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Fri13

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Everything posted by Fri13

  1. Yes we have, as I said; circulus in probando. Such a defense is hard when facts, historical or technical doesn't matter. Your opinion doesn't matter. Hence your circular reasoning. There is no argument in it.
  2. 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.
  3. Likely not, because circulus in probando.
  4. 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).
  5. 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.
  6. I haven't tested all the required parameters when it should return to safety mode....
  7. So at least two incorrect things happening. 1) Selecting any other than T0 (Target Point 0) should automatically designate it, by boxing the DESG automatically. 2) Undesignating using NWS should unbox DESG.
  8. 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.
  9. 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).
  10. Fri13

    Yaw SAS

    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.
  11. 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") 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.
  12. It isn't, but tested it anyways to make sure that there wouldn't be some odd random change to have a jam.
  13. Exporting the map box could be nice thing for many.
  14. White pixels jumping around usually meant problems in either clockspeeds, a VRAM or GPU. Try to underclock card for both.
  15. Thanks for confirming that it is on my end. The slow repair didn't offer any help. But this was a fresh new install (clear user configs and DCS).
  16. I didn't. A pre-made weapon loadout. I just don't get my head around as everything should be properly set. Made a quick hot-ramp start-up test for a track file. Temp_1.trk If you can check that does it happen to show on you that I would be firing the cannon before and after rockets, it could solve that it is just on my side?
  17. On me it doesn't happen that way. It stays silent. Seems that I need to fill a report with track file for it. I expected that, as it should be for the jammed weapon, but tried it few times nevertheless if it would help for some reason (why included it in those all).
  18. While the moving map with a paper map is known thing at the era, those implementations differ. Example in that picture you can see that the position is shown with a physical pointer that can only move left/right, and is always positioned to center. And then the vertical position is changed by winding the paper map on the rolls. In a some manner you could have the map with very long strip as route, and you would not need to care much "there and back" as it could show it right. But IMHO the Mi-24 used design is better, as you swap the board in the box and the strip moves around (vertically and horizontally) and you have stationary map all the time in the box. For some reason I like more of these physical paper map boxes than digital ones. I am just little annoyed that what map is used in Mi-24, and how the waypoints gets all mushed together if you have them close by. Basically rendering them unusable for simple "there and back" as training ground map. But they are good at those long routes when you can see each leg markings nicely.
  19. Doesn't help. That is up, but cannon can't be fired. Rockets go, but cannon stays silent. I get cannon active only after some time when Petrovich has launched couple missiles or I have put 1/2-3/4 of rockets out. Sometimes it has worked as first thing, but that has been rare. I just need to wait that Petrovich says that weapons are ready, use rockets and let him launch missiles and then check is it that time possible use a cannon. So he does something in his cockpit to enable cannon fire.
  20. You estimate target range by visually. Just by the experience. You use the terrain elements and situational awareness to know that what is your range. First I recommend learning that by using labels. You get quickly hang of it that what is the range by at least 500 m level, and then you can start disabling the labels when you are comfortable with it. You just go by "shoot, check, correct, shoot" a lot at first. At close ranges you just need your fixed sight and you already know where you are going to hit. It can be just now very challenging because AI knows your flight path because your controller, so they can predict perfect shots. But that is as well their weakness that as long you keep small movement on the cyclic to pull variable pitch or roll based target aspect, they don't hit you (you control their accuracy, that is totally unrealistic). The other problem is that we don't have damage modeling for ground units and no fragmentation for rockets and shells. And that means you need to be far more accurate with the weapons than you should. So, you will have plenty if annoying time to learn to use area of effect weapons in manual mode, trying to hit a driver in the cockpit with the rocket or shell, while you need to give them false positions to shoot at...
  21. I like to use the cannon in low speed for nice "sniping". It is so accurate at flat terrain that you are just "cleaning the area" with it. But, in the danger close pop-up attacks, it is high speed. That recoil makes it easy to hit targets even if you manage to already pull little over the target, the recoil pulls nose nicely down and you get likely hit. I have come to trust more of the fixed reticle than calculated one, as it requires so ridiculous altitudes (500-700 m) and high dive angles (20-30 degree) to be usable, leading often to overspeed and high risk to maneuver while AI is shooting you down. There is just something fancy with that single tapping capability. If you have a lot of trucks, APC and such, they can be so nicely destroyed without wasting rockets or anything else.
  22. What does Petrovich need to do in the front cockpit to make 30 mm cannon possible be shot? Player can make the rockets launchable just by flipping few switches and selecting "rockets" in his weapons panel, but not the 30 mm cannon.
  23. Placeholder. I am hoping to see a proper VR implantation where you can look at the sight area and then you see similar in there. So you can move head up and look around, and head back down and get the view.
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