

guitarxe
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QUick question, was this mission designed to be done with the new engine model, or did it come out before the changes? I ask because I am having trouble with it. I am still new to huey and helicopters, but I found out about the old engine model and from some research it seems the consensus is that the old one is better than the new one, and that the new one has added a lot of engine power (but made other things worse, like the anti-torque rotor is now underpowered by comparison as example). In any case, for some reason I find the old model to be easier to fly. It's much more stable in the pick up and I don't get into nearly as much VRS with the old engine model. However on this campaign I bought from recommendation, the first mission which is supposed to just be an "easy" resupply, I find the huey is struggling after being loaded up in HQ. I mean I can barely get above ground, full collective triggers low RPM warning. Just flying above 1,500 feet is tough. But then you get to the firebase Berlin and it's in the hills and the huey just doesn't have enough power to properly land there with that much weight. WHich is why I am wandering if this is due to old engine model if the mission was designed and tested after those changes? Or is it intended to teach you that there will be times that you cannot expect to hover and you need to be able to do running landings?
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I love this mission! It's awesome! There are some minor nitpicks I have - the little graphic of the tablet is quite small and hard to make out, and it's also in the top right corner of the screen. Which is where the comms menu shows. So I can't use the comms menu during the mission, because it covers it and I can't see anything. So although I can quickly change settings in the "F10 - Other" menu before the officer gets on board, after that I can no longer do it anymore. The other issue is not minor. There are two types of activities that seem to be bugged or not done correctly? After these, I can no longer continue any more. For example the powerlines one where you need to settle down next to the substation and fire the EMP. Immediately after this, the substation blows up and takes your helicopter with it. You need to be close enough to activate the EMP, but if you are then it blows you up. That doesn't really make much sense to me, unless you have prior knowledge to what's coming and immediately get the heck out of there the moment you fire the EMP... Also on the roof to rescue the bomb squad, this is probably more an ED thing than anything, but for whatever reason maybe 25% of the time you lose a skid or two just from landing there. Not touching the sides or anything, but just normally landing there there are some kind of clipping issues or something and your skid will randomly go flying off. Otherwise this is awesome! Would love to see more additions :)
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I don't know why this is happening, I have SRS working fine on all other modules. F/A-18C, A-10C, Huey, F-5E (the full fidelity), even while controlling ground troops with CA. But for some reason with the F-4, I can't transmit over radio 1. I have my SRS keybinds for radios 1, 2, 3, 4, and no matter which one I try I can see that it only queues me up on the intercom channel, it never queues me up on radio 1. Is there some way to fix this? I am not sure what I am doing wrong.
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I love these missions, I didn't even know that little tablet graphic was something that could be done in DCS. However, it is very small and is at the top right of the screen, meaning that it obscures the comm menu. If I want to change settings or get refueled, I can't because it covers up the comms menu text and I don't know what to press. Is there a way to move it? And also to make it larger to be more clear?
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I have these units set with the following options under "triggered actions" ROE = Weapon Hold HOLD ALARM STATE = GREEN state Disperse under fire = off Engage Air weapons = off But they still attack. They shoot at the friendly JTAC that is nearby on a hill, and they also shoot back at me when I fly over them. What am I doing wrong here? I just want them to sit there without moving or shooting. nullNevada - dawn.miz
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I've started flying helos and I want to try to replicate a cyclic that stays in place when you let go, doesn't spring back, but still be very sensitive and easy to move for precise minute movements. I tried playing around with the dampeners, but even after switching to the lighter springs the dampening force required to keep the stick from springing back makes it too stiff and hard to move for precise movements. Am I supposed to actually remove the springs from the retaining bolts altogether? Do I need to also remove the cams as well? Also what happens when you have an extension? Mine is 7.5cm and my grip is the Thrustmaster Warthog grip (F16/A-10), so it's all metal and very heavy. Is my stick going to start to "fall over" without any centering?
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These are excellent pointers, thank you!
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I have not been able to find this information anywhere, so I came up with this on my own. I read the DCS manual, Chuck's guides, watched the DCS in-game tutorials, and dozens of youtube videos. Only the video by Scaley AV touched briefly on things like nose/tail turns and the like. Since I am very new to helos and I don't know what I don't know, can someone please help look this over and help me fill in any missing gaps? The purposes is to be able to practice each piece individually to refine precise control of the machine, which in turn will help in all aspects of flying. Pickup and stable hover Tight spaces Rotor turns nose turns around objects tail turns (following a circular arc for reference) Following lines Straight flight At an angle sideways Switching sides Level Flight Change speed, maintain alt Change direction, maintain alt Climb/Descend Maintain airspeed Maintain climb/descend rate Transition high speed to hover Maintain alt/hdg High hover to high speed Mantaint alt/hdg High hover Rotor turns nose/tail turns maintain stable alt
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I'm keen to try this out, but I've had a pretty traumatic experience with the carrier crew since it's been released, and really wouldn't want to be forced into using it. Does the campaign require to use it or no?
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I think which one is for A-10C and which is for A-10C II is in reverse in your post, but this helped me, thanks and cheers!
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How do you reset this once you've done it? I've tried playing around with this, but the end result is worse than the original settings (putting the head further forward to see the hud means that you are that much loser to all the instruments and seeing them from a greater angle when looking down, making it hard to see them, and you can't even see the top row of the MFCD buttons because they get obscured by the cowling).
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Enforcing deck crew via mission settings doesn't work
guitarxe replied to Ahmed's topic in Bugs and Problems
Having the same problem. Need this one fixed ASAP! Whatever other bugs can be worked out in time, but not being able to disable the broken deck crew means not being able to use the carrier at all! Our squadron isn't able to fly missions any more because of this mess. -
Lightening II TGP Laser Marker Mode (Laser Type)
guitarxe replied to guitarxe's topic in DCS: F/A-18C
Okay, but outside of DCS and the context of coding, this is the same pod, right? And since this feature exists in the implementation that they have for the A-10C, but doesn't for the Hornet, then it should be reported as a bug, right? Because the Hornet is out of Early Access now, so features like these are expected to be all implemented, this is why I'm asking about it. I guess it doesn't matter very much since you should be using ATFLIR most of the time instead, but still important I think. I read some other posts on the forum that mention that ED Team used a Spanish version of an older Lightening pod that supposedly didn't even have MSI. So if that is true, and if that pod doesn't have this feature, then I guess this would be considered correct in terms of what they modeled it against, but they should at least clarify that somewhere, at least in the manual. There are stuff in the manual that say things work one way, but then in DCS they don't work that way, and it drives me nuts. What is the source of truth? -
Lightening II TGP Laser Marker Mode (Laser Type)
guitarxe replied to guitarxe's topic in DCS: F/A-18C
Oh, not implemented yet? I thought the Hornet was out of Early Access? Anyway, since it works in A-10C, how come it doesn't in the Hornet? It's the same pod, isn't it? Just curious. -
In the manual, on pg 245, it is described as follows: [quote]Laser Type. Pressing this pushbutton cycles between laser types: MARK (target designation laser), PTR (infrared pointer, used to visually point out targets at night), and BOTH.[/quote] However, if I push the OSB above the words "MARK", it simply boxes it and unboxes it. It does not seem to cycle between the modes "MARK", "PTR" and "BOTH". Is this something that is not implemented in the Hornet? I know that in the A-10C you can use the Lightening II to point targets with an IR laser, so I thought this was the same for the hornet.