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Posts
2020 -
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Everything posted by RagnarDa
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Sorry it was Bunyap. It's here: He flew a little low though.
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Autothrottle regulator not working correctly in aoa mode
RagnarDa replied to illern's topic in Bugs and Problems
That is very evidently a bug in the code. Reading my code the throttle is limited to not move faster than 1/4 of the range per second (1/8 when slowing down) so there's some garbage here. Will look into it. Thanks for the video! Did this happen after you respawned? If you close DCS down and restart it and go directly to this, does it happen too? -
Autothrottle regulator not working correctly in aoa mode
RagnarDa replied to illern's topic in Bugs and Problems
It also has a emergency-mode if the there is positive G >1 so if you are pulling back on the stick you are probably engaging this mode. -
Flight Path Marker weird behaviour during Turbulence or Storm
RagnarDa replied to Rlaxoxo's topic in Bugs and Problems
Some info about what is happening here: the Viggen measures wind direction and strength using three Doppler-antennas under the aircraft. Since the antennas is pointed downwards relative to the aircraft the Doppler only works when wings level relative to the ground. The measured wind (measured aircraft velocity over the ground minus the calculated aircraft velocity) is the added to the flight path vector so the pilot can put the fpv somewhere and that would really be the direction the aircraft is flying. In DCS turbulence is simulated through 2-second wind gusts that can be seen on the FPV. There is a filter to filter out small changes, IIRC it should take something like 20 seconds to "tune-in". Appears the filter isnt working. In the video you can see that when rolling the fpv switches between using the live input from Doppler and the last input from it. -
Yes the safety altitude setting applies to all bomb, rocket and gun modes. Not sure about Rb75-mode though (I don't remember).
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Short approach help? Phase 1: You are directed by the nav-system to fly to a point 20 or 40(?)km away from the runway, called LB. Phase 2: when near the LB-point the navsystem commands a slow turn towards the airfield that ends when the plane is at 45 degrees relative to the runway heading. If the plane has a valid TILS-reception, is within a certain distance from the TILS-station and are within a certain angle from the runway heading it goes to phase 3. Phase 3: the TILS-station is giving the aircraft (if TILS are used) steering instructions that if followed will make the aircraft intercept and follow that 3 degree-off path down to the runway. Before the patch, if you approached the airfield from certain angles it would often skip from phase 1 directly to phase 3 because all prerequisites for phase 3 was already fulfilled. This would especially be a little confusing if having airfield behind you. I just added the requirement that the plane also needed to be somewhat pointed towards the airfield to be allowed to go to phase 3.
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Do you think you could post the crash-report (and maybe the dcs.log? If you have started dcs a second time since the crash the old one will be saved as dcs.log.old). You'll find it in %SAVEDGAMES%/DCS.openbeta/logs . The file would be named something like DCS.openbeta-2017XXXX-XXXX.crash (the time of the crash). This would be extremely helpful. Thanks!
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DCS crash when going back to BER with mode selector
RagnarDa replied to zerO_crash's topic in Bugs and Problems
Do you think you could post the crash-report as well (and maybe the dcs.log?). You'll find it in %SAVEDGAMES%/DCS.openbeta/logs . The file would be named something like DCS.openbeta-2017XXXX-XXXX.crash (the time of the crash). This would be extremely helpful. Thanks! -
Is it the same LB? Because the flip-flop should select a LB that is closer to the airfield. If it selects the same LB it is a bug.
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I think the goal of the sight is to smoothly guide the pilot to the safety altitude (200, 400 or 600m iirc depending on your setting in the mission editor) while simultaneously aiming the bombs. xxJohnnyxx had a good video explaining how to use it. Before you unsafe, the sight is displayed in a way that if you try to aim it at something on the ground the plane will at the same time reach the safety height (if you are too low, the sight will be low so you have to raise the nose and vice versa if you are too high). You put the aiming-dot on the target and then you unsafe which will mark it for the weapon system. Now the sight will either be on, over or under your target. If it is below the target you need to raise your nose to maintain the safety altitude. Now just fly towards the target and wait for the firing-cue. If you have the high safety altitude set or if you are flying slow, the sight will eventually go below your hud so you won't see the timer. You can just pull the trigger at any point before the fire-cue and the bombs will hit anyway.
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[RESOLVED] Yaw instability or SPAK is not my friend...
RagnarDa replied to Goblin's topic in Bugs and Problems
Is it really? Good! I discovered another problem with the SPAK that I fixed in this update when on the ground and that is the yaw-damper needs to apply rudder into the the turn while in a bank (otherwise the damper would counteract the turn: the yaw movement would be interpreted as uncommonanded nose drift and neutralized). This should only be active when in the air and this was fixed now. -
Strange aileron behaviour when stationary with SPAK enabled
RagnarDa replied to Agremont's topic in Bugs and Problems
Strange aileron behaviour when stationary with SPAK enabled Once the Viggen has tasted flight, it desperately tries to go back; flapping its ailerons to once again enter the heavens. -
It's a bug and it has already been fixed by swither. The cross and the radar wasn't properly aligned.
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Yes. There is a limitation in DCS that even human planes can only dispense the amount of of chaffs/flares that are set in the mission editor. I can otoh limit the amount dispensed in the plane while in the game. So the default amount in the mission editor should be for planes carrying 2 KB-pods I think, and I'm not sure I set this up properly.
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It will only dispense the appropriate amount of chaffs/flares. AI-planes will unfortunately be able to dump both chaff and flares even though not carrying a KB-pod.
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About the number of chaffs, this is the comment I wrote to my self when I implemented this: "-- Countermeasures -- There are no discrete nr of chaff charges but there are -- 18 charges of flares with 2 flares in each charge. -- In fast-mode the flares lasts 72 seconds and the chaff -- lasts for 3.5 minutes. The flares are dispensed every other -- seconds so there should ideally be 2.91 times more chaff -- than flares (1/(72/(60*3.5))). -- Because there can be two pods loaded, the max amount needs -- to be two times the max amount of one pod." About the there being no tone from certain radars, I will investigate. Probably the "low-tone" and/or ambulance-tone being broken I suppose.
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TID, how have countdown before Takeoff ?
RagnarDa replied to Skulleader's topic in DCS: AJS37 Viggen
Did you set a target-time on any of the waypoints? In the mission editor, you click the little box by the time when having one of the waypoints selected. -
It is a bug that has been fixed internally. I don't think it will be available in the next patch though unfortunately. The bug is that the weapons computers data of what stations has been fired doesn't get reset when rearming. You can check if the computer knows something is on the pylon by switching to TAKT/OUT
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I agree too! So what should I set the seeker max distance to? 4km slant range?
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Bug has been fixed. Unsure when this will released to the public.
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If you do "fast selection" (master mode NAV + trigger unsafe) the radar measurement will not be used. If you set the master mode to ANF and also make sure the radar ranging is on (it is on by default, but you could enter 250 in TAKT to make sure) it will be used. You'll notice it is being used by the "tail fin" appearing above the sight dot when you are getting close.
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Ooops, I just discovered that the AKAN (guns) fireing cue was displayed exactly 1 second too early. If you wait an additional 1 second before firing your solution should be accurate. This bug doesnt affect the rockets. Also, for reference, the firing cue is not the flashing line but the "wings" that are displayed around the sight dot. It is more important to fire at exactly this cue (or rather 0.5 second after this cue) when using the guns, when using the rockets you can fire a little earlier and still somewhat hit the target. You are also supposed to hold the trigger for 1 second and the gun strafe will be centered around your aim point. I think it is worthwhile to explain the standard ("short") sight for the ARAK/AKAN in Viggen since it is quite difficult to figure out (I know I had trouble understanding how it worked at first). First of all, it is important to know that it is not a CCIP-sight which shows where the rockets/bullets will hit if you fire right now (the ARAK long-range mode is like this however). It is a little piece of SAAB-oddity that has the following design-goals if you will: 1) Provide a sight solution that is as accurate as possible. This also includes limiting the amount of ammunition dispersal so the rockets will be as concentrated as possible. I think the idea was maybe that it would be used against armored ships. The solution to this is firing the rockets/guns at the latest possible point in time (when closest to the target) while still have time to pull out and not being caught in the explosion from the rockets. 2) Provide a steady aim point on the ground. If you notice the sight stays pretty much at one point relative to the ground unless you move your stick or throttle. This allows the velocity measurement function where you can track the target and measure its speed and then the sight will compensate and show where to fire to hit a moving target. This would not have been possible with a regular CCIP-sight. It works like this (a little simplified): it takes the indicated vertical velocity (barometric - hence you should still set the QFE even though using radar measurement, the sight would spaz out if using the radar height), indicated height (barometric or from the radar) and indicated forward speed and calculates the time it will take for the plane to reach the minimum selected safe height. It subtracts the time it would take for the plane to pull up into level-flight and also a little margin for the pilot to react. Now we have the last firing time. The computer then calculates the height the plane will have when this point in time is reached. The ballistics calculations is then done using the speed, height and orientation that the plane will have when it is at this point in time and displays to the pilot an aim point that shows where the rockets/bullets will hit if the trigger is pulled at that point in time. The pilot then waits for the timer to reach last firing timepoint (wings shown) and pulls the trigger and then immediately pulls up at 5G, and if everything is correct the rockets will hit with very high accuracy while the plane just avoids getting hit by shrapnel from the explosion. Another way to think about the sight is that it is like a velocity vector indicator that shows where you will hit once you reach the safe altitude (plus time to level out).
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Logs is appreciated!
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It is known. DCS doesn't support this feature unfortunately (yet).
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I've fixed it. Thanks for the good reports!