQ1. 5) Take off. 6) Notice that the distance to the waypoint doesn't update in the HUD. Comment: It's extremely easy to work around the problem by just setting the time to a later date. However, it's plausible that this bug is a symptom of some more serious underlying problem, so it makes sense that your engineers take a look at it. Track and miz included. Cheers! BrokenNav1993.trk Hornet.miz
  19. I'm investigating if I can see some patterns. Trying to force the TCN to die by doing this, but I can't get it to "work". Have tried quit to desktop with both Hornet and Tomcat, cold started and airborne, local server and dedicated server, but TCN on the boat doesn't die. Do you have a solid way of reproducing the bug through Quit To Desktop? If so, it would be very cool if you could describe the steps. This bug is very frustrating. TCN dies for us in around 60% of our multiplayer missions, and it completely screws up all case 3 scenarios. Bignewy, please do what you can to up the priority on it if possible.
  20. When the aircraft start spawning on the cats, they will continue to do that. You can't do anything about it. At some point, the spawning slots will reset and be available again, but (to my knowledge) this isn't something you can control. It typically happens when the deck is empty. I.e definetely not when you have 10 other aircraft spawned on deck. So, as described in the OT, all the guys spawning on the cats will need to taxi away to make room for the next guys spawning. The first lucky few that spawned on the elevators may stand still where they are. Their slots will not open up anyway. Peaches>> Thanks, glad you enjoy it!
  21. VERSION 5.0.0 AUTUMN UPDATE!! :clap: PATTERN MODE, LINEUP CHECKS AND MORE! You can now download version 5.0.0 in the Original Post! This is a major update with new features. It's highly recommended that you update to this new version. The most obvious change is that the script is now checking your lineup in the groove. If you're angling or overshooting, you will get score deductions for it. I found myself sloppy with this, and the checks have now made me pay closer attention to lineup. Thanks a lot to G-B for the endless patience checking my plat cam screenshots, feedbacking and helping me settle on a reasonable difficulty level for this. As always, I don't claim this to work flawlessly or even remotely mimic the quality of a real human LSO. But it's in the ball park, and I don't believe it will give you any false negatives (i.e saying you were off, where a real LSO wouldn't have cared). I rather have it that way than having the script being overly picky. The other, long awaited addition is PATTERN MODE. You can now use the F10 radio menu to setup "pattern mode" (global setting for everyone in your server). When this is enabled, you don't have to go to the initial to restart every pass, but can takeoff (or bolter) and go straight into the pattern by turning downwind at 600 feet. Hopefully this will make it easier for you to practice faster itterations in the pattern if that's where you are struggling. There are some other things as well, please check them out in the patch notes below. Btw, I love hearing from you guys, seeing your score charts and Youtube videos. It's really inspiring to see people having fun with it. Have a wonderful autumn and keep practicing! :thumbup: Cheers, Bankler CHANGE LOG 5.0.0 * You can now use the F10 radio menu to enable "Pattern Mode" where you don't need to go back to initial for every pass, but can turn straight to downwind after takeoff. In this mode 63 is max score. * You can now use the F10 radio menu to enable Public Feedback. This print all aircraft feedback steps to all players. This is useful when instructing another player. * Added lineup checks. You can now get score deductions for flying too far from centerline. 75/75 (in break mode) is still max score. * Implemented settle-checks. If you have a very high sink rate crossing the ramp, you will get -10 points for settling. * Changed order of flights and gave them unique flight numbers (Chevy1, Colt2 etc). Enjoy!
  22. Happy that you enjoy it. Thanks for the feedback! As for self-aborting the pattern, the easiest way is to quickly climb to 1300 feet or so, and it will abort right away. As for the going around part (as well as the "ruthless" part), I got some stuff in the oven for next version. Stay tuned! :)
  23. There is a little hack if you're a little computer savvy. If you unzip the .miz file and open the mission-file in there, you'll see it's simple a lua configuration file. You can carefully copy-paste the contents of the radio section from a Tomcat you have modified to the ones that still have the default presets. Not optimal but at least it's much faster than manually doing it in the ME. Just make sure you do not have the mission open in the ME while hacking away in its contents. Weird stuff will happen. :) That sounds cool. Thanks a lot for the friendly and humble response. Much appreciated! :)
  24. Hi, Thanks for an excellent module! I'm wondering if there is a certain reason why the radios in the F-14 have different presets than the Hornet? Is it based on some IRL source that you wanted to stay true to or something like that? Imho, it would have been great if it just matched the Hornet list since the two types often fly together and it's such a hassle to change it everytime. (I realize one can make their own template .miz with this prepared and so on, just not sure if there's any value to the lists being different rather than having the defaults similar.) Keep up the good work!
×
×
  • Create New...