Jump to content

Horizon Line

Members
  • Posts

    29
  • Joined

  • Last visited

Posts posted by Horizon Line

  1. Here's what I got:

     

    Clear weather (maybe 2m/s wind and 1 or 2m/s turbulence)>Payload: Symmetrical Full of aa Missiles and 3 fuel tanks> All controls axis centered> Take off without flaps> Positive climb> Jet rolls to the right> Climb to 15-20 angels, problem persists.

     

    Then I start shooting the missiles one by one> rolls issue persists without reducing intensity> jet empty of missiles, unwanted roll still there> jettinson those 3 fuel tanks> rolls persists.

     

    The issue does NOT happens on Instant Action's Intercept mission for F-15C.

     

    It MIGHT be something connected to cold start ups. This department I'm not familiar with.

     

    Disabling any stabilizing control; yaw, roll or pitch does not take effect on the issue.

     

    I hope this helps.

  2. I am having the same issue except mine is rolling to the left from the beginning. This started when I accepted the new update and downloaded today. A quick look at the external view shows the ailerons and horizontal stabs not in a neutral position even prior to start-up. Has something to do with the new update.

     

    The jet had a Rudder offset when taxing and prior to start up before any control issue appeared for me (prior to last update) . Not sure about aileron or horizontal stabilizer.

     

    Just when I got free time to fly the bird. :(

     

    I'll make further testing.

  3. It's not the joystick. Same problem here.

     

    It happens when starting up cold. Not happening when starting from the air.

     

    Useless to test the issue on instant action intercept mission for F-15C while the issue does not occur.

     

    Turning off any stabilizer system or them all does not fix the issue.

  4. I've found a Work Around with X-Mouse Button for Windows. It creates a macro for any mouse button you have under "Simulated Keys". If you want to control a pressed down command like Throttle in DCS you mark the *3-During" effect on the windows which you select which key on the keyboard to be the output.

     

    Note: DCS reads the *3-During - press on down, releases on up* option but not Notepad or any program you'd use to test the pressing down effect, as "6-Repeatedly while the button is down" are read by writing programs but not DCS.

     

    http://www.highrez.co.uk/downloads/XMouseButtonControl.htm

     

    Working fine so far on an old version I had on my PC (v2.7)

     

    Good Flying. :pilotfly:

     

    A option on DCS, maybe DCS 2.0, to unlock every command to take mouse buttons input are very appreciated.

     

    Restrictions on this regard without major reasons are very disappointing.

     

    Just got a formation flying practice on F-15C with AWACS.

    Screen_141205_134543.thumb.jpg.fd0fc9aa5d8fccac2bbdd5bfdcae19a9.jpg

  5. You still can. At least I can.. You need to make sure you select the bind command which allows for mouse and keyboard inputs. Some commands come in multiple versions, one for sticks, one for keyboard/mouse.

     

    Thank you for the reply, Jay. But I can no longer wipe out the "greyed out" area on mouse command list with *clear category* button in options. It's always the three or four default commands for it which are editable.

     

    After clearing category, the "greyed out" area remains.

     

    Follows a screen shot of my options.

     

    I've re installed DCS about three times after the patch which took this option out. This last one is in another system and the issue persists.

    Screen_141205_093521.thumb.jpg.f9f1eddacefb26b314c0a7e0e15747f9.jpg

  6. I found pretty cool the new flare's light effect and how it is able to be rendered to people who uses occulus rift and some other sort of equipment, but I can't get my head around the fact the flare's smoke is too short and have that much width. The previous smoke effect was always pretty close to the real thing since LOMAC.

     

    http://contrailscience.com/wp-content/uploads/hires_070914-f-0528c-004.jpg

     

    http://iliketowastemytime.com/sites/default/files/best-military-photos-seahawks-shooting-flares.jpg

     

    https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRJv1KycA6iwjpz3LdNFDIjBEJMgfvHZOl_0L7JyebEMdHerecDdQ

  7. Hi all. Since some updates ago, we couldn't anymore bind, for example: throttle to mouse buttons.

     

    I have a mouse with spare buttons to use as I had on DCS when we could bind any aircraft/sim command into mouse buttons.

     

    I used throttle on mouse buttons while using mouse movement axes to control pilot's head and a joystick with rudder input on the other hand. It used to be pretty ergonomically comfortable for me.

     

    How to bind commands to mouse again? This issue is really bringing down my experience on the sim for me. :(

  8. Just tested this out and had no problems at my end. Fired one from 3000m and another from 1000m with good hits. I find launching from a higher altitude gives you better results. Remember laser pointer 1 pixel below the target can equate to meters before the target when at lower altitudes. That being said i find the missiles do fall slightly short when u have the pointer spot on target, I aim for the top of the vehicle and get good results.

     

    Is that work around simulation fidelity? Seems good enough if it's realistic. I say thank you, for this.

     

    checked in 1.2.6 version... the Kh-25ML does seem to fly tad lower than laser beam (at least its lower to where I am lasing) and its not missile energy I think because it still has good speed before impact. I need to try in testing version also.

     

    PS: Kh-25ML recently got AFM also so this could be the reason but I am not sure if the AFM was merged to 1.2.6 or not, its likely that it has

     

     

    Could it be. That AFM info went over my head through the end of last month until now. Is aiming higher the way to deal with the missile now and it's all fine? If so, I'm game.Thank you for your time, Kuky.

     

    Edit: I see. Then, it's all good. Bring more afm! Cheers.

  9. Is this only with Kh-25ML or any laser guided missile on Su-25A? reason I ask is because I was using S-25L without issues, as long as I aim at target the missile will kill it, only if I shoot very close missile can miss because it doesn't have enough time to line up on laser beam (as missile is not very maneuverable)

     

    In further tests the S-25L is working flawlessly in max range and close range. Here follows the track. Two shots on the same target, the first obviously already took that armor down, the second just for test sake.

     

    As I pointed out, maybe it's a Kh-25ml model issue with the last patch. On short distances it works like it should, on further ranges it starts to lose momentum too fast, I think. Something may be getting that missile range shortened.

    S-25L test far and close M113.trk

  10. Well, I got as extensive tests as I could with the frogfoot (Su-25) module. And same bad news. Something funky going on as another thing caught my attention in the end. The missile seems to lose power as close shots are dead on, in the laser position?

     

    Here is three tracks I just recorded with DCS World clean out of mods.

     

    The first pass on the tanker the shot was a hit, but that was a close shot for the Kh-25ml service against AA, which raises the question towards the missile model and not the Su-25's laser system itself. edit: as DarkWolf mentioned the same issue with the Ka-50.

     

    The other two was against the linebacker, and the faulted behavior was reproduced from pepin1234 track. There's a screenshot showing missile ground hit distance on the first pass (both shots at far distances but in the missile range. No override). No screen shot record for the second, but the effect was pretty much the same. I couldn't kill the Linebacker at ideal range.

     

    The material is here, at close and ideal ranges. I'm worried about this gorgeous bird now. :(

    Kh-25ml test close Tanker.trk

    Kh-25ml test far Linebacker.trk

    Kh-25ml test far Linebacker pass 2.trk

    Screen_131005_081609.thumb.jpg.52863f7438727a61fb8328021e9bd1ca.jpg

  11. That's interesting. I hadn't this problem ever with the Su-25 module. As numbler3 said, keep ajusting the crosshair until impact. I could add to that some slight pitch or reasonable angle of attack in relation to the ground where the target is and some zoom to catch the target at naked eye with fair detail to the procedure.

     

    Here's a video of mine during the initial patch 1.2.6 on the time period of a Kh-25ml launch. There's quite a few others Kh-25ml launches on this video and only that missile model (in the matter of laser guied munitions).

     

     

    @pepin1234 I'll take a look at that track asap, as I'm not familiarised with the 1.2.6 patch 1 yet, but I'm willing to help this as much as I can as I love this bird/module. Something 'might' got weird with the last patch, but I can confirm none issue with the Kh-25ml precision on 1.2.5 (using Su-25Ts) and 1.2.6 (both). I was getting ~4 out of 10 misses by obvious lack of practice other than anything.

  12. Fun with russian helos and grabing screens of the day to edit simple lighting.

     

    @MauganRa84 - Nice! Cool to see a huey and the 8 side by side down there! :) Could you tell me where is the instruments gauges light switch in the 8's cockpit?

     

    Edit: w00t, just found it. Far back upper left console. First black knob of two on the left. I didn't knew it were modeled yet. Nice. :D So many switches! So much nice!!!

    • Like 2
  13. Hi, I'm enjoying very much the bird, eventhough I'm more of a fixed wing guy.

     

    Something caught my attention and very much bugged me on my first hours flying this beta.

     

    For some reason, the module is overriding/reconfiguring or leaving out of alignment my stick's rudder values to the right.

     

    I pretty much know that pedals are the recommended, but in my country, stuff are hell of expensive and I just got back into DCS by a couple of months ago, so my only choice is my flight stick twist for rudder.

     

    When I launch the module my rudder max range to the right reduces by ~15%, even when I leave the sim. It only comes back to normal when I unplug and plug back my stick's usb. On other modules everything is just fine to the left and right.

     

    Note: Middle position keeps aligned, only max input to the right is reduced ONLY because of this module and keeps like that outside the sim only comming back to normal when I unplug and plug my stick back on usb port.

    Saitek Cyborg V1 Usb flight stick.

     

    Here are screens out of the sim on the same stick twist position before and after running the module.

     

    Great beta so far, but this issue is quite breaking excitement for me.

     

    Edit: I have the P-51D, A-10C & A, Su-25 and the Black Shark 2. None of them start this issue.

     

    Good Flying

    - Horizon

    Capture1.PNG.315464933b4e3913a03ea8f834cf224d.PNG

    Capture2.PNG.7ccb8e9579ee1c1cee912644ca6c547b.PNG

  14. Hi, I couldn't find it in the forums so here I go.

     

    We all know that every track records your head movement and every view you go on that playthrough and camera movements.

    While replaying a track, if you hit any other view, the "new" camera overrides the track one(s), it's like you're in control of every view even with the recorded simulation still going on (pretty normal, pretty nice)

     

    So, what I want to know is, how do you get back to the recorded head movement after going, i.e. external view (F2) etc?

     

    It is even possible?

     

    Cheers

    - Horizon

  15. This is one of the reasons Ground attack pilots NEVER overfly targets. The likelihood of getting hit by your own bullets is not as uncommon as you'd think.

     

    Nate

     

     

    lol yeah, the first thing I kept in mind when I started CAS/Ground attacks. But I thought it was to avoid being hit by enemy fire for maintaining a straight path and close distances, but not own ammunition. Things like these makes me even more enthusiastic about this sim.

     

    Edited:

    I can picture my plane catching a stray round from the first burst impact on a certain angle on that flight, yes. Although it was a HE round. Dud HE round? The game model that??? O_o Thank you for the info, Nate. I'll fly more safely with that tip in mind. ^^

     

    Just to make matters more confusing; The HEI rounds never ricochet (in game) afaik.

     

    oh, jeez.... lol *mind crashing*

     

    There is precedent for a pilot shooting himself down with his own gun

     

    "The F-11 Tiger is noted for being the first jet aircraft to shoot itself down.[3] On 21 September 1956, during a test firing of its 20 mm (.79 in) cannons, pilot Tom Attridge fired two bursts mid-way through a shallow dive. As the velocity and trajectory of the cannon rounds decayed, they ultimately crossed paths with the Tiger as it continued its descent, disabling it and forcing Attridge to crash land the aircraft; he survived.[4][5]"

     

    http://en.wikipedia.org/wiki/F-11_Tiger

     

    http://www.check-six.com/Crash_Sites/Tiger138260.htm

     

    oh wow... That sounds like it. Maybe that first small burst had hit me, although I saw the burst hitting the ground? I can't really tell.

     

    This Tiger episode is golden, thank you for sharing it! :book:

  16. maybe a round ricochet onto you when you pulled up... For best view, get tacview to see what went wrong. Also, if friendlies were along the attack axis, the bullets may have travelled there by mistake (hence the excessive nose dive you hear people talking about)

     

    Yeah, I thought about that for a while. I still find it hard to believe a ricochet directly where it came. Maybe one in a thousand. As I got two failures on the right wing, maybe the HE round exploded in between of the wing's tip and the cockpit knocking the pilot down. Still hard to picture it. :suspect:

     

    Edit: There were no other friendly birds attacking. My wingman was along my path at my 5, not rolling hot. (AI)

     

    I can't exactly help you but I got a good laugh from the thread title!

     

    haha don't mind. :laugh:

     

    My best guess is that one of the High Explosive rounds detonated close to the ground and you got hit by just enough of it to confuse the debriefing log. Even with a track that would be hard to explain.

     

    It would indeed, be hard to spot. Well, there was my score into the drain. *giggles*

×
×
  • Create New...