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ShuRugal

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Everything posted by ShuRugal

  1. 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.
  2. 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.
  3. Maybe ED sent George to flight school, and now he only wants to fly at the MEA or MOCA?
  4. I experience the same issue that OP is reporting when clicking the rocker button.
  5. 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.
  6. This would only need to be a thing George does when commanded to fire on a target he didn't flag as hostile. It's not like pressing the "consent to fire" button a second time would take any appreciable time, certainly no longer than a perfectly realistic "are you sure?" "yep, kill it" exchange would take IRL.
  7. Taxiway plates automatically added to the kneeboard for the spawn airport would be amazing.
  8. Using the FCR from the back seat, my procedure has been to pick up a target with the FCR, visually identify it with LINK, and then engage. To facilitate this, it would be very nice if George would automatically go to maximum zoom level when FCR LINK is active. It would also be very nice if we could command George to pick up the target with the TADS and prosecute it without going through the "search for target" menu. What i am envisioning is that, when FCR LINK has control of the TADS, a new set of George menu items becomes available: Consent to fire -> George takes over the TADS and prosecutes the target with the selected weapon. (exit to regular George menus) George Up Short -> track selected target (exit to regular George menus) George Right Short/Long -> change TADS Zoom, switch TV/FLIR George Left Short/Long -> change weapon George Down -> track and lase selected target (exit to regular George menus)
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  9. a "please confirm, target appears friendly" prompt when George is set to Weapons Free and a friendly is selected from the list would be nice.
  10. Unless you all are getting plastic surgery to change the shape of your face to the shapes of those of us who are having the problem, i would expect that you can't reproduce the problem.
  11. glad i could help. i manage to screw that one up about every other time i have to do keybinds. always manage to accidentally assign one of my HOTAS buttons as a switch modifier instead of a momentary.
  12. Check your "modifiers" menu in the control bindings. if you have any modifiers set as "switches", this is your culprit. A modifier button set as a "Switch" emulates a toggle and behaves like click-retract pen: push the button ones and it turns on and STAYS on, push again to turn it off. for 99% of usage cases, you should never have anything in the "switches" category of your modifiers page. This category exists to allow you to set up alternate bindings you can swap to with a single press-and-release if you have no physical toggle switches to use as a normal modifier.
  13. I'd just like it if the basket didn't magically phase sideways off the probe because i strayed outside of a radar-beam-thin cone behind the pod. The advantage of drogue-and-probe fueling is supposed to be that, once hooked up, you kinda stay hooked up. the hose will drag the nose of the plane towards the pod, making it way easier to stay connected IRL than in the sim. while the basket can absolutely be ripped off the hose, it takes a LOT more force than is required to keep the nose of the plane in line with the pod, unless the pilot is asleep at the controls or tries to intentionally maneuver away....
  14. To expand, any ACQ source with a question mark (?) can't be activated from the ACQ menu. the question mark indicates that the system does not know which of multiple sources of that type to select. For an example of this, look also at the behaviour of the TSD-point ACQ type. If you have not bugged a TSD point yet, then the ACQ menu will show a 'STR?'. Once you select a point from the points menu in the TSD, however, that 'STR?' symbol will be replaced with the name of the point you selected, and you can then quickly switch back to it from the ACQ menu if you switch away to another source.
  15. always gotta be one. Even with the big damn header at the top saying "don't reply to suggestions with why you think it's a bad idea" at the top of the forum, so big you can't even see any threads until you scroll down...
  16. I would love to have the ability to create custom checklists in-game, with the following features: per-aircraft and global are interactive in-cockpit always load regardless of mission or server i am flying on will not be clobbered by updates are easily shareable. Right now, putting together a custom kneeboard involves navigating a thoroughly byzantine directory structure, recreating that structure in the user's saved-game files, and carefully cropping images to fit the template. The major problems i have with this are: It's very user-unfriendly no cockpit interactivity I am aware of third-party applications for kneeboards which can do some of these things, but third-party overlays are unreliable and are often broken with no warning by official updates. The reason I believe this would be beneficial stems from my own real-life flying experience. I have found that one of the most effective tools for learning a new aircraft is to sit down in the cockpit with a notepad and the manual, and make myself a set of checklists for major workflows - startup, pre-taxi, pre-takeoff, initial climb, etc. etc. I believe that being able to bring this method into DCS would be helpful for learning new modules.
  17. The cockpit overview sections of the manuals touches on what each function does. If you're looking to learn the Apache for the first time, i would recommend starting first learning the rear cocpit, and using the George commands to employ weapons the CPG controls. For the rear cockpit, HOACS controls priority items are, IMO: Cyclic Trimmer switch (all 4 directions, controls force trim and SCAS hold modes) George commands (vital for employing weapons from the rear) WAS - Weapon Action Switch (only need gun, rockets, and missiles, A2A has no function) - selects which weapon you will shoot Trigger (if you have only a single stage trigger, then bind the stage-2 binding. Stage 1 is 'fire if in limits' and stage 2 is 'ignore limits and fire') Symbology select switch (toggles HMD display between hover, transition, and cruise display modes) Flare and Chaff buttons (dispense countermeasures) Radio switch (operates radios) Collective Sight select - allows the pilot to choose what sensor you will aim with - only FCR, HMD, and LINK are usable by pilot. Cursor controller + cursor enter - allows you to interact with the MFDs without using the pushbuttons FCR modes and scan size - changes operating mode and scan angle of the fire control radar FCR scan - both positions - commands a single or continuous scan from the FCR CUED search - not YET implemented. When RFI is released, this will commands the FCR to immediately scan for targets at the highest-threat radar detected by the RFI Cursor display select - fast swap cursor between MFDs - not required, but nice to have if you have a button for it (you can swap cursor to other display by running it into the display border, releasing the cursor slew, then pressing toward the border again) The other functions are nice to have if you have room for them, but you won't use them a whole lot.
  18. fly a helicopter in the US SouthEast in the spring. my Mooney, despite being painted white and green and living in a fully enclosed hangar, spends all spring every year being yellow and brown. The pollen is unreal.
  19. I would recommend just moving the default key for VR recenter somewhere else. Using a shift-modifier on your cyclic or collective input is a good option. I have the keybind removed entirely, specifically to avoid this problem, and have a button on a USB control panel for it instead.
  20. That would really be nice. As a poor-man's workaround, i have noticed that units which are in the same group share awareness of threats. This can make setting up and managing large SAM units kinda painful, but if you go through the tedium of adding units to a group and changing types instead of using copy-paste (which creates a new group) they should share knowledge of threats.
  21. my first forced autorotation with an RC helicopter was actually because of this. the set screw securing the tail rotor hub to its shaft failed as i was coming out of a turn, and the helicopter just kept turning. most RC controllers for helicopter use have a switch which is the equivalent of the "chop" switch (cuts throttle signal to the idle position), and as soon as i realized i had no tail control, i cut it and auto'd almost straight down. happily, i managed to do no additional damage, and was back flying again after replacing the failed set screw. My most recent forced auto was because of a failed tail rotor servo. Definitely not common with full-scale birds, though. RC helicopters are definitely not as robust as the real things.
  22. this is an accurate description of how humor works.
  23. What, you don't like lines wide enough to land on? Gives a whole new meaning to "keep it within the lines" "November 123AB, McCarran Tower, cleared for the option, taxiway A, Ramp-side paint stripe"
  24. Not if the nearest friendly territory is 30 minutes of single-engine flying away.
  25. the only time it's useful is in a loss of tail rotor control scenario, to allow the pilot to cut torque and enter autorotation as rapidly as possible. That's a scenario which is actually far MORE likely in sim than IRL.
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