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Fri13

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Posts posted by Fri13

  1. 1 minute ago, Raptor9 said:

     

    Did you start off empty and then load weapons after getting into the aircraft?  This might be a bug report if someone else hasn't filed it already.

     

    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

     

    temp_1.jpg

     

    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?

  2. 4 minutes ago, Raptor9 said:

    Just ran two tests.  Created new mission with two Mi-24P's on Batumi.  One set to "Takeoff from parking hot" [Hot Start] and the other set to "Takeoff from ramp" [Cold Start].  Both aircraft had 30mm pre-loaded.

    1) Loaded into Hot Start, flipped SAFETY SWITCHES to ON in front set, flipped FIRE CNTRL switch to ON in back seat, rotated knob to FXD MG-30, got the illuminated "30" on the ASP-17 indicator, and pulled the trigger.  Started firing.
    2) Loaded into Cold Start, started aircraft normally, and repeated the steps in the first test.  Same result.

    Never did anything with Petrovich.  No issues.

     

    On me it doesn't happen that way. It stays silent.

    Seems that I need to fill a report with track file for it. 

     

    Quote

    BTW, according to the Quickstart manual, the FXD MG-30 RELOAD button and the left and right RECHARGE buttons aren't supposed to be simulated, so you shouldn't need to mess with those since gun jams aren't simulated.

     

    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). 

  3. On 6/13/2021 at 10:17 AM, Blackeye said:

     

    Those existed all over the world back then though - even some civilian aircraft had them, e.g. Hawker Siddeley Trident:

     

    Trident_flight_deck_moving_map.JPG

     

     

     

    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.

     

  4. 11 minutes ago, Raptor9 said:

    The only thing Petrovich does to enable firing non-ATGM weapons is hit the large weapon arm switch in the front seat on the left side. Looks like 4 switches in a row with a rectangular paddle welded around all of them. I just mapped it to a keybind to toggle it from the back cockpit.

     

    Otherwise when you tell him to ready weapons, he flips that switch and then warms up all the ATGM-related stuff.

     

    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.

  5. 1 hour ago, gregfp66 said:

    Okay but how am i supposed to use this table? How do i estimate range to my target? How do i use the parameter they give under each weapon?

     

    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... 

     

     

  6. 16 hours ago, sublime said:

    I've noticed unlike almost everyone else I prefer the cannon to be set on high rof (the fixed 30mm)  considering you need to be precise in dcs and how drastically the rof is increased the high rate to me seems perfect almost like a Russian Gau 8 lol

     

    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. 

  7. 3 hours ago, VampireNZ said:

    One small point - you need to be pointed at the ground for the sight to work correctly (so some decent speed on).

     

    Yeah, fixed reticle needs to be pointing downward for system to calculate anything.

    So you can't hover and ambush anyone with a fixed cannon or rockets, or even missile.

     

    3 hours ago, VampireNZ said:

    Seems obvious I know, but easy to be 'too level' and it won't be able to calculate CCIP properly. If you are positioned correctly you can get good accuracy out at max range.

     

    Yeah, easy to get so as trying to stare the moving sight, instead fixed one.

    But it still does work so odd manner.

     

    3 hours ago, VampireNZ said:

    If you want to sit there hovering and shooting gun/rockets, just use fixed sight and fire-and-adjust.

     

    Doesn't really work as you are so inaccurate and you start to gain speed to get nose down enough for proper ranges.

  8. 19 hours ago, Nealius said:

     

    From an altitude a little less than 1,000m I can get rockets in the general target area from about 2km, but no direct hits and zero damage on M113s. To score hits I need to be well within their 50cal range and I just get chewed up.

     

    But do you get CCIP sight moving to proper position, or are you required use fixed sight and estimate range?

     

    At longer ranges rockets spread, those are area of effect weapons after all. Problem is we don't have fragmentation modeling so you need direct hit.

     

    But that is not the question here, but that why the CCIP stays so low and incorrect until you get so close to targets that they get to shoot you first?

     

    Like how can you make a ambush from hover with rockets or gun when you don't get sight telling where you are hitting?

    • Like 1
  9. 5 hours ago, The_Tau said:

    I might be stupid and i missed something, but for me very often CCIP is stuck right in the middle of fixed cross (they aim same point), range changes but cross remain stuck. CCIP for 30 mm gun seem to work fine, but for S8 rockets it works exactly same as fixed cross. Did I forgot switch somewhere?

     

    Either Manual/Automatic switch left of weapons selector knob.

    Or left edge on ASP-17 sight, the bottom black switch for Auto.

     

     

    • Like 1
  10. 4 hours ago, wowbagger said:

     

    Reproduced. I have asked if this is a bug or intended behaviour.

     

    Cheers

     

    Good. As I tried to make the track for it in my first reply, but in all my tracks my helicopter crash 15-20 seconds after take-off. They don't take altitude but just keep going oddly to ground. Even if I take-off to totally different directions or methods, all just keep flying that time and then crash. 

    So 100% impossible get any track files generated at this moment. 

    • Like 1
  11. 13 minutes ago, pappachuck said:

    I saw that, and I used it. But it did not want to engage the autohover, route , speed or altitude modes. it simply does not turn on. those 4 on the bottom works fine though.

     

    Autohover requires you to be in very good condition (hover) to start. 

    The route seemed to work for me, not sure about speed. 

     

    Something kept turning off after a second or two, don't remember which one. 

     

  12. 1 hour ago, TomChaai said:

    Not sure about Mi-24, but the Mi-8 actually had switched in the pedals. With feet on the pedals, the yaw channel heading hold and the pedal force trim is inhibited so you can freely use pedals for control inputs.

     

    All trimmers are gone through in this video (IIRC it is from the developer)

     

     

     

    • Like 4
  13.  

    1 hour ago, pappachuck said:

    I still could not engage auto hover, or any of those. I wanna be able to fly in straight line at constant speed too

     

    Check next to your left knee. You have all channels there. 

    You press the buttons (Green = ON, Red = OFF) and you adjust them by trimming.

    AFAIK you don't need to be rotating knobs that you see there, while they do work. 

    You have your automatic speed holder, hover mode, route mode etc. 

     

    AP channels.jpg

  14. 1 hour ago, WinterH said:

    My conclusion: learn judging range and manually shoot a huge salvo from maximum range, and hope for the best. CCIP is decently accurate, but only at ranges that aren't useful against anything that can fight back, so feels like more of a mop-up tool. Perhaps it is due to the nature of the system: just triangulating based on nose attitude and radar altimeter reading. So the ranges it can provide meaningful calculation is limited maybe?

     

    Only reading it can get are radar altimeter, and vertical attitude from gyro. Both values are instant in the avionics, just by looking radar altimeter and attitude.

     

    Now, why does it take so long for CCIP to start raising from the bottom, even when it range scale works? 

     

    It is waiting for that 500 meters or something ranges before it suddenly wakes up and decides "Let me show where you really shoot at".

    Before that you have it snoozing and drooppiing bottom.

     

     

    1 hour ago, WinterH said:

    Until I get better with it, manual salvo from long range tends to get 1-4 kills with all 80 rockets for now. Terrible huh? Not really, because usually it does suppress by damaging threating units enough so that they can't fire back anymore!

     

    It isn't terrible at all. Need to remember that you likely have 2/4 helicopters in one wave, and then 3-4 waves coming in. There is a lot of firepower just with rockets.

     

    Then you fly to rearm and return to do same.

    Enemy can't hold their ground for long against such attacks.

     

    I really like the S-5 rockets. 128 of them and 4 ATGM. That makes very effective attack.

     

    My usual test group was scattered to 200 x 500 meters area.

    4x AAVP-7

    2x M-113

    2x HMMV

    And it was surprising easy to annihilate everyone with rockets and gun.

    It requires 2-3 straight over flying. And typically third is the one when you get shot down. 

     

    Adding 4x ATGM to beging and you get all APC really easily, then finish with gun and rockets.

     

    1 hour ago, WinterH said:

    Then I move in with gun to mop-up. Even one or two rockets landing in general postcode seems to be enough to get MANPADS dudes (somehow, I feel like they die easier than regular infantry, but maybe wrong).

     

    I haven't tested against infantry, as infantry is abysmal in DCS. 

     

    1 hour ago, WinterH said:

    If you get that Shilka, Avenger, or Strela below 50%, they won't be a threat anymore, and rockets does have the range to do so when used manually.

     

    That is the problem, manually requiring to aim with fixed pipper. Range is there, but at the moment it is not much better than Mi-8. With such system I would have replaced it 30n years ago for something that gives some estimation even.

     

     

    1 hour ago, WinterH said:

    Accuracy gets dicey of course, but it's not like they are meant to be a precision weapon anyway 🙂 This way I can use rockets from 2-4ish kms, while the aiming computer only seems to work from 1km or less.

     

    I believe you should have a good idea at to that 3-4 km range, not accurate but area effect. Now the rockets hit so close grouping that it is difficult to aim.

     

    And I have so far being doing this testing at the famous X field at Caucasus. So flat terrain to start.

     

    But it can't be so that one needs to dive in 30° angle to get accurate pipper...?

     

    • Like 1
  15. 1 hour ago, Nealius said:

    I concur on the short ranges. I set the system to 1.5km yet the CCIP for the fixed 30mm, S-5 and S-8 rockets never registers in-range until I'm 300-500m away from the target, making me a sitting duck for the overdeveloped laser-skilled AI ground gunners. 

     

    What is your altitude?

     

    Try to pop-up over 500 meters to engage targets at 2 km.

     

    Would need to turn labels on to see proper ranges and how really the pipper works at higher altitudes.

     

  16. 20 hours ago, Northstar98 said:

     

    Unfortunately not, the reasoning being is that they specifically want to go for a domestic Russian Mi-24P version circa mid 90s (at the earliest), who that doesn't use the UPK-23-250s.

     

    And why would it when it has a 30 mm accurate 250 shell cannon? 

     

     

     

    20 hours ago, Northstar98 said:

    Though, unlike more sophisticated aircraft, I'm not sure what changes you'll have to make to facilitate the UPK-23-250 (I'm guessing it uses the existing position for GUV-8700 gun pod, though if so I doubt you'd have CCIP symbology (or you'd have the wrong CCIP symbology)).

     

    Probably replace a one circuit board in box that is associated with specific weapon selector position for calculating parameters and then the selector panel with proper labels. All done in logic that doesn't cause conflict with other weapons.

     

    But just to use them as in Mi-8, you probably could just mount them and select GUV position as you say. And then use manual ranging.

     

    20 hours ago, Northstar98 said:

    Hypothetically it should be relatively easier to do multiple variants of the Hind. I for one am still hoping for a late 70s/80s Mi-24V. As well as exports (such an NVA Mi-24P w. SPO-15).

     

    AFAIK the Mi-24V should be easy. Front cockpit layout to be redone from the front and left, add the rotating gunsight for operator and remove the 30 mm cannon externally, and slight modification to commander weapons panel to fire YakB in fixed position in case of emergency. 

     

    I would pay extra 30€ for Mi-24V variant in 3 years from now.

     

    For SPO-15 I would leave them as is out. Only really reason why, I would like to have a proper SPO-15 for Su-25A, Su-27S and MiG-29's.

    But because ED is making MiG-29A, it means that they would update the SPO-15 logic and functionality to other modules. This BECAUSE they said that when they do full fidelity module with SPO-15 then they will fix FC3 planes with it. 

     

    • Like 3
  17. 5 minutes ago, RealDCSpilot said:

    Okay, maybe this feature is real for the Mi-24? Normally, trimmer reset is a DCS function for the other helicopter modules to clean up an occasional trimming mess. IRL it doesn't exist, but maybe for the Mi-24...(???)

     

    Why? If in real one doesn't need trim reset as stick is physically right there at corresponding position. Why to deny Mi-8 style trimming where one press button 3-4 times a second in approach etc?

     

     

    5 minutes ago, RealDCSpilot said:

    Control helper activated? It makes an AI assisting you, based on your inputs. If not, than it's strange...

    Not activated. All assisting things off.

    Next time need to make video of it.

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