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NoCarrier

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  1. The F-model Sabre's flight control surfaces are all hydraulically actuated, with the exception of the rudder. Some artificial feedback's provided through a bobweight and bungee system. You should be getting force feedback spring forces, but if you're missing special effects like stall shaking, that's most likely by design.
  2. I'm sure you know, that's more or less how it's supposed to work. When the indicator's working, using the indicator test button will make the needles move to the 3 and 9 'o clock position and the totalizer will show around 6,000 pounds. It's close enough for government work, and I wouldn't worry about it.
  3. Here are the default keybinds to move the camera around inside the cockpit. I don't know why somebody didn't post them earlier: R-SHIFT + R-CTRL + Numpad2 — Move camera down R-SHIFT + R-CTRL + Numpad4 — Move camera left R-SHIFT + R-CTRL + Numpad5 — Center camera position-wise R-SHIFT + R-CTRL + Numpad6 — Move camera right R-SHIFT + R-CTRL + Numpad8 — Move camera up R-SHIFT + R-CTRL + Numpad* — Move camera forward R-SHIFT + R-CTRL + Numpad/ — Move camera back To move the camera (i.e., your POV) forward and back you'll want the last two, obviously. Together with the regular numpad keys that'll rotate and zoom the camera, you should be able to get at pretty much everything.
  4. There most certainly is: L-Alt+Y Allows you to cycle between Lat/Long, MGRS, and the game's own coordinates system. Also works in the map screen and external views.
  5. Fortunately (or unfortunately, depending on your point of view), the above is about as advanced as the DCS A-10C CDU gets. The wind profiles on the WIND page don't do anything, and all the other pages are either DTS, GPS/INS pages or TEST/Bitball pages. In the sim, those functions either work by FM (F'ing Magic), or they would only be used by maintenance people in the real jet and they are eye candy only.
  6. Okay, it seems my first post was partially mistaken, as the pitch steering bar will only show up when you are in EGI/STRPT mode, with the waypoint Scale attribute set to APPROACH, and VNAV mode to 3D. Then the CDU will either compute a vertical angle for you (in TO TO mode), or you'll be able to enter a vertical angle manually (in TO FROM mode). In either case, you'll see a pitch steerin bar, but once again, only if you have the waypoint Scale set to APPROACH. From what I can tell, setting the waypoint steering mode to TO FROM essentially turns your steerpoint into a TACAN beacon, as far as the HSI goes. The Course Deviation Indicator, the To-From Indicator and Course Arrow will all work the same. The TO FROM steering mode will also allow you to enter a manual vertical angle. The TO TO steering mode is pretty similar to the TO FROM steering mode, except for the fact that the selected course is now dependent on a From-waypoint that you can select through the FROM PT page. The ATTRIB page will tell you which HSI course to dial in, as this isn't automated. Why am I telling you this? Because waypoints can have waypoint-specific attributes but also flight plan-specific attributes, which override the waypoint-specific attributes! So, for example, if you manually set waypoint 2 as a "TO FROM" steering mode waypoint, APPROACH scale, VNAV 3D and a VANGLE of -3, but refrain from changing the "TO TO" VNAV 2D flight plan attributes of that waypoint, the CDU will still consider it a "TO TO" VNAV 2D steering mode waypoint as long as that waypoint is part of the flight plan. And A-10C fliight plan waypoints are nowadays set to "TO TO" by default, with the previous waypoint as the From-waypoint. I think this is the part that is tripping you up! So, the easiest method would just be to start a new waypoint not part of any flight plan and then adjust its attributes. Set the Scale to APPROACH, set the VNAV mode to 3D and punch in the vertical angle. Now you should see that pitch steering bar. The one thing I can't figure out—don't ask me the reasoning behind those esoteric "TO TO" and "TO FROM" waypoint attribute names. I've been racking my brain for weeks over this.
  7. No such thing, unfortunately. Once again, something in dire need of fixing.
  8. The UFC has a HACK function you could try. I suggest you take a look in the A-10C flight manual. As for the different multiplayer clock times, that's an issue that's been identified long ago. It's one of those things that's still in need of fixing, unfortunately. EDIT: dagnabbit, P*Funk!
  9. I just had a brainwave and am pretty certain what the problem is, but I'm on a smartphone and need a keyboard to type it all out. Stand by.
  10. PEBCAK, probably. As it happens I tried VNAV steering recently as well, and I had no problems getting the steering bars to work in STPT mode. I have found that the steering bars get (obviously) very finicky when you set the scale to High Accuracy, so maybe that's your problem?
  11. Yeah yeah, "under the hood" and "behind the scenes". I've heard it before.
  12. I, for one, think you're absolutely right when you say a full-fledged M1A2 SEP module is the wrong way to go for DCS World, and no amount of emoticons and face-palm GIF dogpiling is going to change that. DCS World isn't even close to ready for something like this, and we all know ED's tempo isn't exactly high.
  13. The JTAC should also send you a tasking through the SADL. Can't you hook the little red triangle symbol on your TAD and make that your SPI/markpoint/waypoint?
  14. Not only is FSX is a much larger market, but IRIS straight up admitted in that post I linked to that they found it difficult to develop for DCS, which is not surprising considering it's a whole other sim. Obviously, small outfits like IRIS do not want to invest a whole lot of time (and money) in a product that may very well end up a disappointment compared to ED and Belsimtek's offerings.
  15. Well, even an accurate bomb blast damage model won't do much good with all the ground units in DCS relying on a simple hitpoint damage model. In real life, a 500 pound bomb dropping two meters from a tank would cause no end of problems—smashed optics, snapped antennas and disabled radios, broken tracks. Unless the crew was completely buttoned up, the overpressure would stun them, if not outright kill them. The tank would've been a mission kill. As it is now, it's "subtract 20 hitpoints and Bob's your uncle." I realize that trying to implement Steel Beasts-like penetration and damage modeling is perhaps too much of a good thing, performance and complexity wise, but I think even a simple adjustment like a "half hitpoints mission kill" vehicle state would immensely improve the sim.
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