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monkie

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Everything posted by monkie

  1. So in the end the HF will never change their flight path from straight ahead UNLESS they can see the designation before launch?
  2. not sure how a twist grip would work, I've used both pedals and a gamepad for years and I don't use the in game trim for the pedals so I'm constantly holding pressure during hovers and slower flight. I would think a twist grip is a no go for helicopters, I remember trying one back in the early 2000's with FS's first helicopters and I gave up pretty fast on that idea. Even with all of the stabilization that the real Apache might have to me the fun of it is having to constantly control with precise coordination to move form point to point, hover, fire, mask, un-mask etc, otherwise I would just sit in the CPG seat and relax and play button pusher while pilot has all the fun.
  3. I think that for a pilot learning helicopters trim can almost be a detriment. Once you get your curves set up the best thing to do is not use any trim and just feel how the much pressure you are using to get the helicopter to move forward then get it to slow and hover, do all of this down in ground effect at first and just get the hang of that. For me trim is for once you are in forward flight for a long period of time. Trying to trim as you are hovering can lead to trouble it's easy to over trim in roll especially. For landing about a mile out I will release all trim to center and land with no trim at all, the control is much more precise this technique works with all of the helicopters. I was having issues with the Apache especially in low speed pitch as it kept moving as I worked the collective but I went back to the basics of the Huey where I released all trim as I was approach to land and the Apache now feels about the same as the Huey, making sure to look out at the horizon for fine pitch control. Just my observations.
  4. This is a fantastic post since I had the idea as well that the constraints were needing to be met before firing the HF's and also that direct was only for LOBL, etc. Basically it doesnt matter what you have set up for ACQ, the HF's can be launched any direction you so desire. My favorite mission to create now is with the CTLD JTAC sitting on a hill and lazing for me as I sit 9km behind a hill nice and safe. Thanks for the post and clarifying exactly what the launch modes are really about.
  5. Flying from the back and using VoiceAttack to give commands to George as CP/G I have a great time, so much fun to have him fire off a couple of Hellfires and then as we get closer let him use some rockets as I WAS up the gun for my own fun all in one pass and keeping my hands on the controls the whole time. I've waited a long time to finally have a true attack helicopter and now we have the Apache and Hind, good times.
  6. You have to fly George the same way you would fly the helicopter yourself, give him time to react and have him slow down to about 70 knots before making larger turns seems to help. Having him fly towards mountains at 120 knots and he's not going to have the time to react, but slower he does a better job. When kept in the 70 or 90 knot range he does a pretty good job and is much steadier than most human pilots would be, so I can't be too hard on the guy. I've even had pretty good luck with having him line me up for Rocket attacks using the CMBT line up command, though sometimes he seems to fight the torque and can't make the fine adjustments resulting in a go around.
  7. The canopy seems to be a bit too reflective and on certain maps under certain conditions I can barely see the pilot at all. Any way of adjusting this through some manipulation of textures?
  8. I don't seem to be able to control the speed of ground units when they are moving towards waypoints using the -WP command. Even when leaving the default speed of 20kph some units are speeding along at 30+ knots, while some tank units roll at 20kts. I've tried several numbers, 1, 10, 5 etc... none seem to affect the speed. I"m using the -wp-(unit name)-speed format but nothing seems to work. Any ideas?
  9. I really like this, I think you could really do a lot of nice variations on the theme with differen't faded colors as the paints and areas of operation could vary so much. Thanks for sharing.
  10. PRCCOWBOY... thank you so much for the information and directions. I took the plunge and was able to get exactly what I was looking for, no more shine and the US Army green looks appropriately matte and rough. Going to try variations of Green since Helo Drab could look so much differen't depending on age etc. Appreciate the help.
  11. I'll try it, I was looking at some other roughmets in other color schemes in the download section, some seem to already have matted the textures, I think I'll work with those a bit, thanks for the info.
  12. I've been messing with the templates trying to create some variations on the Helo Drab colors but trying to do a camo pattern is above my ability right now. The templates are huge and numerous so I'll leave most of that up to the pros. The one thing is that I'd like to see much flatter paint schemes, right now there is a bit too much shine off the US Army ones.
  13. Ok looking at the roughmet in GIMP, I see Red Green Blue and Alpha. Can you tell me exactly how to increase the levels in the Green channel?
  14. I was working with the templates and was wondering if there is a way using the roughmet or any of that other black magic to make the paint appear completely flat? The default seems to have a bit of a shine to it, not quite reflecting how the US Army paint schemes appear.
  15. Even though it might be realistic it's nice to have options for those of us who don't have a million buttons to work with.
  16. They are all variations on Green but each has it's own flavor, thanks for sharing.
  17. Hopefully in the future we will see all sorts of variations on the Apache colors like Euro One or SEA schemes, one of my faves now is the German Flektarn pattern in the library.
  18. That is very well explained, I never thought of it as a way of canceling out helicopter motion on a stationary target. It was presented as more of a way to keep tracking on a moving target which I find tends to be easier with LMC off. In single player I tend to fire with George hovering, but in MP I can see how LMC would be vital as the human player might be a bit more rough on the control movements. Thanks.
  19. If you are speaking about the three panels by the CPG then yes under certain lighting conditions especially on the Caucus map they are impossible to see out of. It looks like they are fogged up but it's the dynamic lighting dependent on time of day and also cloud cover I've found. The CPG's front window is crystal clear and there doesn't seem to be issues with the pilots side windows. On the Caucus map I've found the trees are almost impossible to see through those windows under certain lighting conditions. Would be interesting to see if it's possible to mod them a bit to improve visibility.
  20. Yes George has come a long way since the early days of Petrovich, I am very impressed with how seamless the interaction is. Ever since the days of Gunship! I have always thought it would be most interesting to serve as the CPG and allowing the AI to maneuver the aircraft where I wanted while concentrating on the battle and DCS has hit this one out of the park as far as I'm concerned. Remarkably stable and functional for an early release, it will only get better from here.
  21. Ok well somehow either the Navy Equipment or the GPU's were causing the armored units not to spawn. Removing them both and the armored units are now appearing. All I can say is to check your "Tech" mods if you have any, remove them all and see if that fixes the issue and then re-add them one by one. Sorry didn't mean to hijack the thread from SASSY's original post but was having the same exact issue, hopefully my experience might help him isolate his issue.
  22. OK, so I removed several mods and the armored vehicles are now back and working again. I had 5 mods. AT-infantry, GPUs, Navy Equipment, UH-1H attachments and 476 range targets. I will have to experiment by adding them each in to see how they could possible have messed that up.
  23. Same exact issue, since the last update Beta with the Apache release missions I had with BTR-80's and T-72's, those units don't show up. Created a completely new mission and only unarmored trucks are showing when I placed them along with BTR-80's and T-72's. I tried to place Blue armor and same issue, however anything in the Unarmored category places and spawns just fine.
  24. Been stuck at 15 minutes for an hour now, stick a fork in the servers they be done.
  25. I was curious myself about this method so I mapped "Designate Target" under "Petrovich" AI helper which is under "MI-24 Pilot". When pointing the pilots gunsight at the target area it's bringing up the list in the same way that the other method works (multiple targets close to each other). So it's working this way for me as well, he is not selecting just one target but bringing up a list of targets you must select. However if the target is alone he locks onto it automatically, so it seems they are both the same command it's just that with method 1 he will search where you are looking when you give him the command and in method 2 he looks where the gunsight is boresighting at that moment. So what you are saying is that in the past using method 2 he would never bring up the selection method even if there were multiple targets near the boresight? (even if there were other targets in the "area")
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