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Everything posted by Dr Zaius
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Imo the hud flir still needs some work but that might have something to do with how flir works in general / ED’s responsibility, at least the whole of the hud is now used - nvg’s are still the goto sensor for flying through difficult terrain.
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I've been messing around with tdc deadzones and found that the slew stutter happens much less if you have it set to 0 (I had it set to 20), its a little skittish so I lower the axis to compensate, it still gets a little stuck every now and then (only in TV mode though, INS seems to be completely fine) but its much improved, I use a TMWH with the thumbstick slew sensor upgrade installed so I don't know if this would work with the old (crappy) sensor fitted - give it a try. To me it seems as though the INS slew works at one speed in its horizontal movement and another (slower) in the vertical, I couldn't really tell if the cursor speed (in the vertical) changed any either closer to the horizon or not, I could be mistaken though as I was trying a few things out at the same time - some good news, the Maverick inversion issue looks to have been fixed!
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Thanks ChickenSim, out of curiosity do we know if the F18 and/or any other module suffers from the same level of ambiguity?
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Try designate on the EHSD, see if that helps
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Well this could explain a lot of the weird behaviour that confuses me, will give it a try - can i just double check your meaning of slew in both INS and DMT, by DMT do you mean TV?
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[RESOLVED] Console and instrument low illumation settings
Dr Zaius replied to sonic's topic in Resolved Bugs
There seems to be a very fine line with instrument lighting, its either fully off or blindingly on at full blast, you have to use super small mouse movements to try and turn the intensity down without the lights going completely out, the levels of adjustment need to be looked at. -
Paradoxically the tdc slew seems to work best (non-buggy smooth movement) when the DMT is in INS mode and pressing tdc down over a target, although my understanding is that it shouldn’t slew in that mode as you’re supposed to press sss aft to put the DMT into TV mode, its therefore not working as it should yet the slew movement works best in a mode that it shouldn’t be working in! Drives me mad at times, you need so much perseverance with this module you really do.
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A detent on the hover stop would have been enough for me, feels a bit awkward having the lever jump in multiples of 5
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I believe TOO is one at a time only, if you want to engage a bunch of targets at once then you’ll have to setup a pre-planned attack.
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[ED ISSUE] Can't remove wheel chocks unless engine is shutdown
Dr Zaius replied to wess24m's topic in Resolved Bugs
Single player is the same, ground crew don’t want to know unless you turn the engine off - i also had a weird problem where the nws wasn’t working (not even any hud symbology, didn’t matter how the the anti-skid was set) but i haven’ t been able to replicate the issue yet. -
Page 82 of Chucks guide has some useful info although it doesn’t specifically refer to FARP operations, I suppose then the short take off numbers apply, if you’re looking to do a conventional take-off then make sure the stretch of road your on is long enough!
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I rather like the fact that you have to keep an eye on your gross weight, you can get a lot of munitions off the deck but need to hit the tanker en route / dump fuel on the way home - imo that adds realism. I hope Razbam takes note of this I sincerely do, they are super close to the perfect product yet its the annoying little things that puts people off, sure ED messing with their game engine has knock on effects but hotas sensor inputs should by now be nailed down as working.
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This mod is literally a game changer and imo essential - bloody good work Taz!
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Fair enough, thanks
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As frustrating as it can be stick with it, theres more than a handful of weird bugs that make you question your own sanity but its worth persevering, once these problems are out ironed I'm convinced this will be my favourite module! Between chuck’s amazing guides and some decent youtube stuff out there (Casmo & Redkite are very good) you’ll suss it out no problem.
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Really looking forward to the 2nd part dlc, if its anything like the prologue then we’re in for a treat!
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ED has already enabled a feature that's very similar to the NAVFLIR Hotspot using the A10C II HMCS, that's able to show little v's when ground units are using data link, surley that feature can be 'borrowed' and made to work on the harrier - in fact iirc the AV8BNA Pocket Guide alludes to this feature as only being able to detect active (AI or player controlled) vehicles so all that's needed is a bit of code (I'm no programmer and may be over simplifying this a little) that applies data links to all vehicles but filtered differently so that the little v icons only show up on Harrier HUD's, that could be a workaround to simulate the NAVFLIR Hotspot without the need to start from scratch - is that possible you think?
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Is it me or do your wingmen defy physics when asked to change formation? I’ve just started the Baltic Dragon’s campaign (which btw is fantastic) and heading a 4 ship on a familiarisation flight of the region, when i ask for a change in formation its then carried at highly unrealistic speeds, almost like the game speed has momentarily jumped to 10x normal speed, is this normal?
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Given that the harrier is deemed feature complete now does that mean the navflir hotspot feature has been given up on or is it reliant on ED doing something to the game engine in order to make it work, either way an update on this feature would be good please? Thanks
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I think running in from feet wet may have saturated the display, I changed direction to target so I came in over land and they showed up a little bit better, it’s still a fine margin getting contrast and gain just right and the targets seem to glisten a little when approaching head on, I'm outputting the MPCD's to a separate monitor (TM cougars) that for whatever reason doesn't have the same contrast and brightness settings as what's displayed on my main monitor so maybe thats compounding the issue, thanks for the help though.
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Thanks Ramsey, its the ir mav quick training mission at night, targets are supposed to be located on the mini-airfield but i cant pick them up, ill give it another try - whats the FLIR bug you speak of?
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Is it me or is the IR imagery impossible to dial in (both gain and brightness) so you can see targets at night? The targeting pod works well and I think the DMT is primarily a daytime system so that can be excused however the IR sensors on the Mavs should be able to find my target yet it seems impossible to do so - the display is either way to bright (first uncage / default setting) or completely dark, either way it’s useless.
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Not to worry, i’ve just read your super helpful remarks in an older post! 11-18-2020, 08:43 PM The GAU-12 is pneumatically actuated, and requires at least 60 PSI of bleed air generated by the engine in order to fire. In order to generate 60 PSI of bleed air, you need to set a minimum throttle (Fan RPM %) setting. This scales with speed and altitude. At sea level, traveling M 0.8 or more, you need a minimum power setting of around 60%. At sea level, slower than M 0.8, you may need up to 70%. At high altitude (20,000+), you could need upwards of 90% to fire the gun. Consider keeping that throttle full during an attack run.
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Hey thanks ChickenSim, yeah i was throttling back and deploying the airbrake, too, I’ll give it a try with some rpm’s on the engine, do you know what the workable range is?