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Raptor9

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Posts posted by Raptor9

  1. WoW. That is impressive. 2000+ units? Bet they would have kicked up quite a dust cloud if ya let 'em all roll at once.

     

    Nah, it was 2000 units spread across the entire theater from Krymsk to Tbilisi, split up into red and blue side training areas, ranges, FARPS, randomized air incursions, random insurgents, etc. Like I said, lol, no one mission file would have all of that, just bits and pieces per mission. It just made it easier to generate missions rapidly after the other using the master mission file.

  2. Oh I hear you. That mission file is a template that I use to generate individual missions. I just delete sections of the map I don't plan on using for any given mission I'm saving. I don't actually run any missions that large. Even when editing the overall mission file, a lot of units aren't activated, and those that are, ~98% have their AI switched off.

     

    But I never had any problems testing it before. Only after the 1.2.7 update I started having issues with tankers and JTACs. I figured after reading the changelog that the update might have messed with the mission file code in those two areas. I'll scale back the unit count for testing purposes and see if I can replicate your solution.

     

    But regardless, I appreciate the effort and the tips. Thanks.

     

    I have a little script that iterates through the mission file to get assorted stats, mostly unit and trigger count. Your mission is certainly the highest unit count I've seen in a mission, and while I am generally pushing for more stability in the 500 to 1500 unit range, I think 2000+ is a bit much

     

    To all, Grimes has decreed I hold the record for the largest mission file ever! Let it be written. :detective:

  3. I've been making missions and training maps since DCS World became modular, so I've seen several instances in which updating to a new version has made using older mission files problematic. The best such example of this prior to the 1.2.7 update was when clients would see some wacky aircraft textures on aircraft. I forget what version it was (last summer), but the only solution I found was to start an entirely new mission file under the current Mission Editor (ME) and rebuild the mission from scratch.

     

    Fast forward to 1.2.7, and I'm faced with the same issue, this time with tankers and JTAC/FAC units. I tried deleting the tankers and the JTACs, saving the old mission as another version within the ME, and then manually re-adding the tankers and JTACs. However, no change. When I hopped in a Warthog, there weren't any tankers or JTAC options in the radio menu.

     

    So, to experiment, I created a brand new mission file, added a tanker, a Humvee with a FAC tasking, a few enemy BTRs 2km away, and hopped in a single A-10C slot. No issues with either the JTAC or the tanker, period.

     

    NOW TO MY SINGULAR QUESTION TO ANYONE WITH THE ANSWER...

    Is there anyway to import mission data from one mission file to a new one, without copying and pasting unit, after unit, after unit, and retyping all the triggers and misc data??

     

    Thoughts?:helpsmilie:

     

    I posted this in the DCS World section, but wanted to see if any of you gentlemen have found solutions to trying to import mission data?

  4. I've been making missions and training maps since DCS World became modular, so I've seen several instances in which updating to a new version has made using older mission files problematic. The best such example of this prior to the 1.2.7 update was when clients would see some wacky aircraft textures on aircraft. I forget what version it was (last summer), but the only solution I found was to start an entirely new mission file under the current Mission Editor (ME) and rebuild the mission from scratch.

     

    Fast forward to 1.2.7, and I'm faced with the same issue, this time with tankers and JTAC/FAC units. I tried deleting the tankers and the JTACs, saving the old mission as another version within the ME, and then manually re-adding the tankers and JTACs. However, no change. When I hopped in a Warthog, there weren't any tankers or JTAC options in the radio menu.

     

    So, to experiment, I created a brand new mission file, added a tanker, a Humvee with a FAC tasking, a few enemy BTRs 2km away, and hopped in a single A-10C slot. No issues with either the JTAC or the tanker, period.

     

    NOW TO MY SINGULAR QUESTION TO ANYONE WITH THE ANSWER...

    Is there anyway to import mission data from one mission file to a new one, without copying and pasting unit, after unit, after unit, and retyping all the triggers and misc data??

     

    Thoughts?:helpsmilie:

     

    EDIT: I've since found the what's been bugging the JTAC's and Tankers. A Georgian 1L13 EWR unit will block radio options for other units:

    http://forums.eagle.ru/showthread.php?p=1990485#post1990485

  5. I'm using the latest 1.2.6 version and I've seen issues as well. I have a FOB in a valley, with two groups of insurgents moving into small-arms range. As soon as they get within range of their weapons, they stop, but do not engage anything.

     

    Second time around I had them spawn already within weapons range and they attacked without issue.

     

    Another problem I've noticed, at least with "Insurgents" is that they remain in the kneeling posture, even when moving across the ground. Has anyone else seen the infantry not standing up or walking in 1.2.6.20768?

     

    EDIT: After doing a more thorough search, I discovered that not all infantry units have walking animations...shucks. Seems like such a basic thing to have.

  6. On Page 6-64, Item 20 (bottom of the page) it addresses what that button is supposed to do as I'm sure you've already read. However, the manual says "Indication of heading and range to target in the Ingress mode."

     

    It sounds like its referring to the "DLINK automatic ingress to target" button, the center yellow button on the datalink panel. Not sure if you've ever used it, but if you push it after selecting a datalink symbol, and then uncage the Shkval, the Shkval automatically slews to the target.

     

    Anyway, I would try selecting the PVI TGT point as before, but then selecting "ingress to target" on the datalink panel, and then push the "heading/range to target" button on the PVI. See what that does; just a shot in dark, but give it a try.

     

    EDIT: Tried it myself, but the datalink panel's "Ingress to Tgt" button has no affect on the PVI readout. On the other thing you said, when in DTA/DH mode the top right numbers appear to be counting up or down, that might be a result of a change in speed. It's calculating the time en-route using the range remaining and you're average speed. If you slow down or speed up, that will slowly change the average speed you've been flying, and the numbers will be recalculated as long as the mean value is shifting. Just another thought.

     

    Where's a Kamov avionics engineer when you need one...:doh:

  7. The one caveat to that is that since the fuel indicator is a small analog gauge, you'll have to be patient to see a change or trend. On the flip side, if you know you're about to go into an engagement area and will be busy for a while, I would return the fuel system to normal config otherwise you might forget about it for a while, and then 30 min later, you have 300kg in one tank, and 700 in the other.

     

    I may or may not have done this myself...:music_whistling:

     

    System schematics in the back of the Black Shark manual are useful when figuring out electrical, hydraulic, or fuel system behaviors and such; they might cause your eyes to glaze over after two mins though.

  8. Also, one thing to note. Aux tanks on the left wing feed the rear internal fuel tank, and aux tanks on the right wing feed the forward internal tank. When the external tanks are empty, their indicator lights on the overhead panel extinguish. This is useful information if you want to carry just one external aux tank.

     

    Another technique you can perform is leveling the fuel tanks between forward and aft. Since there isn't a switch for it, you have to do a little ballet with the boost pumps and the crossfeed covered switch (just aft of the APU fuel shutoff switch). The XFEED switch opens both tanks to both engines, so if your aft tank has fuel in it but your forward tank does not, you use this switch to keep the left engine from flaming out, and vice versa.

     

    Normally, the engines draw enough fuel psi from the tanks the boost pumps aren't needed all the time. So, you can use the boost pumps to push higher fuel flow from one internal tank versus the other. To do this, turn off the fuel boost switch of the lower level tank, and open the crossfeed. Since the other tanks fuel boost is still pushing fuel, eventually you will see the indicator needle of that tank drop faster than the other. Once the needles match up, turn the crossfeed off and return the boost pump switches to on.

     

    If I'm in a hover or at high-altitude (or starting the engines obviously) I'll have both boost pumps on to be safe, but this process allows you to carry an asymmetric weapons load such as 1 external tank and 1 rocket pod on the inboard pylons. If you properly adjust your loiter airspeed while over the target area, and use the auto-leveling technique, you can easily keep the Shark in the air 2.5 to 3 hours. This is especially useful for FAC(A) missions where you need a long loiter time and don't want to fire pairs of smoke rockets, just singles.

     

    There have been times on MP where I was loitering over a kill box marking targets for A-10's, and they will have made two trips from the airfield with weapons and fuel, and I was still the last one to depart the mission area. Just some tools to consider. :)

  9. As I understand it, frequency- and amplitude-modulations have different propagation characteristics. It was explained to me that AM has better atmospheric propagation over a distance, whereas FM has better object penetration (like inside a structure) but is more dependent on a direct line-of-sight than AM.

     

    So maybe depending on who or where you were trying to reach, you could change the modulation to suit a specific situation. Having said that, I don't know for sure, I'm just speculating. But I've tested it in the past, and you can easily use either mode in TARS in DCS world. Gives a little more flexibility, or if you wanna keep other people from eavesdropping on your flight's conversation, ha ha.

  10. An interesting thing about the Shark is even though each rotor system in theory is supposed to cancel out the other's torque effect, in reality the top rotor system affects the airflow of the bottom system. In a nutshell, it means the bottom rotor needs a slightly higher angle of incidence in the blades to produce the same amount of lift. To accomplish this, the pilot applies right pedal to increase the blade pitch on the bottom and decrease the blade pitch on the top. As more power is applied, the more right pedal is required to keep the trim ball centered. This pedal input requirement of course is relatively slight and nowhere near the amount required by conventional Russian helicopters like the Mi-24 or Mi-28.

     

    Having said that, I would think that the nose would veer to the left without that slight right pedal input. There might be other coaxial aerodynamic forces acting on the Shark on the ground/zero airspeed. I to have noticed the nose will veer right when beginning a rolling takeoff. It also veers to the right during an autorotation if you're not careful.

     

    Maybe it has something to do with that big-a** thirty mike-mike on the right side...

  11. I have a mission file that I've been updating since several versions ago. But an issue I've been having is that when someone zooms out from a Ka-50 in external view, the aircraft turns orange. Up close there is no problem, but once a little zoomed out, turns orange again. A similar problem happens with Hueys turning straight Olive Drab green. And even A-10's are apparently having a weird skin displayed.

     

    What's peculiar about it is that only MP clients experience it, but I as the host do not. I tried updating and repairing DCS, I've even deleted and re-added the aircraft slots to the mission file. I've looked at the unpacked mission file itself for anything in there that could affect it. I'm at a loss for what could possibly be causing this.

     

    I know it's not my system because I sent the mission to a friend to host, and he had no problems when viewing as a host, but I as a client did.

     

    Anybody seen something similar and/or have a fix?

  12. I'm all for a healthy debate regarding facts, as long as it's constructive and conducted in a mature manner.

     

    Having said that, I would like to say that I agree with the above statement regarding subject matter experts. A person that maintains an aircraft, no matter how long, does not necessarily know how the craft should operate. This is not a personal attack on any sources of information regarding the Huey, but a check on which sources Froogle is basing his opinions on. Yes they are his opinions, which he is welcome to.

     

    I've been on both sides of the helo house, maintainers and operators, and each side has knowledge regarding their field that the other can not attain without actually being in those shoes. That's a fact.

  13. If a user-controlled tank or other vehicle is moving around, the AI units will rarely follow in the designated formation, even when given the order to via the radio menu. The only way to get them to move along with you is to give them group move commands in first person mode or constantly switch to F10 map to command them that way.

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