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monkie

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Everything posted by monkie

  1. So I have 4 Hellfires and they are default Primary A and Secondary B. I have them in Normal mode, LOBL with constraints. I Squirt code A, fire two Hellfires with no issue. Now the HF's show "B" and so the CPG sets the laser to squirt "B". The HF "box" stays dashed it never seems to see the B. I cycle through the HF modes back to Normal and the HF's reset to "A" and see that Laser code just fine and fire normally. Maybe I"m not understanding but if they are showing "B" and I change the laser to fire "B" why would they not find that laser mark? It's easier to set the CPG to B than it is to cycle through on the Pilots side to get the to reset to "A". A I missing something?
  2. I would love a way to lock the laser fire button as a toggle ON/OFF for those of us that fly Single Player as both seats. It's tough to retrim and hold my thumb on the laser button from the pilot position. Not realistic but since we already have some artistic license for SP why not?
  3. It's a bit confusing for me as well, I'm flying SP and trying to get everything done from one seat. I didn't realize it gave priority like this, thanks for posting this info.
  4. There was one mod for ZEUS unit spawner which I've used for years with no issues but no others. I tried a clean mission with no issues and fired multiple HF's without a CTD. I went back to the orignal mission that has the mod and fired with no issues as well. Hopefully an isolated thing but maybe someone will have a duplicate issue in the future and they can report it here as well.
  5. tried to duplicate but can't, the two CTD's were sent as reports if that helps at all.
  6. Twice now when having a target in Point Track firing Hellfire caused a CTD. I've had the crash from both the P and CP seats. Holding the lase button at the same time and pulling the trigger. The Hellfires sometimes refuse to fire or I have to hold the trigger a long time. Sometimes they will fire without hesitation. But twice now I get a CTD just as soon as the Hellfire does launch.
  7. it's a right shift and then G or H but yes you can remove them and lower/raise the visors. Also it's nice you can remove the M4's off the dash if you so desire.
  8. Now that does sound fun but not sure I can pull that off in Single Player without some fancy scripting in the mission editor. If there was some way in calling in artillery strikes or air strikes that would open up a lot of possiblities. That is where I see the limitations with the DCS engine, if it were dedicated to helicopter operations especially cold war era the scenarios would be fantastic. Trying to stop armored attacks with coordinated helicopter operations would make for some fantastic scenarios.
  9. the question is how well can the Kiowa be controlled and at the same time the sensors be used, for the most part I can fly the other helicopters and use the sensors and weapons. It's more of a gamey situation but I find it challenging. That being said there is no way I'm going to deal with the pain of 22 key mappings for the AI autopilot. In reality I don't see that I'd do much with this helicopter as it is, everything it does can be done with the Apache but with a lot more firepower. Having the AI hovering while I observe units with the mast is not going to be something I'd be booting up DCS for. It really tears at me that it's not a day one purchase since I love helicopters in general, it's just holds no insterest for me it's a Bell Jet Ranger for the most part and DCS doesn't have the ground units that makes playing low intensity conflicts engaging enough. The youtube videos of guys playing air to air with each other in it kinda sums it up for me, warthunder. That being said I hope it's a great success and poly makes more helicopters in the future.
  10. One technique that has helped me a bit is not to try to trim the aircraft for the AOA and then expect to fly hands off except with power for your rate of descent. I might trim for the AOA or just a bit below that pitch and then work the stick manually making small adjustments to pitch in order to not get too slow or too high of a nose up angle as power changes are made. You still have to work the pitch, the trim is a bit too coarse to fly without adujustments like in some of the other aircraft. Sometimes I think it's considered bad form to not have the aircraft trimed off hands off all of the time and that isn't exactly true. On final I find myself having to hold a bit of nose down force (Non FFB) and making fine adjustments from that allowing the nose to rise slightly to get on AOA but still having that fine control with small stick movements.
  11. The best comments coming from him also were from the most unstable approaches, ignore him he's an idiot.
  12. The lack of HUD keeps you heads down a lot as well and without a lot of visual cues that a real world pilot would have makes it even more challenging so you will have to find what works for you in the end and not worry too much about what worked in the real aircraft. Better to have some control at a higher speed than wallowing around fighting the trim for that perfect AOA. Long runway and a drag chute and call it a day.
  13. it would seem to be that simple but you are trying to apply real world to a game and on top of that everyone has a different control setup, it's a recipe for inconsistent experiences. So far keeping speed about 200 around to final seems to keep the sink rate in limits around 1000-1500 and nose trimmed up to where you have to keep some forward pressure on the stick. At least you will get the turn rate and control to line up, then pull off power gently and work towards the proper AOA while adjusting power to touchdown. If you even let the nose move up a little on that base turn you are into a 3000fpm descent and done for without a huge power increase. I have no luck in getting any turn rate with the aircraft at proper AOA on the base and final turns witout usually pitching through AOA or excessive sink rates.
  14. same here, it's a real chore to try to fly on AOA and make turns to base and final. The sink rate becomes excessive and you end up needing a ton of power and the next thing the airspeed is through 200 kts and you are level again. That mixed with the trim rate being insonsistent for some makes it not a fun experience at all. Even most of the videos on youtube you will see the players making most of the turns off AOA around 200kts until final and then choping the power and accepting fairly high descent rates.
  15. seems like a work around is to hook up external air first and then electrical.
  16. Great thanks for the update, I was able to get it to work on the Ground at Nellis just now but parking at Creech a few times it didn't work.
  17. Maybe I am missing something but I can't seem to get the Crew Chief to connect external electric after taxing back to parking. He will place chocks and extend steps and he does roger my command to connect external but it never happens. Possible or not?
  18. Seems the roughmet textures take care of this if you have the ability to edit them for the matte look. Basically make the Green layer more white and make sure the Blue layer is Black (usually is) and that will matte the look just fine.
  19. Roger that, thanks for the info.
  20. I had the same issue the other day, I had landed with one engine out from enemy fire. Engines were shut down, APU was on at first and rotors had stopped turning and they refused to repair due to engines turning. I Even shut down the APU and tried but no luck. By chance was one of your engines shot out? Could be a bug related to the enging still showing as powered or something.
  21. Ok thanks for the reply, I guess having a flight page up would work well, good suggestion. Basically I can get the helicopter heading in the general direction, get it trimmed up and then as you said switch to TADS to acquire and start to engage. I know it's not real world but I thought man this is as close as I can get to being Rambo from the front seat and it is a fun challenge to juggle flying and tracking at the same time.
  22. Wondering if it's possible to fly from the CP/G seat with the IHADSS flight symbology yet at the same time use the TEDAC unit to slew the TADS around and search/engage targets at the same time? Yes I want the CP/G to be a one man show. So far it only seems if I select TADS the CP/G IHADSS symbology is forced to show the TADS symbology.
  23. Yes it was in the air when I started and thank you for the info and update.
  24. still heat blur effects missing for helicopters in 2.8? I don't even see them on the A-10C either.
  25. Thanks for the info on the mod, the thickness of the lines in the IHADSS bothered me a bit even non-VR but this mod fixes it and it certainly "feels better".
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