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Everything posted by Bankler
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Note that this one is quite similar to some other recent reports, but not quite the same. Please read carefully. Repro: * Load AGM-65E + Tpod * Ground radar on right DDI * Arm Laser * Lock a moving target with GMT mode * Switch right DDI to FLIR, notice the pod follows the target, which I believe is correct (gets position updates from radar?) * Sensor switch Left to Mav E DDI to Uncage * Hold Pickle (without switching SOI back to FLIR page) LTD engages (indicating that the laser is firing), but you will not get a Maverick lock, so the missile will not fire. Remarks / workaround: * If you switch SOI to the other DDI (i.e not the Mav E page), the missile can suddenly be fired. * Might be related to another, quite similar (already resolved) bug: * A recent bug report isn't exactly correct. It says that the Mav E can't be fired during GMT track. This isn't really true. As far as I can tell, it works if the Mav E page isn't SOI: Track included: Hornet_GMT_MavE_SOI_Bug.trk
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The jumpy HUD designation (https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-f-a-18c-hornet/bugs-aa/289637-reported-hud-auto-designation-is-extremely-jumpy) has been super frustrating since the first launch of the Hornet. In the last patch, the code is clearly rewritten and it works so much better now! Thanks a lot, programmer who got tasked with finally fixing this. <3 It feels great now, nice job!
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Repro steps: 1) Carry Tpod and some Mav E:s 2) FLIR page to the right, Mav page to the left 3) Arm laser 4) Designate a spot on the ground using the HUD or the JHMCS 5) Switch SOI to FLIR and fine tune your aim at a target (building or vehicle doesn't seem to matter, unlike last time, in this possibly related, and fixed, bug) 6) Switch SOI to Mav page and Uncage 7) Hold pickle Problem: The maverick will not fire. Workaround: If you switch SOI back to FLIR, or even switch SOI to HUD, you can fire. But you cannot remain in the Mav page. Remarks: If you only use the Tpod for designation, everything works as expected. For instance, set FLIR to SOI, use VVSLAVE to get the pod to the general area, fine tune, switch SOI to Mav, uncage, hold pickle. This works fine! The problem only seems to errupt when you have first designated with HUD or JHMCS. I worked as intended if I first designated with the A/G radar btw, which was kind of unexpected. TRACK ATTACHED Hornet_MavE_Bug_2.trk
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No, if/when this happens, it probably some edge case error in the script in my mission, not in DCS. There is no way to read which wire you have grabbed, so the script estimates it by measuring the distance from the center of the ship to the point where you came to a halt. In 95% or more of the cases it works great. However, from time to time, you might get outside the normal parameters, and it might tell you you grabbed another wire that you did. In the case you don't get any score at all after coming to a full stop (this can happen if the wire doesn't pull you back for whatever reason), you can turn 180 degrees and stop right next to where you came to the halt, just a hair more aft, and the score should trigger. If you don't do this, the script will think that you boltered the next time you launch. Sorry for the inconvenience. It's just really hard to tweak these things to absolute perfection.
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Break mode: Approach from behind (initial), perform the break after the bow and go into the pattern. Good for practicing the whole thing, as it would look like when you recover after a mission. Pattern mode: Take off from the ship, go on-speed, hook down, climb to 600' and turn left to downwind straight into the pattern. Good for getting lots of practice on the final parts of the landing (you can run it with hook up and go lap after lap after lap, if you can accept with the fact that you won't get any wire score, since you will always bolter, that is). I attached a PNG with the pattern plus the break. Should work pretty well for kneeboard purposes I think.
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Tried to turn down the heatseeker growl, which is very loud, at least for the 9X. Discovered that it’s no longer working. If you turn it all the way down it gets completely silent. But in all other settings you get 100%. I assume trk is not needed since repro is trivial (i.e select 9X, try to lower volume with the WPN knob), but let me know otherwise. Cheers!
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[REPORTED]HUD AUTO designation is extremely jumpy
Bankler replied to mrkline's topic in Bugs and Problems
BigNewy: With all due respect, it should be obvious to anyone (especially your SMEs and QA guys) that it's not working as intended. There is some obvious flaw to how the movement is coded. Try this: Using the default controls for Throttle Designator Controller (i.e buttons, not the axis), try holding down Left, and then (without releasing Left) simultaneously hold down Right. The aimpoint will start jumping like crazy. No one in their right mind can claim that being able to push it to the left and right at the same time is correct. Similar symptoms happen when moving the TDC using the axis if you change direction fast. That's not correct. My guess is that there is a mistake in some smoothing algorithm. I don't think further proof is really needed, but since I haven't been in a Hornet myself I asked GB and Yello about their opinions (screenshots inlcuded). I suggest you remove the [CORRECT AS IS] tag from this one. It's not working as intended. I also want to stress that I'm not trying to smash/shame anyone here. I know that you're merely the messenger, and you're doing a great job bud'! <3 Cheers! -
Would it be possible for you to upload a video of it? And maybe the miz in question. It sounds really strange indeed.
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Parking Brake/Anti-Skid binding not working
Bankler replied to Bankler's topic in Controller Questions and Bugs
This is still bugged but not marked as reported. (Jonsky7, thanks for posting the fix suggestion. I think that could be helpful for EDs devs, if they see it) -
I don't think it's just practice. It sounds like something is setup wrong, or you're missing something. It sounds like you have grasped the concept of on-speed, and then it shouldn't be this hard. Four things: 1) Check your weight. If you're above 34.000 lbs, dump fuel. 2) (What I believe is your problem) Holding 3-3.5G through the break will put you very close to the runway or boat. For the boat, aim for 1.2 nm wide. For the runway, you might want to add a little more, like 1.5 nm (since the lack of angled deck makes it easier to overshoot). Being too narrow will require lots of bank and thrust through the final turn, making your aircraft go nuts when finally going wings level. To know this courseline distance (which is NOT the same as TCN distance), put your HSI in the RIGHT mfd (left won't work) and bring up the course line. The distance to course line is shown in the bottom right corner. 3) Like Bartzi said, don't land on the carrier yet. Touch and go on the airfield until it's a walk in the park. Then take the next step. :thumbup: 4) When you're ready for the carrier, make sure you have roughly ~25 kts wind over the deck. Easiest way in the ME is to set wind to zero, and set the boat speed to 25 kts.
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In real life though (which also works great in DCS), you'd only leave it on 12 for runway takeoffs. For carrier takeoffs, you always trim to at least 16. Note that when spawning a Hornet on the catapult, it will already be trimmed to 16.
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[REPORTED]AGM-65E can't be fired on buildings unless FLIR page is SOI
Bankler replied to Bankler's topic in Bugs and Problems
BigNewy: Do you want me to start a new thread, or can you simply change/narrow the subject of this one to "AGM-65E can't be fired on buildings unless FLIR page is SOI" or similar, removing the [CAN NOT REPRODUCE]? Granted it's not intended behavior that is. :) -
[REPORTED]AGM-65E can't be fired on buildings unless FLIR page is SOI
Bankler replied to Bankler's topic in Bugs and Problems
Yes, that makes a lot of sense. However, as mentioned in my latest reply. regardless of point track, area track or ground stab, it seems that you have to select the FLIR page as SOI (rather than the MAV page) to consistently be able to fire. -
Good point! That's of course true. Thanks!
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[REPORTED]AGM-65E can't be fired on buildings unless FLIR page is SOI
Bankler replied to Bankler's topic in Bugs and Problems
BIGNEWY: Did some more testing. It turns out that I'm only getting these problems when my Maverick page is the SOI. If I switch back focus to the FLIR page before holding pickle, the Maverick seems to fire. In other words: 1) Designate with pod (Mode, as in area/point track doesn't matter) 2) Switch to Mav page to uncage Maverick 3) SWITCH BACK to FLIR page! 4) Hold pickle to fire If I skip step 3, the missile will not fire. I'm not sure if this is intended behaviour? It's certainly not this way when firing at vehicles. Please give it a spin and see if you see the same results. -
[REPORTED]AGM-65E can't be fired on buildings unless FLIR page is SOI
Bankler replied to Bankler's topic in Bugs and Problems
Thanks for the reply. "TMS Right"? I think that's a Viper/Warthog thing. Do you mean "Sensor Switch" to go into Area Track and/or Point Track mode? If so, which one? I will try this. However, I'm not entirely sure what you mean with "better" lock and why the Mav E would not be able to see the laser unless it's one of these modes. Is it the angle changing as you're flying (since it's ground stabilized behind the building), causing the laser spot to move slowly on the wall? -
Yes, I have the same problem. Even if I have slewed the Tpod (fine tuning) and designated a new target with TDC depress, as soon as I exit WPDSG "mode" (regardless of if I just unbox TGT in the HSI or if I press Undesgnate) the TPod resets. I don't think it was this way before the last patch. I'm not sure how it really should work. In a way, it's strange that the aircraft even remains in WPDSG mode after you acquire a new designation with the pod. But maybe that will make sense down the line with Cursor Zero and Offset functionality, if there are such things. EDIT: There's of course no "WPDSG mode". See Santi871's comment below. Sorry for confusing message.
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Repro: * Load AGM-65E + Tpod * Point pod at the top floor of a high building * Designate * Arm Laser * Sensor switch to Mav E DDI to Uncage * Hold Pickle (without switching SOI back to FLIR page) LTD engages (indicating that the laser is firing), but you will not get a Maverick lock, so the missile will not fire. Remarks: * Since the pod actually is pointing on the ground behind the building, if you pull up until there is a line of sight between the pod and the ground behind the building, the missile will fire, targeting the ground. * On SOME (smaller?) buildings, it's possible to successfully launch a Mav E. I'm not sure if these buildings have another kind of hitbox or something. * As you're closing in, you will sometimes get an intermittent "Mav Locked" HUD message, but usually not long enough for the missile to fire. * Firing a Mav E on a vehicle or on the ground always works flawlessly. Track included: 1) Trying to hit a tall building. Maverick doesn't fire until I get close and shake the aircraft so the pod gets line of sight to the ground behind, hitting that ground. 2) Hitting a T-55 tank. Works great! 3) Trying to hit another tall building. Maverick never locks. 4) Letting the pod point at the same spot (ground behind the building), attacking from the other direction. Maverick locks on to the ground with no issues. Hornet_MavE_Bug.trk
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When I tried it yesterday, it always worked when attacking vehicles. Also managed to hit a spot on the ground. But firing at buildings (at least the ones that are always there, i.e not manually placed ME objects) seems very wonky. In maybe 1/8 attempts I got a lock. One time I managed to fire by violently pitching and rolling while holding the pickle button. So it looks like it’s related to angles and line of sight or something like that? I noticed that when you lase a building’s higher floors, the Tpod is ground stabilized behind the building. I guess this makes sense, but maybe it’s also what’s causing the issue in DCS?
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Not sure if it's a bug or intended behavior? But if I set my JDAMs to TOO, and make a touch n go, the second I get weight on wheels, the mode switches back to PP on all JDAM pylons. Tested with GBU-38 on double racks. Trk included. HornetJdamPPRevert.trk
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Thank you for the warm words! Means a lot!
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VERSION 6.1.0 AUTUMN UPDATE!! :clap: Polish and F-14 groove time score fix You can now download version 6.1.0 in the Original Post! Finally F-14 pilots can get full score in the Supercarrier version (thanks to fixing the bug where F-14s didn't get groove time score). I guess that's a good thing, considering my average score when trying to land the Turkey! :helpsmilie: An AWACS has been added, so that you can make use of your datalink when doing MP carrier practice. There are also a couple of other tweaks, fixes and improvements based on user feedback. Thanks a lot! Cheers, Bankler CHANGE LOG 6.1.0 * Added AWACS aircraft. * Changed the wording for ideal altitude at the ninety from "450" to "450-500" (you have always gotten full score for anything between 450 and 500, but the wording was confusing). * Added "Settled" and "Extended Downwind" to the summary shown to all players. * Fixed bug where Tomcat pilots didn't get any groove time score. * Changed sidenumbers on all aircraft. * Changed callsign format from "Chevy 1-1" to "Chevy11". Enjoy!
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Thanks for looking into it already! I can confirm that we generally do not use the AI radio comms for recovery (we have humans doing marshal, tower and paddles, so it wouldn't make sense). I cannot 100% confirm though, that noone did it. Maybe someone pressed it, but I don't think so. Regarding keeping aircraft off the JBDs during recoveries, that's an interresting thought to mention for your devs when tracking down the bug. But it's of course not viable for us as players. During CQ, aircraft constantly recover while they shoot aircraft from CAT #1 and #2. Thanks again for the attention! By the way, if it turns out that it's hard to solve these problems in a graceful way in the next few weeks, maybe you could consider implementing a "hard reset" radio option, that resets the deck crew state machine completely? (Just thinking out loud here, not sure if it makes sense from a technical viewpoint, depending how it's all implemented)