

flo57100
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Everything posted by flo57100
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Honestly, I expected crashes, or my PC struggling on its knees. No, no, NO, this is a GREAT update, thanks and well done ED ! Here a test video I made, 4500 meters over the Caucasus mountains in (or on) winter overcast weather https://www.youtube.com/watch?v=vepPSWzLiRc
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...is not the hind itself, I am sure we will have an outstanding module. No, my concern is hind vs AI. What I mean is we will have at release Shturm, which must guided within an engagement distance of 4km, which means we will have to fly straight on the target we want to kill. And 4km being within engagement of vehicle lanched ATGMs, and DCS AI being what it is (dumb as hell to do certain tasks, but have an eagle eye and sharpshooter skills), engagement may not have a happy end for the hind. What do you think guys ?
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Who will win the race between the Mi-24 and the OH-58?
flo57100 replied to Razorback's topic in DCS: Mi-24P Hind
Whoever will win the race, it looks like 2021 will be the Year of the Helicopter on DCS. However, in my opinion, 2 things to be fixed so we can fully enjoy helicopters in DCS: - Please ED, fix the AI, so there are no more death snipers. I mean, when facing infantry with the Mi-8, one, ONE bullet hit from infantry ends up with main hydraulic failure, and crash 2 minutes later. So, imagine what it will be in the OH-58 when flying low and dropping smoke grenades like real life videos we can watch on youtube. And, REALLY, who will proudly stand up, AK in the hand, facing a attack helicopter flying right on you, vomiting full baskets of rockets and gun shells (that's for the Mi-24 ) ? Normal (real) reaction would be to hide and save your skin (or try to). - And speaking of rockets, may be it is time to change the damages done by rockets. I mean, I already saw a full convoy of vehicles (And I'm talking of regular trucks, not armored vehicles) still intact, even if the whole road is scattered of craters made by salvo of high explosive rockets. It feels like the rocket have to land pinpoint on the vehicle to destroy it Anyway, can't wait for new choppers releases -
DCS Super Hercules mod by Anubis
flo57100 replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
In case someone is interested, I leave this here, right there... C-130J Manual here: https://drive.google.com/file/d/1P0iczQimU-J5-BRWIRD-02NItZXgCsso/view?usp=sharing -
DCS Super Hercules mod by Anubis
flo57100 replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
THAT'S IT ! I managed to make Dimitriov's fantastic frenchpack compatible with Anubis' awesome Hercules: https://youtu.be/lI7xYZsPL-c My modified files are there, just copy and replace the original files in the hercule's mod folder but before PUT ORIGINAL FILES IN A SAFE PLACE !!!! Hercules_Loadout.lua Hercules_Cargo (frenchpack).lua -
DCS Super Hercules mod by Anubis
flo57100 replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
Hello there ! Does anyone knows what to look for and where to look if you want to add transportable vehicles ? I would like to allow the Hercules to transport vehicles from Dimitriov's frenchpack but I have absolutely no clue how to do it -
DCS Super Hercules mod by Anubis
flo57100 replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
AWESOME mod ! Thanks you Anubis ! Just started my "longest continuous DCS flight": - take-off from Al-Minhad, flight all the way north-west along the Koweitian coast, - when reaching the "end of Persian Gulf map" over southern Irak, I have an other mission loading, starting at the south end of Syrian map, - flying eqstward in jordanian airspace, turning northward once over Isreal and technical stop at Beyrouth airport - take-off from Beyrouth after refuelling, flying north-east over the sea, away from syrian airspace, and turning east-north-east when over Turkey until the "end of the map" - other mission loads, starting over the south-west end of Caucasus map on the final way to Senaki As it is a WIP, I wish the navigation screen/functions will come soon, battlestation and big guns can wait I leave you my "navigator utility board" attached, really useful (but you decide ) Navigator Utility Board.xlsx -
Good morning, OK, I tried the brakes. From what I saw, at cold start (BUT BATTERY IS ON, as gage needs electrical power), brake pressure gage shows 0. In my opinion, this is wrong as there should still be hydraulic pressure from the brake accumulator. An other thing that seems wrong (but I might be wrong), when engine is running, pressure gage shows 0, and when you press brake pedals, pressure rises and drops back to 0 when you release the brake pedals. It should be the opposite. When engine is running, you should read brake pressure on the gage, when you press the brake pedals pressure should slightly decrease, and brake pressure should go back its initial value when you release brake pedals. An other clue that makes me think this hydraulic brake pressure is wrong, is the fact that if you do not have hydraulic pressure available from the accumulator on a dark and cold aircraft (cockpit brake pressure gage should show pressure available, not 0), you may have to tow the plane out of the grass because there is no more hydraulic pressure to keep the parking brake applied (OK, shocks should be in place in front of wheels, be let's assume they are not). But it would be nice to have the view of a real life harrier mechanic or crew chief, to be sure, I do not work on this plane, I can not pretend to know how it works exactly IRL
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Hello there, I just had a look in the NATOPS manual, in the last pages where you have a complete diagramm of the harrier hydraulic. If you look at the center of this diagramm, in the bottom part of it, you can find a brake accumulator with its charge valve in nose gear wheel well, pressurised by: - either main hydraulic system 1 - either the hydraulic manual hand pump So, in my opinion, you should have brake pressure available from the accumulator during cold start. As you can see on the diagramm if you look at it, the cockpit brake pressure gage is even shown with the accumulator And, if you want to see if it is 100% accurate, check during cold start if you have brake pressure indicated. Before you start the engine or the apu, press brake pedals a few times, pressure should drop to 0. And, after engine start, pressure should increase as it is now pressurised by hydraulic system 1. I will try on my side when I Wil be back from work, or tomorrow morning
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Hello again, I did quick tests before going to work: - GBU-38: see initial post with the video. Strange behaviour when dropped from 35000ft, miss targets even 100% hit probability. However, hit all targets when dropped from 25000ft with 15% hit probability - GBU-32: always fall miles too short when dropped from 35000ft even with 100% hit probability. When dropped from 25000, always fall miles too short if not released between 90-100% hit probability. - GBU-54: Same as GBU-38
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Hello Elmo, I tried and noticed that strange behaviour with GBU-38. I will try with other jdam tomorrow morning and will post the test result
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Hi harrier pilots ! A strange behaviou I noticed regarding JDAMs. Happened when releasing bombs in pre-planned and in TOO (single bomb and ripple relase in both modes): - When releasing bombs from 25000 feet on pre-planned targets or targets I marked as markpoints with TPOD, no problem, fly in the circle, pickle, pickle, pickle, pickle, 4 bombs gone, 4 targets destroyed - When releasing from 30000-35000 feet: bombs are overshooting over the targets, acts somehow like "waking up" when over objectives, pull like crazy when passing over (some kind of "bomb split S"), and of course miss, see youtube vidéo: Could someone explain this ? I first thought air density (or lack of) at this altitude might trigger a poor JDAMs control surfaces response, but in that case they might fall too short, not overflying targets ?
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I confirm that bug on my side
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Hello there ! Could someone please remind me how to set up a waypoint/tacan offset please ? I did not fly the bird since a while now, I could do it before, but not anymore, maybe some things have changed since ?
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Hello there, A bug I just noticed, the rain fall direction influenced by wind is wrong, it is 180° inverted. Look in the attached screenshots, pay attention to wind direction shown by the small flag attached to tires and by the windsock, and pay attention to the direction the rain seem to fall from. It is 180° in the wrong direction, the rain falls opposite from wind instead of falling with the wind For info, the tires and the windsock are DCS vanilla objects, there are not from any mod
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See that black-marker-drawn cross on the cockpit bubble in front of you ? That's your gun sight :megalol:
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When you have your target in Tpod, uncage the mavs from Stores page, maverick should be directed on your target. Then, press sensor switch forward, you should see IRMV displayed on the maverick display. Then, when your in range, press and hold TDC down (not aft), the crosshair on mav display will be full, you can launch
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Hello ! Thanks or these updates ! Are these features already implemented, or are they planned for an upcoming update ? I went in EHSD screen, map options, selected and boxed overlay 1 with right column LSK, but nothing. Did I missed something ? And how do you setup these AAR zones and ingress/egress yellow/magenta routes ?
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I tried to AAR by night with gammas set to 1.7: Night looks more like night, but: - Cockpit is still too dark. Here is an old video (June 2018 from previous version of open beta for comparison, before ED implemented the new lighting system: - Light sources (for example the refuelling probe or landing gear light) seem too weak, they don't really light very far (compare with previous video, wehere you can see the KC-130 slightly illuminated as I approach for contact) - In my opinion, FLIR "lighting" has to be tweaked, in the harrier the sky appears like a big greenish block in 2.5.6, although it was perfect before, as you can see in my 2018 video, but maybe it is like that IRL, I honnestly don't know. Here is what FLIR looks like in 2.5.6:
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[ALREADY REPORTED]2.5.6 Tanker invisible beyond 1.6nm!
flo57100 replied to Gizzy's topic in View and Spotting Bugs
I experienced the same in the harrier: - KC-135 MPRS Tanker visible as a dot in the sky from far way, both with eyeballs and the FLIR - Then tanker become invisible for my eyeballs BUT is still visible on the FLIR screen - Then, tanker reappears at 3-4Nm distance -
Hello there ! Is it planned to have fully operationnal Vrest cruise page ? Although the left column (optimal cruise) is functional, right column (actual/current cruise) is inactive. And it is not yet possible to manually enter parameters via the ODU, like wind direction/speed for example. All Vrest pages informations and functions are clearly explained in AV8Bna NATOPS manual, pages 2-77 to 2-85 And will we have working STO parameters, for example nozzle 55-50 (instead of always 60) for really heavy harriers and working ODU interaction with this page ?
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What I want is destroying player aircraft/helicopter unit in a specific zone (here DA Groomlake) I had a look on the web, and I try to copy/paste some lines from some scripts I found, and I came to this: local units = mist.makeUnitTable{('[blue][plane]','[blue][helicopter]')}, -- make list of all blue planes and helicopters local zone = trigger.misc.getZone('DA Groomlake') -- get the trigger zone local inZone = {}, -- table of units inside the zone local function check() for i = 1, #units do -- iterate units if Unit.getByName(units) then -- if returned local u = Unit.getByName(units) if u:getLife() > 0 then -- if it is alive if mist.utils.get2DDist(u:getPosition().p, zone.point) < zone.radius then --if it's une zone u:getController():function unit:destroy() inZone[u:getName()] = true end end end end end end Of course, I tried it and had mist error message in game. But am I close from something ? I copiedpasted some stuff, but I do not know anything about lua