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Everything posted by sthompson
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Cribob: Your reply quoted above was to a question about whether the Guard channel works in the DCS Hornet. I'm a bit unclear about the reply. What exactly can't be read? If I manually tune 243.000 on radio 2 and so do others should we be able to communicate? I tried this last night (after not using SRS for some time) and it appeared that I was transmitting. Also in the SRS overlay window it showed me transmitting. Also the 243.000 in that window would go green when I transmitted and occasionally white (when others were transmitting?) but I couldn't hear others at all.
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Search for flight manuals online suggests that CSS will maintain magnetic heading, NOT roll angle, if the roll angle is less than 5 degrees when engaged, and that roll inputs (whether stick or trim hat) in this configuration adjust heading, not roll. Same source says that CSS maintains roll angle if the angle exceeds 5 degrees when engaged, and in this case it operates just like ATTH. In contrast, ATTH always maintains roll angle. I have no idea if this distinction is modeled in the sim. I'm not near my rig to try it out.
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You do realize that DCS is a free download, right? Comes with two free full fidelity planes and a fully featured Caucuses map. Plus other modules are on sale right now and you can pick up some of them for a few dollars.
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Mig-15 is pretty easy to learn.
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NATOPS warns that an uncommanded pitch up after takeoff can occur if the aircraft senses weight on wheels (WOW) after liftoff due to a failure. The described cause is that the nose-up takeoff trim is not trimmed out by the FCS in this case, causing pitch up as the plane accelerates. It also warns that the pitch up rate increases if flaps are moved to AUTO. I wonder if this is somehow related.
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Other responses seem to have missed this detail in your procedure. Earlier you said that you are only doing shore takeoffs. Are you really not touching the stick for a shore takeoff? That approach is correct for a carrier launch, but not for a runway takeoff. On a runway I pull back the stick gently at about 100-120 knots and it takes off without significant pitch up. Wheels up as soon as I'm airborne. Flaps to auto around 250 knots. Flight control setup for runway takeoff is as follows: After engine startup I push FCS reset twice and takeoff trim button once and flaps to half before taxiing. That's all. (FCS BIT test seems unnecessary.)
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Now that IFF and SA are modeled (part of recent huge update) the Hornet no longer automatically distinguishes between friendlies and hostiles. You have to do some work to identify which is which. The earlier releases did it for you as an unrealistic shortcut because the relevant systems were still in development.
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imacken: Everything you have reported is consistent with the effects of wind on the pipper, assuming the targeting computer is compensating for wind. The pipper is offset more than the VV in your first picture because rockets are faster than your jet. Bullets are faster still and so their pipper is offset from boresight even less. Furthermore, I would be a little surprised if the modeling is completely accurate when you fire during active pause. Your HUD says you are traveling 451 knots while in active pause you aren't moving at all. I have no idea whether the rocket physics or targeting computer simulation are affected by active pause, however. BTW, In looking at your two most recent screenshots I cannot make out the rocket impact points.
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Probably due to wind causing both the VV and computed impact point of the rockets to be offset from straight ahead.
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Neglected? Perhaps you should go back to flying version 1.5 for a while and then reconsider whether the free assets have been neglected.
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I used to use padlock a lot back in the Flanker 1.5 days. However it was the combination of padlock with the mini-hud that made it useable, because the mini-hud always showed you where the nose of the plane was compared to the current view. This let you keep your padlock view on the bandit without losing spatial orientation. It also helped to use snap view forward during padlock. The snap view took priority over padlock so that you could see where the nose was pointing, and then the view snapped back to padlock when the snap view button was released. So you could glance forward and then have your "head" automatically turn back to the target without having to reacquire visually. It was a nifty setup, that does not work so well in DCS, in large part because the mini-HUD is non-functional in most aircraft.
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A way to back up on the carrier/know when to stop.
sthompson replied to WelshZeCorgi's topic in DCS Core Wish List
There is a way: Next time you hook up to a cat, pause and look to your side to get a visual reference point. Memorize it. Next time taxi forward slowly until you see that same view and you will be close enough. Of course when the new carrier module comes out you will be able to rely on the deck crew to help you. (Perhaps!) :smilewink: -
Future Plans for VAICOM PRO Hollywood: I'm really enjoying the AIRIO extension. So much better in the Tomcat than that arcade-like wheel. Today Wags posted an update on the new carrier module under development. (See https://forums.eagle.ru/showpost.php?p=3868424&postcount=150). Will VAICOM PRO be supporting the new carrier comms?
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Of course when HeatBlur eventually releases the F-14A version they may want separate kneeboard files and folders for that. It would be good if KBB and HeatBlur got on the same page about this.
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Yes, it's a bit out of hand. I'm finding it increasingly difficult to find information I need through this thread when I experience a problem. And since I fly intermittently, sometimes a problem has come and gone from the thread by the time I notice it myself. It would be terrific to have a dedicated sub-forum, or else a separate support mechanism. Is there something else available?
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"Repair" I understand. But what do you mean by "cleanup?"
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I've used both together and they coexist just fine. However I'm usually using simple coms, a single PTT button, but use separate PTT setups for each rather than try to use the same keys/buttons. That avoids the problem of having others on SRS hear me talking to the AI, but at the cost of some realism. After all, if others don't want to hear you talking to the tanker then they should get off the tanker frequency, just as in RL.
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It's supposed to do that and its a property of an accurate flight model. An airplane does not fly on tracks and is not moving in the same direction that the nose is pointing if you are in any kind of a turn. The difference between the nose direction and the velocity vector explains why the nose turns back when you ease off the rudder. Here's a bit more explanation: The rudder used alone creates this effect because simply yawing the airframe with the rudder does not move the velocity vector instantly. If you step on the left rudder pedal the nose will turn left but the plane will be moving in a direction to the right of the nose. (Try stepping hard on the rudder in a jet that has a velocity vector indicator on the HUD and you will see what I mean.) Instead, the velocity vector lags behind the longitudinal axis of the jet while you are on the rudder. This creates sideslip. It is the sideslip that causes the nose to turn back a bit when you ease off the rudder as the plane weathervanes back towards the velocity vector. You just need to allow for that. BTW, the sideslip also produces asymmetric changes in the airflow over the wings on the two sides of the plane, and thus affects the lift vector too while you are using the rudder. That tends to induce a roll if you do not counter it using the stick. So smooth flying requires coordinated use of stick and rudder in a turn, not just one or the other. This is especially true in less powerful planes where you can't rely on just hitting the afterburner to get moving in the direction the nose is pointing. It's a big deal in prop planes.
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The NATOPS manual seems to answer this question. If the A/P is engaged but none of the UFC options are selected then the A/P operates in CSS mode. That is Control Stick Steering. The A/P maintains pitch and roll (if roll is more than 5 degrees) or pitch and magnetic heading (if roll is less than 5 degrees), but you can change these with gentle inputs on the control stick, and can fine tune using the trim hat. More aggressive movements of the control stick will disengage the A/P, which explains why I sometimes get a violent pitch response when pulling hard in a turn!
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Kneeboard builder won't start after DCS stable 2.5 install I had Kneeboard Builder working fine with DCS 1.5, OpenAlpha 2.2, and OpenBeta 2.5, but when the stable 2.5 version came out I can no longer run it. Crashes on load screen. Deleting the Config file and restarting gives the error "DCS World not installed at `bin\DCS.exe'. I then click OK and the program starts. But when I try to set the DCS World install directory and push "save" it crashes and won't restart. Always crashes immediately on the splash screen. :(
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Need to redo manual config after DCS update After DCS 1.5 updated a few days ago I was having some weirdness with VAICOMPRO 2.5 in that version. It looks like the update undid the manual installation of VAICOMPRO with respect to the files in the DCS directory tree, and so I had to install again. If this is going to be a persistent problem then it would be VERY helpful if the automatic installation was slightly more intelligent or flexible. For example, my DCS installations are on the D: drive (an SSD) but otherwise are identical to a standard installation on C: (not an SSD). It would be helpful if I could input the path to DCS somewhere in the VAICOMPRO configuration so that it would update the files automatically for me after a DCS update. Could that be done? Also the manual gives no explanation for the "Auto-Import new theater" "Include custom folders" or "Auto-import new modules" check boxes in the Configuration menu, or for the two empty boxes to the right of "Include custom folders." Can you give some idea what these are used for and how to use them? Would they solve the problem I identified above? Apart from these issues I'm enjoying learning the new system. Great work Hollywood!
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Alpha does not "include" any maps. You have to buy Normandy and/or NTTR if you want to run the open alpha version. There is no Caucasus map for alpha, but it has been promised for 2.5 and I don't remember whether it has been announced whether you will need to buy it separately. But you can install all three of the current versions for free. They each include some free planes, and any flight modules you have or buy will work on all three and any map. (The only exception I've heard about is the Harrier, which just came out, but that should be available on all three platforms soon.)
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VAICOM 2.0 for VoiceAttack
sthompson replied to Hollywood_315's topic in PC Hardware and Related Software
That's only an error if you get it when you give the "Mission Start" command. it's normal to get that when you first start VoiceAttack or load a profile with DCS not yet running because there is no mission yet. -
Control keymapping problem
sthompson replied to sthompson's topic in Release Version Bugs and Problems (Read only)
Control keymapping problem RESOLVED I found the problem I reported at the top of this thread. Apparently Logitech Gaming Software is not compatible with recent releases of Windows 10. Uninstalling that software solved the problem. -
Control keymapping problem
sthompson replied to sthompson's topic in Release Version Bugs and Problems (Read only)
No, I only have US English installed in language settings. And this would not explain why the keyboard works fine in almost every application except DCS. BTW, I have tried several keyboards, including the on-screen keyboard, and they all have the same issue.