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Fri13

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Posts posted by Fri13

  1. On 6/18/2021 at 6:50 PM, ZeroReady said:

    I don't think the Hind trim is meant to be held down like the Ka-50. It's like the Huey, you position your stick, press the button, then center your stick.

     

    In helicopters you don't center the stick for "level flight", that is the PC simulators mode for the spring centering joysticks. 

     

    • Like 1
  2. 1 hour ago, SmukY said:

    35 is just an export marking of 24. Only thing which is digitatlized is that moving a la ABRIS style moving map but everything else seems pretty much same as our DCS: Mi-24P

    Those are with NVG compatible cockpits. And weapons can be modified by removed S-5 compatibility etc.

     

     

  3. 26 minutes ago, jojo said:

    I still don't know for sure if it's a bug or like that in the real helicopter, and this simulator is an upgraded variant.

     

    It is Mi-35P, with digitalized cockpit (you can see the digital moving map).

    So likely there is something for the weapons selection or possible loadouts etc. 

  4. 2 minutes ago, sirrah said:

    This 4-way menu has been wished for many many times already in the past.

     

    Yeah. Sadly we have not received one. At least we got at one point the clickable radio menu, and I recall it was as well without patch notes why it was little shock for many when it was found. The great thing is that you can as well operate it with Touch Controllers. 

     

    But we really need a better 4-5 way hat functionality. 

    And smart build-up. Like why would you talk to ground crew when you are in air somewhere else?

    Would you be requesting landing when you are in combat?

     

    It needs to be a dynamic and smart one. So know the proper procedure and make the correct groups available.

     

    2 minutes ago, sirrah said:

    But with Petrovich showing us this is actually possible within DCS, this wish might have just gotten a bit closer to being granted by ED.

     

    Yeah. Hopefully we get a new UI for it too. 

    • Like 1
  5. 1 hour ago, YoYo said:

    The first my wish only - voice for Petrovich 🙂 !

     

    Mine is to have AI as wingman that has intelligence to fly and attack as in group.

    Really, so simple stuff as "when your lead fires, you fire" in tight formation.

     

    Now it is the common furball.

     

    We need a new communication that what weapon to use without mission editor.

    This means it would be nice to have automatic voice "Switching to gun" or "switching to rockets" when you do so as flight leader. Just to inform rest of the flight that what is the plan.

    Similar thing is that when you command Petrovich to scan a generic area, you talk that to whole flight as well, so they can as well scan and aim already the targets. 

     

    As now major feature of the whole Mi-24 doctrine is completely missing, where you take whole group attacking the same area. First everyone engage with 1-2 missiles, get to rocket range and launch first salvo when lead does, and then turn away. Come for a second turn, launch the rockets and switch to gun and go for the kill. 

     

    Now it is that you fly with AI and you can only command own operator to scan specific area and engage some targets. If you command flight to engage ground targets (attack of opportunity) or your target, they are "No can do! Unable! Negative!" and they don't do anything through whole attack phase (1-2 missiles, rockets + gun). Then when the ground units starts to shoot at you, they bug out just calling "Engaged" and then soon "Rejoin". 

     

    That is like "Thank you for doing nothing". But now you can call them to engage ground units as they have suddenly got awareness that there is something to shoot. 

    But they will just use missiles from 3 km and nothing else. 

     

    Would as well be nice to get the proper 2/4 chopper wing and then 2-3 of such to follow you in good pace. So you could perform the 2-4 attack waves on the commanded (engaged) area. 

     

    It would become fancy destructive force to fly alone with the AI.

     

    • Like 1
  6. 19 hours ago, lmp said:

    According to RedKite, there may be an issue with the manual drift corrections being incorrectly applied between the two map scales.

     

    More likely that the paper map we have is very inaccurate. 

     

     

    So if you compare it by the look:

     

    DCS topology map for Mi-24 #2.jpg

     

    I have tested the map accuracy by flying to map small detailed element and then start a long route from it randomly. And then return back to that same location and compare the map marker position where started with, and it is very accurate that way. 

     

    But you get to trouble if you try to navigate by using the map. It is way off visually that you can't fly by using the map topology and your position marker because the map is inaccurate and doesn't match the DCS World locations. 

    This means that you can't look a map and say "There is the crossroad, I fly there" because you can be a 2 km off or there is no such crossroad.

     

    This is why I have enjoyed from the KA-50 ABRIS system because it has realistic map look and capability, you know exactly what you are looking for. And I totally dislike all these old US navigation maps in Harrier, Hornet, Warthog etc that are digitalized versions from their 35mm film strips from paper maps the pilots had in the 70's or something. Not meant for combat operations but for generic navigation in long distances. 

    And those maps are pushed everywhere where you are meant to do combat in 20 x 20 km area, but you are given map that has details for a 500 x 500 km routes in/out combat area. 

     

    This is problematic for DCS because we do not have curved 3D terrain but all is flat. It causes not just major problems with the weather engine now where we should have clouds behind the horizon because curved earth, and this way avoid the jagged lines and aliasing in clouds because there should be usually so much moisture that blends all fine details (blurs), but we have trouble in the basic navigation process with magnetic and true headings, the map coordinates and like. 

     

    So in one hand we have a proper topology maps that are worked with big efforts to real spherical earth, and then those maps are used for a DCS that draws the terrain as flat earth, so corrected paper map doesn't work!

     

    And then you are given so lousy USA based map that is no good for anything else than cruising at 30 000 ft from one side of map to another. Missing maybe 5/6 of the details that should be there. 

     

    I would like to see in Mi-24P a kneeboard implemented in the cardboard box. Like let us to add the wanted map boards from the editor. Click the handle to open the box, click the board to browse through the mission imported JPEG files and then click to select one, and click to close the box. Now we would have the wanted board inside the box, and we are required to move the position strip to location where we think we are on it. This way we would be operating basically with two boards only. One for generic in/out combat zone board, and then when we enter the combat zone we would swap to detailed one for area where we are flying.

     Leave the automatic board swapping to easy-mode or something.  

    • Like 2
  7. 3 minutes ago, WinterH said:

    The gun's trajectory is so flat, gyro sight is usually unnecessary, or actually a distraction. So I'd agree front seat's simple sight being functional would give operator ample opportunity to employ the gun if need be.

    I personally find fixed sight to be the actual tactically useful way to employ Hind's unguided weaponry, and the CCIP sight to be more of a nice mop-up tool once threats are clear. It can give decently accurate solutions in right conditions, but only at very close ranges, and on fairly flat terrain.

     

    Agree. And that is how I have seen it used on some Mi-24 videos that you just put target at estimated position on sight and shoot, correct and shoot. But, the CCIP is as well used to snipe individuals on real simulator: https://youtu.be/3poFqNfFqVo?t=139

     

     

    But that likely has a laser range finder.

    2 hours ago, IcedVenom said:

    I hope they work on the operator's gunsight and firing the 30mm gun from the front seat. Just something I think would add to the co-pilots experience.

     

    It is coming in the Early Access period, to have that folded on sight for operator. All the systems should be simulated eventually.

     

  8. 14 hours ago, IcedVenom said:

    Hello, does anyone happen to know where I can find the ammo counter for the 30mm gun and gun pods and rockets?

     

    Comrade IcedVenom, you shoot until there is no more to shoot at!

     

     

  9. 33 minutes ago, RvL said:

     

    @Fri13 im not sure if i understand what you mean. Ghosting? Yes. Lag, yes, screentearing/distortions when i move my head, yes.

     

    But this only happens sometimes and sticks for some minutes and recovers and will come back later and will only recover when closing dcs and oculus.

     

    The phenomenon is difficult to describe because it is not visible in the mirror video on desktop, but it is on each display on HMD. The double draw is something to do with Oculus because it is as well in the DCS menu after session, until some minute or so it ends in main menu. It can as well exist in the desktop view or Oculus Dashboard after DCS process has been killed.

     

    The VR is difficult to debug because you can have one session with serious lag and low FPS, restart DCS and everything is totally fine. You can game a couple hours perfectly, shutdown PC and start later on evening and you have all serious problems running at same time. Or it can just start middle of the session. 

     

    It is not about hardware performance, but something in the software with Oculus, Windows, DCS. I have found that often it helps a lot that I set desktop resolution from 4K to HD (1280 x 720). Even when it shouldn't affect at all, but it does.

     

    Odd thing is that this can happen as well suddenly and it helps that you remove HMD so proximity sensor turns HMD displays off, and then you put them back on and everything is fine.

     

     

  10. Do you have double drawing?

    So when you keep head still then everything renders correctly.

    If you move head, then you get double frames that rotate talkative to each other. So if you look around in circle, then you see all rendered as two opposite rotating frames?

  11. On 3/28/2021 at 12:41 AM, DaemonPhobos said:

    The apache would receive a massive situational awareness boost if ED decides to model all the various support elements that the LBA is capable of exchanging information with.

     

    Would be nice that ED would build a complete framework for the communications. Starting with planning and then the radio communications how units will find out who is where and what is situation, and how to make a contact with someone even visually and communicate. And then finally end up to datalinks and various personnel that can work between the units. 

     

     

  12. 3 minutes ago, Northstar98 said:

    We've had this over and over again.

     

    Yes we have, as I said; circulus in probando.

    Such a defense is hard when facts, historical or technical doesn't matter.

     

    3 minutes ago, Northstar98 said:

    Outside of historical mode, the year the mission is set to, does not matter

     

    Your opinion doesn't matter. Hence your circular reasoning.

    There is no argument in it.

  13. The sight in DCS does shake a lot by smallest helicopter movements. It wanders around and you are constantly fighting to keep it on target.

     

    The +/-60 degree turning capability is a joke, as to get good success you need to fly straight on target. 

     

    Material that I have seen from sight shows it is very steady, and only the lack of ground stabilization is the challenge for PC controls but not to real control grip. As when helicopter turns , you need from turn control to opposite direction as much as the ground deviation is. So if moving from attack line 50 km/h laterally to left, you need to turn controller to right as much that sight keep such turn rate that matches the 50 km/h caused rate.  Closer you get, then relative rate increases and you need to compensate for it by turning further right.

     

    But now the sight is not stabilized for the roll, yaw and pitch but will yank around even from smoothest and smallest changes.

     

     

     

     

    • Like 3
  14. On 6/19/2021 at 9:29 PM, AvroLanc said:

    This CANNOT be how it's supposed to work.

     

    Even the tiniest slew will safe the laser, this makes tracking adjustments and attacking moving targets impossible. I'm often making minor adjustments to AREA track with an LGB or LMAV/APKWS in flight - this new behavior makes this impossible.....  TPOD is now borderline unusable.

     

    Do you have a target designated? Without designation the laser doesn't turn On and will switch to Safety.

    Does it work with track for moving target? Because on me it works with Point Track (MT = Multi-Target feature).

     

     

    But the TPOD is working incorrectly.

     

    You do need to have a target designated so that laser doesn't safety itself. This means we need proper target designation feature. 

    We can't just point TPOD somewhere and it have a perfect ground stabilization and slant range information. We shouldn't even get a accurate GPS coordinates for JDAM with TPOD, but get that information from JTAC. 

     

    So to this it should be enough have TD and then just have TPOD pointing where ever in required mode (Point = Moving or small target, Area = For hold aim at the area when flying around it as TPOD doesn't know the range, INR = Inertia when masking the view, doesn't track any target because lack of contrast tracking and MT = Multi-Target that will have multiple points created to switch between) as long;

    1) The TPOD is not masked (not implemented, we as well have a perfect tracking because of this).

    2) The TPOD video is not hidden longer than 15 seconds (not implemented, you can't have TPOD and Maverick video same time open either, so you need buddy lazing, unless you can in 15 seconds to switch from TPOD to maverick, acquire a lock, launch maverick and switch back to TPOD...).

     

    But the laser should be able fire as long those parameters are met, so you can move the Area mode but it should be little wavy and chance its position based the overall area contrast pattern based your flight, why you want to have point track for small individual targets, but it can't keep pointing on ground then. You need INR mode to maintain POD looking at proper direction when going through masking, so you need slant range before that by using a contrast lock. 

     

    So we should be able keep firing laser, but then have targeting point moving around because area track is not so accurate, the point track can jump on something else, and INR mode can be shifting as well if it doesn't know slant range first (LTIP is not laser ranging but it is Laser Imaging feature for low-contrast targets). 

     

    So I don't know is my bug report fixed as laser arming is wrong (you are required to correct manually TPOD position in many modes as it is drifting around without contrast lock), but yet all the requirements are met (but now doesn't accept TDC movements).  

  15. On 6/12/2021 at 5:18 AM, [TF-108] Aero said:

    @Heliflyr Exactly what @Recluse said above.  When you box DESG on the EHSI, that will automatically slew the DMT to that waypoint that you have designated.  If the waypoint is out of the FOV of the DMT, it will just show a blank screen. 

     

    AFAIU when you designate a waypoint by boxing DESG when waypoint is selected, you shouldn't get a blank screen when doing SSS Aft for a TV mode. You should have a compass rose that is guiding you to attack on that TD.

    This because the real manuals say that once you reach DMT gimbal limits, the right side DMT display should be replaced with compass rose.

    If you performed an attack by releasing weapons (gun, rockets or bombs), then you should get the ground track heading from the (generated or existing) Target Designation as course line. So you know that what was the attack direction you performed and where is the target designation.

     

    When you turn toward the Designated Target (waypoint, markpoint, target point etc) and you have DMT/TV selected, page should be swapped automatically from the compass rose to the TV mode where it has a large open crosshair. The DMT/TV is at that moment only pointing to TD as video, but it is not tracking anything. You need to perform contrast lock again by pressing a TDC to acquire a lock, and then the DMT/TV will perform a contrast detection in the whole large crosshair area, and select the highest contrast and shrink around it with a small crosshair and box inside it (the current implemented crosshair). You need to then "sweeten" the lock if so required and each time that 180 ms is performed to try find contrast and lock on it. Each successive lock, the ARBS starts recalculating the slant range and you get new guidance on that position. 

  16. On 6/17/2021 at 12:42 PM, Hamster0 said:

    Is it just me or since most recent update does the laser seem to switch off/return safe seemingly  the slightest movement. 

     

    What is the laser to safe logic? Currently almost impossible to do any track of moving targets without buddy lase.

    And if not moving have to fly pretty much straight perfect line and hope no Manpads.

     

    Am i missing something, or is this intended?

     

    I haven't tested all the required parameters when it should return to safety mode....  

  17. 30 minutes ago, iFoxRomeo said:

    Did you try to remove the weapons in your track?

     

    Just checked the trackfile. And I found the solution.

    For some reason I have empty cannon at the start. And this is related to another bug in the editor that user "Teppis" mentioned in another thread how mission editor uses client/user settings and not the editor settings! And I tested it with AV-8B Harrier. I set in the mission editor last week quickly for a new test mission for AV-8B Harrier a infinite weapons and I removed ammunition from the Harrier. 

     

    That has been translated to all my modules and missions!

    When I now load any earlier mission (before Hind was even released), all the client/player planes where I step in gets infinite weapons AND zero gun ammunition.

     

    The reason why I can't fire cannon on start, is that I have 0%. 

    I have infinite ammunition, that means once I launch all the rockets, it rearms itself in the air and 0% for gun becomes 100% for gun. And that is moment when the gun starts working. 

     

    I did notice that I had some problems with the rockets at some moment, as suddenly last launch was just a couple rockets, and then only left side of the pods launched last series. I didn't register that as I stopped using rockets on that moment, even when I wondered how the last rockets could be launched only from left pods. 

    I didn't allow Petrovich to use more than four missiles as that is what I have only, so never saw him launching more than four. 

     

    This doesn't explain that why on "Raptor9" the cannon fires cannon before and after rockets on my track file....

    (although I don't know what he exactly means with "replicated"). 

     

    So I have made the change in new mission for AV-8B (nothing to do with Mi-24 or the test mission for it), and then I have loaded the Mi-24 mission and wondered the cannon problem, even when it earlier worked properly. And I have saved the track from that mission here and it is empty as well.

     

    Addition: I just rechecked that I created new mission, changed the Mi-24P gun ammunition to 100% and saved the mission.

    Now other older missions I load there is 100% ammunition again, as should. 

  18. Amazing work!

     

    Really apricated the will to release the files.

     

    I am going to print this for VR purposes, to get it as front panel over head for proper position. Just requires some invention to get it come over head (so nothing is on the front section otherwise). 

     

     

    • Like 1
  19. 9 hours ago, TomChaai said:

    The way Mi helicopters are meant to be maneuvered is to hold down the trimmer button whenever you move the cyclic, this ques the autopilot to temporarily give you more control.

     

    It is just other of the possibilities, when you make large maneuvers then hold and release. When you are maneuvering at the normal manner, you just keep tapping the trimmer at the rate you want to have controls to stay still.

     

     

    That is similar for the Kamov. 

     

     

     

    Important part is just to know both ways, and then use them when the situation is such where other is preferable.

     

    • Like 2
  20. 10 minutes ago, iFoxRomeo said:

    I think I found your problem.

    Did you use a preset loadout? It appears you chose yourself.

     

    I only use presets because custom brakes the system. It is the second last, the only one with S-5 rockets (editor says name as "4xUB-32+4xATGM_9M114")

     

    10 minutes ago, iFoxRomeo said:

    In your track I can't shoot the 30mm also. But once I remove all weapons via the "empty" loadout, the 30mm shoots without me having to change a switch.

    Fox

     

    I just checked my first three flights in the Tacview on the release day, the cannon works perfectly fine then.

    Now today the cannon doesn't work. Same mission, same loadout, all untouched since the last flight. 

     

     

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