

Fishbreath
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Everything posted by Fishbreath
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Unable to pickle multiple FAB100 racks after 1.2.5...
Fishbreath replied to MauganRa84's topic in Su-25T Issues
Same issue for me--I can't get the Su-25T to release even pairs of bombs from the outside hardpoints. Ripple set to 4 or все, salvo set to anything, FAB-250s on the outer four, dropped in visually-targeted CCRP and CCIP modes (tested both), came off the hardpoints one at a time no matter how long I held down the pickle button. IIRC, KMGU/MER mode worked a few days ago to fire off two hardpoints with MERs mounted, and gun pods still fire in twos or fours per the panel, so not everything on the salvo panel is broken. Just most of it. -
HUD diamond target marker in Instant Action mission
Fishbreath replied to Fishbreath's topic in Su-25T Issues
Last night I (finally) had a look at this, but it wasn't immediately obvious what the difference was in the mission file. I'll try just copying the waypoint later; if that doesn't work, we're going to need actual support from ED, and (for all the good it will do) I'll post in the mission editor feature request thread. -
That's the only case that worked, Hog, as I said--starting the mission with the Ka-50 (and ABRIS) booted and deactivating or destroying the threat after that works, but that's only a solution for singleplayer. I'd like to be able to do something for multiplayer missions where I might take off late in the mission in a Ka-50 after flying something else beforehand, and that's the part that seems impossible without some way to make a unit present, but invisible to players in the world.
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Yup, that's correct. Placing a threat that dies after ten seconds with the helo started shows it on the map; starting the helo at mission start yields no threat on the ABRIS. There's a waypoint setting for JTAC for 'invisible', isn't there? I imagine that only affects the AI, though, and doesn't actually make it invisible in the sim. If there was a way to do that, I could probably get away with disabling the unit's AI and just leaving it there. Or maybe I could stick it under an invulnerable building or something--can the mission editor overlap units? Edit: seems like it's basically impossible to make a threat icon without an actual, specific threat active and visible on the map. Besides modding invisible, generic, nonfiring threat units, I'm not sure it's plausible.
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Returning player questions (AI plane list etc)
Fishbreath replied to Bisch's topic in DCS World 1.x (read only)
Right—you have to have some product installed that either is or can be traced back to LOMAC. I'm not bothering, personally—if I want a fast-mover before DCS F/A-18C, I'll just wait for the Eagle/Flanker standalone. :P -
Returning player questions (AI plane list etc)
Fishbreath replied to Bisch's topic in DCS World 1.x (read only)
Don't forget that the non-clickable 3D cockpit/advanced flight model F-15 and Flanker are in the pipeline, so you could snag one of those for the $15 price point when they're released, rather than spending for LOMAC and FC3. -
At least the Ka-50 would get some love for once. :P
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So, as far as I can tell, threat circles on the ABRIS come from threats in the mission editor that are: 1) Active 2) Non-hidden. What if I want to place a threat circle as a feint (i.e. bad intel)? Is it possible? I tried ticking Late Activation and Visible At Start, but although the threat showed up on the mission editor map, it didn't show up on the ABRIS.
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External weapons have no shadow in 1st person
Fishbreath replied to karambiatos's topic in Bugs and Problems
I only see pylons in both of those. -
So, honest, semi-relevant question from a mostly offline Ka-50-er—how good are the fighter radars at picking out a helicopter down in the trees?
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You can buy the upgrade, but you'll have to have BS1 installed any time you want to install BS2. I own BS2 only, but a lot of BS1 owners seem to think the upgrade version isn't worth the extra hassle.
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It's not completely Steam-related, but are we going to see a 6DoF/3D cockpit for the Su-25T any time soon (or at all)? I adore the Rook, but I worry that people might get the wrong impression about the other modules from the old-fashioned cockpit, and that would be a shame. Edit: I see now that Wags confirmed a new cockpit in the works (link). Nifty!
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Fire a few full racks of Vikhrs and target for the gun for a while, and you'll eventually burn the laser out, or you could try (like I did) binding your voice comms push-to-talk button to the same button as the Skhval/laser designate. :P Landing and repairing fixes it. FWIW, though, I've never burned the laser out on a normal mission, or even a mission on which I went back to base to reload two or three times. It's modeled, but it's not normally an issue.
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This request is a year old, but it would be really, really handy, especially since hide/unhide for threats controls their appearance on the ABRIS. I'd also like a way to place a fake unit--something that isn't a real object, but which would show up on the ABRIS and the F10 map, so I can say 'there's a threat around here' without saying 'the threat is right here'.
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Shkval reset is called 'targeting reset' or something.
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The F-35's stealth relies more on shape than on radar-absorbing materials, and for longer wavelengths, the aircraft simply isn't big enough for shape to make a difference.
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I just wish we could get the IR jammer from the Frogfoot on the tail. That would be handy.
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I don't remember the last time I was engaged by a missile with enough forewarning to do anything about it, so my answer is based on engagement by guns. A hovering target is a stationary target, which is easier to hit, so I get moving fast such that my velocity has a big crossing component relative to the incoming fire, and then I get out of sight by terrain masking or simple low-altitude flying. Against missiles, the same thing probably holds, with the addition of dumping flares—crossing, accelerating targets take more energy for a missile to stay in front of. I guess some missiles aren't that fancy, but most of them seem to fly something like a lead pursuit, which is a constantly-changing course for a target that's speeding up.
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Help needed with shooting guided missiles from Su-25T
Fishbreath replied to Gloom Demon's topic in DCS World 1.x (read only)
Additional advice: for Vikhrs, you have to maneuver the aircraft so that the Vikhr launch circle on the HUD is over the Shkval circle, and you can't maneuver too hard after you've launched, or else the missile won't be able to maneuver to stay in the guidance beam. For Kh-29s and -25s and the S-25 guided rocket, the seeker heads only have so much gimbal, so if the launch authorized cue in the HUD is blinking, you need to put the nose closer to the target. -
It's probably just unfamiliarity with the Mustang—4-5g at 250-350mph and low-level is about all you can do without exceeding AoA limits.
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My final report on this matter: 1. Neither route mode nor hover mode can be engaged when you're trying to reorder waypoints. 2. After waypoints have been reordered, desired track mode works correctly, and will fly lead turns when cycling waypoints as expected.
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My CH Pro Throttle has served me well for some time now, and served someone else now for quite a while longer than that, but the potentiometers are, I think, starting to get a little dirty: in DCS, the throttle has begun to jump up and down for an instant, and more and more frequently get stuck in the up or down position (this is getting to be a pain in the Mustang and the Ka-50, in particular, ruining takeoffs, landings, and hovers alike). Obviously, the final solution is to open up the throttle and clean the main potentiometer, but it's curious that I only see this issue in DCS (neither Rise of Flight nor the Windows game controllers dialog show jumpy outputs). My guess is that this has something to do with the rate at which the throttle inputs are sampled in DCS. Is there a way to tune that parameter in the interim?
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High-altitude flying - check my reasoning
Fishbreath replied to Fishbreath's topic in DCS: Ka-50 Black Shark
That's what I'm doing. Originally, I had the fuel tanks on one side and the weapons on the other, but for balance reasons the weapons are now on the outer left and inner right pylons. -
High-altitude flying - check my reasoning
Fishbreath replied to Fishbreath's topic in DCS: Ka-50 Black Shark
Right, but at high altitudes the calculus changes a little: with the engine governors limiting engine RPM, the rotor RPM would (I would think) be below where the flight control system wants it to be for the given collective setting. Some of it might be the wind in this mission, too—it's pretty intense at 2000 meters, and the shape of the valley might be causing updrafts and downdrafts. At one point I couldn't hover at full collective, and at another I was hovering with less collective than I normally need down near sea level.