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Richman

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  • Posts

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Personal Information

  • Flight Simulators
    DCS World (Ka-50, A-10C, UH-1H)
    Orbiter Space Flight Simulator
  • Location
    Switzerland
  • Interests
    CPL(H)
  • Occupation
    Avionics Technician
  1. It's nice to read, that the multiplayer multicrew for the Huey isn't dead. I do have some other modules for DCS, so it's not going to get boring, but multicrew for the Huey would be awesome. Maybe I'll try it even first in the Gazelle. But one thing I don't get: Why is it a problem making the whole cockpit accessible for both crew? If my copilot switches off the engine while on an attack run, he's an idiot (or a mean flight instructor ;-P). I don't own the L-39. It has two cockpit and I guess - while most of the cockpit controls are separate for each cockpit - the flight controls aren't, right? So when this works apparently for the flight controls, why doesn't it for ordinary cockpit controls? I don't see an issue with this? But maybe one of you could enlighten me. Thanks!
  2. Does nobody else have the same behavior? Here is a training mission you can try it out: Emergency Training.miz
  3. Interesstingly all destruction messages were correct "Player killed T-55 with Maverick", and the units aren't dynamically spawned. They're just placed in the mission editor as normal enemy units. This is the mission scenario, if anybody is willing to try it out: MP_Weapons-Training_MkII.zip
  4. Thanks for the info. I'm aware of the functionality of this setting, but forget to mention, that in my case, I have both (the mission and my options) set to the "Fog of War" setting, and the contrary behaviour between host and clients still persists.
  5. I discovered a inconvenient "feature" when hosting multiplayer sessions: I host a map which has the F10-Map-Setting "Fog of War" activated forcefully. It works fine, and as soon as a blue UAV is airborne, I can see all hostile units und the F10 map around 60-70nm of the UAV. Works as expected, in my opinion. But players who join the session as clients can't see any of those units I can see on the map. The map setting should be the same on there side, shouldn't it? I do have CA installed, but it doesn't matter if I'm in a plane or as Cmdr/Jtac. Can anyone explain what behaviour I discovered here, what it's origins are, or if this is even a bug? Thanks!
  6. When I trigger the "Engine Chip" malfunction via mission editor, it says in the briefing that this failure occured, but the light on the warning panel does not come on (light test works, so the bulb is not broken ;)). Am I missing some thing, or can you guys reproduce this behavior?
  7. Thanks for the inputs! I was aware that the Shark controls its yaw by a torque difference on the two rotors. But I expected this to work also in autorotation. Thanks for the explanations! Now I understand the reason! :)
  8. Hi folks Today I was training a bit autorotations with the Huey and the Shark. But the latter tends to yaw about 90° to the right as soon as the speed falls below 150-100kph, altough my collective is full down, and my pedals are full left. Yaw control seems to recover as soon as I pull collective. In normal flight, all control responses are correct. It seems quite a peculiar behavour as I cant find any mentioning of this in the manuals or else where in the forums or the net. Additionally, the big tail fin of the Shark should stabilize it at these speeds. Am I experiencing some rare control input misalignment, is this a game bug, or a real intentional beheavor I'm just surprised by? Thanks! Richy
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