Jump to content

NoCarrier

Members
  • Posts

    139
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by NoCarrier

  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.
  16. IRIS decided to prioritize their FSX/prepar3d work and to put their DCS projects on the low burner for a while. The F-14 is supposedly still in development, but I don't think you'll be seeing it for a couple of years, at the very least. See: http://www.irissimulations.com.au/forum/announcements-1/dcs-world-and-iris EDIT: and yeah, I think it's safe to say that everyone here knows the movie Top Gun, so no need to expound on that... :smartass:
  17. The dirty little secret of the A-10C CDU is that you actually don't need to know two-thirds of the pages, if not more. Most of the INS/GPS and DTS stuff the CDU does works by FM (F'ing Magic) anyway, so you needn't worry about that. Inputting mission waypoints is what you'll be doing most, followed by looking up divert airfields and building additional flight plans if you feel the need. Advanced users will want to hit the WIND page and put in wind profiles if the wind's particularly strong, I guess. Maybe put down an offset waypoint, bring up the Bullseye bearing and range on the HUD.... There's not much more you can do with the CDU, honestly.
  18. Why wouldn't it? A CCRP solution is calculated on the basis of a SPI (i.e., a point on the ground) anyway.
  19. Exactly right! Earlier P-51 models had one, but North American took it out to save weight for the P-51D and up. :smartass:
  20. Now I understand, he was talking about one of the HUD submodes. I just never knew the HUD actually said IFFCC as the SPI generator.
  21. Because the Integrated Flight and Fire Control Computer is not a sensor by itself, and so cannot generate a SPI. Unless he meant something like the "SPI to Steerpoint" function?
  22. As far as I know, the SPI is being generated continually. The surface coordinates under your TGP crosshairs will be the SPI, assuming of course that you've set you TGP as SOI. So it's a good thing to get into the habit of checking your TGP just before you pickle, to make sure your crosshairs are still over the target. EDIT: Should also add that you probably need to generate a SPI through the TGP with TMS Up Long too. I don't think generating a SPI through the TAD or HUD and then making your TGP the SOI will do the trick, but I could be mistaken.
  23. In the sim (and unlike real life, obviousyl), the DTC (Data Transfer Cartridge) will always contain the current loadout of your A-10, so you should be able to refresh the DSMS page at any time. Because the TAD isn't showing your waypoints either, I'm thinking you've just been forgetting to press the "LOAD ALL" button when the DTS UPLOAD page comes up, which will start the full DTS upload.
  24. Yeah, yeah... I can ramp start the sim A-10C with the best of you, but sometimes I just rather spent those four minutes getting a drink or hitting the toilet. I'm not shitting my pants for any of you, realism be damned.
×
×
  • Create New...