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JayPee

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Everything posted by JayPee

  1. Because I am under the assumption that per definition point track should be used for vehicles and other things reasonably defined as objects.
  2. GBU-38's inaccurate or is it me? Since this topic took a turn towards SPIs and Mark Points anyway, here's a million dollar question: I'm 12 nm out TGP as SOI TGP generates SPI Point Track mode set The side of a BMP3 is perfectly fitting in the Square at the centre of the targetting cross Laser on Make MK Laser off Make MK STP Slave TGP to STP Why is my MK set 10 metres on the other side of the BMP3 on the ground? As far as I'm concerned the TGP should not look through the vehicle when I set an MK with the laser on.
  3. 184 is supposed to have less drag than the 131 but im not sure that is fixed yet. In the 1.2.7 beta they had the same drag index which is incorrect.
  4. What I said...
  5. In-sim, all mechanics around countermeasures are simplified and there is no difference between the way a 131 and a 184 function. Unless there are some tricks going on under the hood but so far I've not been able to deduct from the .LUA files that this is the case. In reality, only dedicated aircraft like the Growler and Prowler for instance are normally seen with more than one ECM pod, where there's often slight differences between the pods which you won't directly notice from the outside. I know for one that the centre line ECM pod of these two ACFT operates on a different frequency than the two pods mounted under the wings. I have yet to find the first picture of an A-10 carrying two ECM pods so hence I assume it has no added value.
  6. And converting them by means of re-saving does not introduce bugs, non working assets, unresponsive radios, etc.?
  7. Thanks for the explanantions. And I made it more or less a rule of thumb to never carry more than a single weapon per pylon. Exception being 2x2 MAVs when it is absolutely necessary but that means no TGP. Otherwise it's just one or two MAVs, 4x 500 lb of whatever type, one or two rocket pods (depending on number of MAVs) and a TGP. AIMs and ECM only when the threat dictates it and 50% rounds when I'm pretty sure I won't need to get up close.
  8. DCS A-10C QUESTIONS Ok thanks. I actually thought the main advantage of extended flaps -generating more lift at slower speeds by increasing wing surface- would be beneficial regardless of the additionally induced drag but I'll climb out with no flaps from now on. Also, do fighters, especially an A-10 with its relatively poor climbing performance, incorporate turns in their initial climb out to remain on flight path? Or do they take off, level, set course for the first WP, and only then start their climb? I find the latter feels much more efficient than combining turns to remain on route within the initial climb out, no scientific proof tho.. Just a feeling from within the virtual pit.
  9. Operation Bactria (MP COOP 14), Afghanistan CAS Without having read 200 posts I'd like to ask if the SP and MP are currently updated and playable in 1.2.7? If so, where can I find them?
  10. DCS A-10C QUESTIONS Im pretty sure MapleFlag training missions and/or ED training missions advise a 180 kts climb speed from take-off to about angels 6. Since flap auto retract speed is indicated to be 200 kts on the ASI I found my question a fair one.
  11. When climbing out from the runway to let's say a cruise altitude of angels 18 to avoid AAA fire, do you leave the flaps extended while climbing at 180 kts until you've reached angels 18? Or do you generally retract them at around 170 kts as per training instructions and continue climbing at 180 kts? Also, do you extend them if somewhere along the route you are going to increase cruise altitude by 6k or 7k?
  12. SweetFX for DCS ?? Same here... Asked about it earlier but no replies. SweetFX kills my FPS even when every option is set to 0. Tested with splitscreen being the only one set to 1 to verify everything else is off.
  13. Its the abandoned X shaped airstrips along the coast.
  14. I experience exactly the same and I'm sure you could have your throttle set to whatever you like in 1.2.6, the auto start macro still did the job. Anyway, we seem to have figured out what the problem is. :) Oh and to those who find the auto start is for gamers, sometimes you do indeed want to get a drink, write down frequencies, runways, etc. Really no point in stalling if you only have an hour of spare time.
  15. IRL, do you have to hold down the pickle button until all 7 (or 14 in case of pairs) have been released and can you therefore end the salvo prematurely firing less than 7 (or 14) rockets? Or does a short push of the pickle button immediately start firing the full salvo?
  16. SendMode Input Enables a DirectInput compatible way to enter commands in the game #SingleInstance Ignore If you run the script while it is already running, it does not start a 2nd instance neither does it bug you with pop-ups/messages. #If GetKeyState("CapsLock", "T") Enables the 'if Capslock is enabled' condition for everything until the condition is terminated. a:: Tells the script it has to monitor the 'A' key being pressed. send {Rshift down}{Rctrl down}{Ralt down}1{Rshift up}{Rctrl up}{Ralt up} Tells the script to press Rshift+Rctrl+Ralt+1 and releases it upon pressing/releasing 'A'. Return Ends the entry for the 'A' key. #If Terminates the Capslock condition.
  17. Here's the script: SendMode Input #SingleInstance Ignore #If GetKeyState("CapsLock", "T") a:: send {Rshift down}{Rctrl down}{Ralt down}1{Rshift up}{Rctrl up}{Ralt up} Return b:: send {Rshift down}{Rctrl down}{Ralt down}2{Rshift up}{Rctrl up}{Ralt up} Return c:: send {Rshift down}{Rctrl down}{Ralt down}3{Rshift up}{Rctrl up}{Ralt up} Return d:: send {Rshift down}{Rctrl down}{Ralt down}4{Rshift up}{Rctrl up}{Ralt up} Return e:: send {Rshift down}{Rctrl down}{Ralt down}5{Rshift up}{Rctrl up}{Ralt up} Return f:: send {Rshift down}{Rctrl down}{Ralt down}6{Rshift up}{Rctrl up}{Ralt up} Return g:: send {Rshift down}{Rctrl down}{Ralt down}7{Rshift up}{Rctrl up}{Ralt up} Return h:: send {Rshift down}{Rctrl down}{Ralt down}8{Rshift up}{Rctrl up}{Ralt up} Return i:: send {Rshift down}{Rctrl down}{Ralt down}9{Rshift up}{Rctrl up}{Ralt up} Return j:: send {Rshift down}{Rctrl down}{Ralt down}0{Rshift up}{Rctrl up}{Ralt up} Return k:: send {Rshift down}{Rctrl down}{Rwin down}1{Rshift up}{Rctrl up}{Rwin up} Return l:: send {Rshift down}{Rctrl down}{Rwin down}2{Rshift up}{Rctrl up}{Rwin up} Return m:: send {Rshift down}{Rctrl down}{Rwin down}3{Rshift up}{Rctrl up}{Rwin up} Return n:: send {Rshift down}{Rctrl down}{Rwin down}4{Rshift up}{Rctrl up}{Rwin up} Return o:: send {Rshift down}{Rctrl down}{Rwin down}5{Rshift up}{Rctrl up}{Rwin up} Return p:: send {Rshift down}{Rctrl down}{Rwin down}6{Rshift up}{Rctrl up}{Rwin up} Return q:: send {Rshift down}{Rctrl down}{Rwin down}7{Rshift up}{Rctrl up}{Rwin up} Return r:: send {Rshift down}{Rctrl down}{Rwin down}8{Rshift up}{Rctrl up}{Rwin up} Return s:: send {Rshift down}{Rctrl down}{Rwin down}9{Rshift up}{Rctrl up}{Rwin up} Return t:: send {Rshift down}{Rctrl down}{Rwin down}0{Rshift up}{Rctrl up}{Rwin up} Return u:: send {Rshift down}{Ralt down}{Rwin down}1{Rshift up}{Ralt up}{Rwin up} Return v:: send {Rshift down}{Ralt down}{Rwin down}2{Rshift up}{Ralt up}{Rwin up} Return w:: send {Rshift down}{Ralt down}{Rwin down}3{Rshift up}{Ralt up}{Rwin up} Return x:: send {Rshift down}{Ralt down}{Rwin down}4{Rshift up}{Ralt up}{Rwin up} Return y:: send {Rshift down}{Ralt down}{Rwin down}5{Rshift up}{Ralt up}{Rwin up} Return z:: send {Rshift down}{Ralt down}{Rwin down}6{Rshift up}{Ralt up}{Rwin up} Return space:: send {Rshift down}{Ralt down}{Rwin down}7{Rshift up}{Ralt up}{Rwin up} Return backspace:: send {Rshift down}{Ralt down}{Rwin down}8{Rshift up}{Ralt up}{Rwin up} Return delete:: send {Rshift down}{Ralt down}{Rwin down}9{Rshift up}{Ralt up}{Rwin up} Return .:: send {Rshift down}{Ralt down}{Rwin down}0{Rshift up}{Ralt up}{Rwin up} Return /:: send {Rshift down}{Rctrl down}{Ralt down}{Rwin down}1{Rshift up}{Rctrl up}{Ralt up}{Rwin up} Return -:: send {Rshift down}{Rctrl down}{Ralt down}{Rwin down}2{Rshift up}{Rctrl up}{Ralt up}{Rwin up} Return =:: send {Rshift down}{Rctrl down}{Ralt down}{Rwin down}3{Rshift up}{Rctrl up}{Ralt up}{Rwin up} Return ]:: send {Rshift down}{Rctrl down}{Ralt down}{Rwin down}4{Rshift up}{Rctrl up}{Ralt up}{Rwin up} Return [:: send {Rshift down}{Rctrl down}{Ralt down}{Rwin down}5{Rshift up}{Rctrl up}{Ralt up}{Rwin up} Return \:: send {Rshift down}{Rctrl down}{Ralt down}{Rwin down}6{Rshift up}{Rctrl up}{Ralt up}{Rwin up} Return #If
  18. Yes that is correct. However, my biggest issue was that I have mapped several letter keys as modifiers. This is probably very unusual but I set up my keyboard to have all modifiers be mapped in an ergonomic way. To give an idea, A + Hat: DMS, S + Hat: CMS, D + Hat: TMS, and so on.. With my very limited joystick this ensures I can have my left hand rest at the same spot on the keyboard for most of the time while having all HOTAS functions (and some more) within reach. Nevertheless, this causes the default combination of two modifiers + such a letter to not work anymore for the CDU as DCSW cannot treat a key as modifier and normal key simultaneously. Hence I had to introduce an additional step by mapping Capslock ON + a key to a combination which 1) does not include only modifiers and 2) which uses a combination of which I'm sure is not used for anything else. This caused me to pick the rather complex alternative mappings for the CDU. I'll be posting the script later on as promised.
  19. Reverse eng. it? I'll post the script when I'm back home tomorrow.
  20. In case anybody has the problem of having keys mapped to functions while you would at the same time have your entire keyboard function as the CDU keypad, here's a solution. If Capslock is toggled ON, typing A will press CDU A, B will press CDU B, spacebar will press CDU SPC and so on.. If Capslock is turned OFF, all keys function as usual and as per your in-sim mappings. In short, Capslock will put your keyboard in and out of 'CDU entry mode'. By having every CDU button including Enter, Clear, Backspace, Period, Slash, etc. mapped directly you'll be entering stuff in your pit faster than a real hog driver. The only thing left to do is map the CDU keys accordingly as described in the Excel sheet. If you want to map the UFC keys as well that is up to you, as you can see only the CDU is affected by the script. UPDATED: Script included an error for the CDU Plus and CDU Minus function. Fixed in v2.1 now. CDU_Keyboard_v2.1.zip
  21. Solution Cue for Rocket CCRP mode 476th have a YT on CCRP rockets which could suggest it is a method currently used yet I find it very inaccurate and only applicable for longer range AoE damage. Since DCS does not model spalsh damage it is probably a waste of time and effort. Hopefully an SME can prove the contrary although I doubt it...
  22. Possible to bind modifier to disable other mothefiers? Please see http://forums.eagle.ru/showthread.php?p=1989436#post1989436
  23. Looking for comprehensive dumb bombing guides Am I correct in that a level LAT/MAT and VLD are all passes where you don't actually 'roll' onto the target but instead set up to fly straight and level over the target while doing a CCRP delivery? Whereby a VLD is a low pass, a LAT is a pass at around 5k AGL, and a MAT is everything from 10k AGL to what, 25k AGL until it is considered a HAT? (If a HAT even exists) I would assume this is only applicable when delivering PGMs, suppressive rocket fire, and HDGP at VLD altitudes, otherwise it is not accurate enough? Additionally, am I right in deducting from the YT demos and the naming convention that a 30/10 MAT means rolling in onto the target in such a way that you'd roll out in a 30* dive, track, and pull up to a 10* dive in order to perform a CCRP delivery? Logic then tells me a 20/0 LAT would be rolling out into a 20* dive, track, and pull up to straight and level (0* degree dive) to deliver via CCRP?
  24. I wonder about the Aries thing as well...
  25. To the painters and modders, I would like to experiment with drawing some opaque stuff on the glass of the canopy using Paint.NET/Photoshop crayon brush to simulate markings put on by the pilot. I was hoping to find a huge texture file containing the entire canopy but instead I only found a small template file containing the shaded side glass and the unshaded front window textures. Could you give me some pointers on where to look, using which programmes, etc.?
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