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About ShuRugal
- Birthday October 25
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Flight Simulators
DCS World
MSFS 2020 -
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How to manually input target coordinates by using left side keyboard ??
ShuRugal replied to Mac D's topic in DCS: AH-64D
For LL entry, the correct format looks like this: N742594W1205768 6 digit lattitude 7 digit longitude lat is 2 digit degrees + 4 digit decimal degrees long is 3 digit degrees + 4 digit decimal degrees Just tested the string above and it was accepted. -
"chief, i need you to stay tethered to the intercom and walk with me while we taxi"
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or just key up ground and say "request progressive taxi"
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https://www.digitalcombatsimulator.com/upload/userfiles/c9d/o5cvb59ynp0q1jbyf6buqhcdvqmg2rjz/167th_Liberation_of_Gecitkale_SEAD-DEAD-CAS.miz here ya go. if you want to fly it with someone, gimme a yell, i can spin my server up for it.
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There's also an additional problem on top of this: player's don't WANT realistic SAM deployments. A few years ago, i sat down and made a mission on the premise of an unnamed PMC (wagner, duh) snatching up a Russian AD brigade and doing a terrorism on the island of Cyprus with it. After thoroughly researching publicly available data, i settled on: 1 S200 battery - this unit was using it's long-range capability to shut down civil aviation around the island 2 tracking radar, 1 search radar, 10 TELARs, kamaz trucks with reloads 1 S300 battery - this unit was providing medium-range protection for the S200 battery 1 trailer-mounted search radar, 1 mast-mounted search radar, 2 mast-mounted tracking radars, kamaz trucks with reloads 1 2S6 company - this unit was broken up and mixed in with the S200 and S300 batteries to provide SHORAD 6 2S6 Tunguska + kamaz trucks 1 infantry air-defense company - this unit was broken up and mixed in with everything to provide SHORAD backup for the 2S6 units 2 platoons of regular infantry 2 platoons of IGLA manpads (40 total tubes) 1 light armor company - puling perimeter security against a ground attack 20 BTRs set up in prepared positions providing overwatch of approaches to the SAM site people HATED this mission. I spent a <profanity>LOAD of time carefully positioning the units to provide mutual support, but to also allow gaps which players could exploit. I selected a siting which gave players an option to approach with terrain masking providing a safe low-altitude loiter area near the target site. I created detailed briefing plates showing approximate unit positions, threat envelopes for each unit type, and safe routes of approach. I made sure that it was possible for a single player to clear the mission with careful planning and execution (and a willingness to go back for reloads). I added a trigger for deploying an AFAC drone after killing the S200 and S300 targeting radars, to make spotting ground units easier. none of that mattered. players universally fired off a couple HARMs, then proceeded to overfly the target at treetop level and get plastered by the SHORAD units. Rotary players either tried to fly in at 1,000 feet (and got plastered by the S300) or tried to sneak into gun range (and got plastered by the 2S6).
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What player-interactive mechanisms are you proposing to add to the game to simulate maintenance cycles? Real life military aviation units don't fly aircraft that are not being maintained, except in the most extreme of circumstances. Barring examples like the RuAF duct-taping Garmins to the console, serious militaries don't fly aircraft which have inoperable mission-critical systems. Those aircraft get marked as 'down' and pilots fly aircraft which are not behind on their Mx. From the perspective of a pilot, aircraft readiness is a non-issue. aircraft readiness is a problem for the squadron commander to worry about for planning missions. which is why debriefing is a thing. maintainers review the tattler systems in the aircraft to check for things like "engine operated beyond rated limits" or "aircraft over-G'd" and talk to the pilot to find out any additional relevant information, and then perform spot inspections, or even immediately deadline the aircraft. This gets done after every single mission, combat or otherwise, so that maintenance can be performed as-required to address issues as they arise. In real life, it is rare for pilots to be assigned to only fly the same exact hull#, pilots are assigned to missions based on crew rest status, and aircraft are assigned to missions based on aircraft maintenance status. With that in mind, what actual gameplay mechanics are you proposing? are you asking for an "airframe and powerplant simulation" minigame? are you proposing that the start of each mission includes the crew chief chewing out the pilot for banging up his bird in the last mission? For the briefing to just tell the player how many hulls in the squadron are operational?
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Mike Force Team started following ShuRugal
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using the FCR to direct the gun feels like cheating. sight -> FCR acq -> PHMD FCR FOV -> zoom look at target single scanburst pull trigger dead vehicle
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that was super fun. aircraft walking sideways off the deck.
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Military aircraft definitely DO do this sort of thing. the F-14 weighs 3/4 as much as a Boeing 737-100, but has only about 1/4 the tire contact area, and a 15% narrower width between the main landing gear, and 30% less distance between the nose and main gear. the F-14 will absolutely have far less ground stability than a civil aircraft of similar weight would be expected to have. Fighters are a tradeoff between usability and performance, and they tend to favor performance over ease-of-use, especially cold-war era designs. Tires are bulky and heavy, which means that traction on the ground costs performance in the air. What is your typical airspeed on landing? both your speed as you pass over the runway threshold, and your speed at touchdown? I have noticed that it is common for DCS players to carry far too much airspeed during landing, and "it skids all over the place" is a common symptom of touching down with too much speed.
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An easier way to switch back and forth between 2d and VR.
ShuRugal replied to ldl01031's topic in DCS Core Wish List
As an alternative option until ED ever decides to support fast switching, you might look into what the DCS Web Editor team is up to? They're working on a mission editor for DCS which runs in a web browser, which would let you alt-tab and leave DCS running in VR mode. not an ideal solution, but better than relaunching the game. https://www.patreon.com/c/DcsWebEditor -
keystroke for selecting target needed
ShuRugal replied to gdotts's topic in Controller Questions and Bugs
Assuming you mean setting a target point as you acquisition source? press the OSB labeled "CAQ" on the TSD. that stands for "cursor acquisition" and allows you to use the cursor-enter button to select and TSD point as you ACQ source. -
the FPM change does not matter. what matters is how rapidly you are moving the controls. based on the movement of the WHITE player-input-position indicators: 1. you are moving the collective up/down by as much as 10% of its travel in fractions of a second 2. you are moving the pedals by as much as 30% of their travel in fractions of a second. 3. you are making similarly jerky movements with the cyclic, but over only about 5% of travel. Whether or not you can get away with this in other helicopters is irrelevant - other helicopters are not the AH-64. You are not giving smooth inputs, you are causing PIO, and the SCAS is not able to keep up as a result. Maybe you used to be able to fly like this in a previous patch and the SCAS was masking it. Should the SCAS be quick enough and have enough authority to mask you rapid inputs? I don't know. But i do know bad technique when i see it, and i see it in your video. Diagnose one problem at a time. Make smoother and smaller inputs, give the helicopter time to react to your inputs, and then see if the unwanted yaw behavior is still there.
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Maybe ED sent George to flight school, and now he only wants to fly at the MEA or MOCA?
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I experience the same issue that OP is reporting when clicking the rocker button.
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Couple things stand out to me here: 1: you are not making 'slight' collective changes. I saw 115% torque at one point. even your "small" changes are still up and down by 10% in as little as half a second 2: you're chasing the yaw with the pedals. This sets up a classic 'pilot-induced oscillation' (PIO), where your attempts to correct the motion end up perfectly timed to amplify it. 3: your pedal movements trying to correct the yaw are massive and rapid. This will greatly amplify the PIO, because it takes longer than you are letting the pedals stay in one place for the helicopter to respond to such large inputs. I have three recommendations to make: 1: don't try to follow the contour of the treetops. as you start your attack run, level out just above them. 2: set the collective at the power you want for your airspeed then leave it alone. Don't touch that bitch unless you need to make a RAPID climb. 3: don't chase the nose. if it starts wagging, pick a pedal position and hold it there until the oscillation stops, then bring it SLOWLY back to where you want it.