

Fri13
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No. You have plenty of movement for avoiding tipping over. Just be aware that when you pull collective, you shouldn't have wheel brakes on. As then you can flip over because your CoG is on the locked wheel. If you have wheel brakes on, it will slide on ground if given enough power, or sidewind. Yes you can. You can do the rolling take-off with nose wheel. You don't have similar power as with KA-50, you can end up losing generators like in Mi-8.
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The rudder yaw that keeps from flying straight
Fri13 replied to FoxxyTrotty's topic in Controller Questions and Bugs
You are right about not to use trim. The Mi-24P doesn't put at all a fight to fly when not using a trim. I was confused because the AP channels to operate similar way as in a Mi-8, where the flight engineer job is to adjust them for given condition. So in Mi-8 you have a trim and then you have AP channels, both separated. In the Mi-24P you have them both joined behind the trim button. What seems to cause the problem is that the trim looks to require you to recenter the cyclic, even when you have it set as "no-FF & no-spring". So every time you trim, you don't just program AP for current flight condition, but you need to recenter cyclic and pedals so you don't apply any extra and so on fight on the AP. I was checking the control indicator and after each trim press, everything went fine as long I immediately centered pedals and joystick. This doesn't make sense as why to have a non-centering and no-FF joystick when trimmer behaves like it is a spring loaded and centering joystick? The downside is that I can't use AP feature at all. -
correct as is Full weapons loadout total Hind weight exceeds 100%
Fri13 replied to Mac D's topic in Bugs and Problems
That explains then a lot in other helicopters too. So it is the "recommended" value for the service time. Does this apply to other helicopters/modules as well? I noticed that Mi-24P has in the mission editor the engines service life by default at 90% and can be set higher or lower. Is this first module offering that? -
Didn't say it is cheating, but little like. As you don't need to deal with the human communication problem "Look at your left, there is that ¤#!""#¤ second white building, just right of it is something, do you see it?" "No, I see a red house..." With a good human co-player one should be very effective in the Mi-24P, as when you get the communication thing flowing then you work together more effectively than you can with the Petrovich. But get a bad player or one that you don't sync well, then Petrovich will be very valuable. I just like to see what it gets later on, so it could call the targets it spots when just cruising around etc. And if it even could assist with navigation somewhat. It is easy to get there to situation that you just bury your head inside cockpit. Utilizing the auto-scan feature and as well just the speed and such will allow one to keep head out almost constantly. Just requiring to look screen when performing the lock. If it would work... I forgot that I flip the master arm on the pilot seat by habit, overriding the Petrovich CCIP sync. That happens when you watch some video (Wags tutorials) and you don't get a full manual that would explain all system relationship to other systems. So of course I was stuck to idea that pilot master arm can be On for readying yourself for a gun/rocket attack after missiles etc and you just disable the pilot CCIP calculation with AUTO/MAN switch in ASP-17 sight. Yes those are well remembered already It isn't a CCIP sure, but it is better known as "CCIP pipper" than "moving sight" etc. The Petrovich will scan the area (how far and wide, dunno) and will as well tell that it can't find anything if you command it to search something at sea More like it finds a target and there is just good nice small pathway there and it likely will in final moments of course hit the obstacle... Clearly our Petrovich has too high expectations from his skills at this moment.
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I just tested that hypothesis and seems to be so. I did fly to specific point on a map that was recognizable on map and on 3D world. Then I went flying a 50 km random route zig-zag etc. And then I did fly back to location. I likely was off by a 200-500 meters or something, as I didn't anymore remember that as the map symbol in specific spot or not :-D Anyways it either was spot on, or it was that few hundred meters off (in the small scale map 1 mm is 200 meters IIRC, so you anyways are just as accurate as you then finalize your position / navigation by looking terrain instead the map. The map is just there to give the situational awareness where you generally are. That got either be a bug, or then there is somekind setting that confuses the system. Could it be linked somehow to doppler system memory mode? As that light turns On again when Wags turn on level flight after rolled turn? Similar thing is with the Mi-8 that you have about 20-30 degree rolling capability when doppler system can measure speed and attitude, and higher turn and it gets to memory mode?
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Just call him as "Petro".... I have a problem, as the CCIP pipper should be slaved to the sight position. I don't get that. I have no idea where the operator is aiming and I need to point helicopter around to hear the tone and know that what was that "IFV 1". Sure, it is little bit like cheating. You have someone else doing the targeting and guidance. Vikhr has over 1000 mm RHA penetration value after ERA (explosive armor). The Shturm and Ataka has 650/800 mm behind ERA if I remember now correctly. And Vikhr can get to 10 km if you launch it from higher altitude and at high speed, but at low altitude and in hover you have about 8 km (more like a 7.5 km). The Vikhr is laser beamrider. It works such way that Shkval targeting system locks on something via contrast, or you just keep it pointed. On the moment of launch the laser beam is wide and low energy. The laser beam has a quarter coded areas in it. It will be shaped by timer and power is increased so it gets narrower and more powerful beam. The beam is calculated to stay about 7 meters wide in the distance here Vikhr is flying. This way the guidance mode doesn't trip the Laser Warning Receivers on targets. The Vikhr missile has in the rear a sensor, and the missile reads the laser code that in which sector it is in side the beam. And as the missile is swirling around, it constantly is moving around the laser beam. It has one control surface to steer the missile for tighter turn. And this it does as long until it becomes to flight path here it is flying inside all the laser coded areas - in the center of the beam, that is pointed by the Shkval/Pilot on the target. This is why you can't really intercept the targeting or jam the guidance because missile is looking backwards toward the helicopter, and helicopter is firing laser toward the missile and target. You can only launch one or two Vikhr at the same time on the same target. When you set launch mode to Long, you launch two Vikhr missiles and the laser guidance is started only on the second Vikhr launch. Both Vikhr will be following the same beam. If you range or lock something middle of the guidance, the laser is reset and guidance is lost and missiles are lost. The Shturm/Ataka are radio guided missiles. Similar principle that there is antenna in the missile and Mi-24 sends a radio guidance commands to missile to witch direction to steer. I don't now recall which one it was, but there are such systems where you have flare behind a missile that the targeting system tracks and sends a guidance commands to missile to move that missile in center of the line of sight. Or it is a similar "beam rider" where radio signal is sent that has similar polarization and missile tries to fly center of the signals. But point is that the system use radio, and is so on possibly jammed with ECM. One of the major differences is that Vikhr is extremely fast missile. It flies over Mach 1, when example TOW is sub-sonic. The Ataka doesn't seem to be slow either, but it should be IIRC something like 1.6 vs 1.2 on average speed. This makes it possible to engage many SAM systems or similar missile systems as those will hit them sooner and so on destroy the guidance system, or allow to get back in cover after attack. Little bit, but Vikhr another feature is that it has a pre-fragmentation sleeve against soft-targets and aircraft. It has as well a proximity fuze. Someone wiser could clarify that does the Ataka has proximity fuze as well, as there is problems earlier that both were mistaken to same, and Vikhr was even thought to have IR seeker. So possibility is that both have proximity fuze and alternative fragmentation warhead. I don't see problem in the KA-50 using Vikhr. As the helicopter flies itself when you check the Shkval. The problem is really DCS simulation that there is no such thing as contrast lock. That is the key feature in the Shkval that you should be able lock it on anything that has contrast. It doesn't even need to be vehicle or anything, as long you get the center of the shkval on target (even hold by manually) and it will fly there. Another problem is that for some odd reason the Shkval will start moving by itself around, even if you are in perfect hover or slow speed, the system just "loses it" and starts turning on random direction and you can't relock or you can't control it as it just keeps going.
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On the Mi-24 the location indicator seems to be drifting seriously. On a 20 km route it can be off by 2-5 km, and really move to wrong direction. On the Mi-8 what tested by starting it from random position, flying a 40 km route randomly and then using it to return to original position and it works extremely well, sometimes it can be off by 50 meters or so. But I don't know how accurate the map is in the map box. As if it is like the NATO navmap in A-10C, F/A-18C etc. Then it is extremely inaccurate compared to "real DCS map". So your roads, rivers etc are totally off on map compared where they are in 3D world. So when you are flying utilizing it, you might get it totally wrong. Need to try same as with Mi-8 that sync it specific position, fly the route randomly and return and check how much it has drifted. But that is the beautiful thing in it... You can so easily sync it with landmarks, if just the map itself is correct with the 3D world. The paper map in the box seems to be so inaccurate and out of scale that it can never be in proper match with the 3D world because the 3D world doesn't match the paper map that is scanned.
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Confirm, the default is to include the main joystick with it, and it can cause problems when non-centered. I had throttle mini-stick and joystick set for it. Constantly was sticking to sky somewhere because mini-stick jitter. Removing mini-stick and joystick, adding joystick mini-stick for its place and things are proper. Interestingly requires some dead zones anyways. Need to check out how to get possible problem off that deadzone is not honored as sometimes sight keep moving like some other axis would be doing it. So fix is to rebind things.
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That is key point for so many things in DCS. No sense to make a minelaying when you don't have proper mine system, ground units interaction with them. No reason to add the bombing sight when again interaction with ground units is missing. If we would get some point the suppressive effect with the weapons, proper infantry behavior and vehicle damage modeling, then a machinegun becomes effective weapon for many purposes. I am yet to test the gunpods for Mi-24 but they were not so impressive on Mi-8 or even in UH-1. All helicopters suffers from this problem. If that gets fixed, there is better reason then possibly in future make a Mi-24V variant as suddenly the 12.7 mm would be more useful. Now it is the 30 mm and rockets that plays the game.
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The rudder yaw that keeps from flying straight
Fri13 replied to FoxxyTrotty's topic in Controller Questions and Bugs
It is little so, but then the Auto Pilot modes don't work as it doesn't know what are your wanted parameters. So trimmer is critical for that. The problem actually get solved by disabling the "rudder trimmer". As rudder is not suddenly doubled by it, it will keep all other channels correct and they don't affect to it. So when trimming you can be predictive with all controls. Problem just is that if there is spring on the pedals, then you need to hold them in position all the time. That just means it is time to install the dampener to the pedals to make them springless. -
No real experience from the Mi-24. But what can be said about its feeling and look, it flies like you see in the videos. The lead developer is ex-Mi-24 pilot, why they have well tested the feeling and all (don't know how may other active or non-active pilots they have) behaviors. The Mi-8 is totally different compared to Mi-24, totally on character to fly with faithful traces of the Mi-8 itself. At the low speeds you are similar, but when you get in the speed it becomes very unique experience to fly compared anything that DCS World offers at the moment. Edit: The old discussions about "How to prepare for MI-24P when released, what module to fly" is interesting now as hindsight. That Mi-8 really was the best thing for that (odd how people suggested other helicopters even) but it is so dream to fly for the attack with Mi-24 that it handles almost like a fixed plane, it is so stable. It is very difficult to say what exactly is the difference, but if you think about cutting a tomato with a dull table knife vs sharp fruit knife you can get the idea how those move through air. The idea that Mi-24 is like a crocodile that spots its prey and it will move straight on it is pretty good analogy as well. Where in Mi-8 it was always little risky to think that what will happen on your next rocket attack as you are so "slow" to move. Where the Mi-24P gives you courage to attack head-on.
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The rudder yaw that keeps from flying straight
Fri13 replied to FoxxyTrotty's topic in Controller Questions and Bugs
This requirement to center physical controls is little annoying here and there. I fly with extended joystick without FF or spring. I have clutch dampeners so joystick stays where I leave it. I have selected corresponding trim method and it still cause little odd things that I need to center joystick, similar way as the pedal trimmers. The pedals (VKB T-Rudder) is still with the spring (task at hand to remove the spring and install a dampener) that makes it annoying because how quickly the helicopter reacts to new trimmed position on pedals. So example to make a straight flight after turn you might need to gapply 15% more pedal, you do so that it flies straight and then press trim. On that exact moment the helicopter gives 15+15 trim amount as autopilot will apply that extra 15 as commanded. So immediately it is required to take feets off the pedals so you don't apply yours 15%. This becomes little like a step dancing if trying to make trimming with proper position with larger inputs. Why it is easier to just apply very very tiny amount and just keep hitting the trim button (oh poor mechanical button....) until you have wanted amount. So example if needed to give 15% pedal, give 1% and then just keep hitting trim. Each time you press trim you apply +1% more. It is easy to see how the pedals move to wanted attitude. So pressing 15x the trim button in that moment makes it easier to make controlled turn without yanking, but it is slower. Need to try the trim hat later on (doesn't move the physical joystick) how much it helps. But all attack runs etc are difficult to do if trying to make them with "hold-move-release" method as it will yank on the release moment completely. Why it is easier to just not to trim in the attack phase but just move joystick as you have full smooth control of the flight. I think what is causing confusion for many is that Mi-24 is very stable in forward flight. It behaves nicely and requires large control movements to make tighter changes. Then when you go to slow speeds, that streamlined flight is minimized/gone and the difference is major one. So it can become little as a shock how suddenly the Mi-24 is nimble and reacts so quickly to smaller inputs. Compared to the Mi-8 that has that huge "green house" cockpit and is round as a blowfish and flies like that all the time. So it is easy to learn its behavior. On the first flight for me the Mi-24 felt like trying to steer a ocean liner. So custom for small control inputs that you easily take a 1-2 km turn radius with that thing and need to concentrate to pull tighter to make faster turns. Have you flown with the pitch stabilizer On? -
Lucky to us that is soft rubber fan. Otherwise you would clip your virtual nails... Didn't mother teach you NOT TO TOUCH??!
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correct as is Full weapons loadout total Hind weight exceeds 100%
Fri13 replied to Mac D's topic in Bugs and Problems
Would be interesting to know how did the Mi-24V perform the vertical landing and take-off with 4x rocket pods and 8 infantry soldiers. Video doesn't show is there AT missiles as well, but 4x of them don't weight as much as 8 fully loaded soldiers.... Sure it can't have a full load of fuel at that moment, as you likely wouldn't even take full fuel, and you consume some of it after take-off. But estimating that 30-40% of fuel would be left for the operation, then what would it take? 8x soldiers is heck of a transport capability for Mi-24P. And if assuming that you have young soldiers that mass with full combat load (20kg) about 95 kg each, that makes only < 800 kg extra, after fuel and weapons. 20x S-8 heaviest rockets is 15.2 kg x 20, about 305 kg + pod (B-8M1) itself 160 kg empty mass, so in total 465 kg per pod. That takes 1860 kg alone for it. 32x S-5 (as in the photo below) is ~270 kg as loaded (187 kg as 32 heaviest 5.85 kg rockets + UB-32 pod that is 103 kg empty, so 290 kg in heaviest form), making it 1160 kg in total with 4x UB-32. That is massive difference considering that you have 128 rockets (4x32) vs 80 rockets, and mass difference 700 kg. And that leads a great possibility to carry those 8 infantry soldiers with the rocket pods making it in total of 1860 kg (+ possible AT missiles). Each Ataka missile mass is 50 kg. So carrying four of them is 200 kg + attachment (let's say 150 kg) But if one takes the pre-made loadout (4хБ820_OFP2+4xATGM_9M114) then one can have only 7% of fuel to have 100% weight. That is the heaviest load you can have. That might be the reason why there is this "Mi-24P can't hover" as when you load it full, it can't hover as you are so heavy with S-8 rockets. You can have 4x UB-32 pods with S-5 rockets and you can have 4x Shturm and 60% fuel and you are at 100% weight limit. You really need that speed to carry that weight and S-8 will limit seriously your capability compared to S-5. -
"Leap Motion" is a device that is hand tracker. And you can play games with it. It is old tech, it was first around 50-70€ but then was for couple years for less than 20€. Couple years ago company as purchased and it price jumped to 100€. It can be here and there purchased for a 20-30 € as used, but not as new that goes to ridiculous prices. You can attach that device to HMD front, and you get a hand tracking with it. When it works, it works very well. It is fun. And this is like 5 years before Oculus Quest 2 hand tracking and all... It is little sad, as 5 years ago DCS would have blown peoples minds and whole market. But better late than never. That device would have made so much sense with its 20€ price tag. But 90-150€ for it now? Not really if it doesn't work well in DCS. I want to test it. Just need to pull it out from a shelf. Okay.... It is good start then. Hopefully they get it soon fixed for support head movement same time. I just want to be able use index finger to poke things and use pinch to grab knobs or levers and then operate them. So no virtual stick, throttle etc. Just give me finger tip to press buttons and switches!
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Yes. I have the same thing experienced. I had automatic switch enabled in special settings so when I jump to front it gets activated. I was on first flight flying over shore to sea to make a wide 1-2 km turn. I jumped to front and Petrovich started immediately pitching up and down like not knowing how to handle a cyclic. I watched it by 10 seconds how it got smaller in osculation but still... I jumped back to fly manually. Irony is that flight ended that Petrovich killed us in VRS. I slowed down, jumped to front seat. Commanded a hover (60 > 0 kph) and Petrovich pulled major pitch up movement at 40 kph and raised to 100 meters and VRS down... For next hour I didn't let him fly at all... I didn't get to do what I wanted, test the ATGM.. The Petrovich should really try to smooth more of its actions, unless under fire when possibly to maneuver tighter.
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How did you find out? Does the "cockpit operation" work? Can you attach it to VR HMD and have hands properly visible, or is it just for table use?
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WHAT???!?!? Are you serious? After all the years!!! Finally!
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Future modules requires the DCS 2.7. The DCS 2.7 supports Windows 10 only. Windows 7 is unsupported. It doesn't mean you can't keep playing on it, but you are alone with all support.
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While it would be a good way to indicate player that given heading is out of the gimbal range. I still think it is already enough that player is required to know that 60 degree is the limit. As it this virtual HSI is many ways a "digital targeting pod management" by its wording and like. It should be more of a "Tell the pilot to turn right" than "Set your aircraft fly in 172 direction".
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You are not pressing F5 fast enough I see....
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@Savvy @Eldur @Bunny Clark @MAXsenna Added a pure B/W version, with each mode: Petrovich Hat Commands BW edition.zip Ps. The sixth file is not really required as it is just Target Management and it is included as well on the Pilot page.
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Thanks! It says in the Quick Manual well: "When the helicopter is moving, only FLT (Flight) and CBTM (Combat Maneuvering) modes are available. When hovering, HVR (Hover) and HVRT (Hover Translate) modes are available. FLT mode changes to HVR automatically when entering a hover, and vice versa when exiting a hover."
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You just place a picture files to specific directory and they are available there. There is nothing special there as you can freely do wanted images with specific resolutions (ratios).
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Thanks. I have seen so many different ones that I don't know what is suppose to be the "correct". Where did you find the "HVRT" modes for the Hovering? And how do you get to that mode when you have just FLT <-> CMBT (Flight <-> Combat) on Right Short?