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razo+r

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Posts posted by razo+r

  1. Intercom is for communicating with the ground crew while VHF and UHF radios are for calling everything else. Calling other stations besides ground crew with the intercom won't work. You cannot tune a frequency on the intercom and you need to be connected by cable to the aircraft for the intercom to work. 

    In short: Yes, if you want to communicate with anything other than the ground crew, you have to use the VHF or UHF radio. 

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  2. On 3/24/2024 at 8:25 PM, Wiz said:

    10 months on the video...

    Full burner  

     

    TRK included

     

    Thanks for taking a look

     

     

     

     

    Mirage liftoff full burner - Copy.trk 366.65 kB · 2 downloads

     

    I am not quite sure if I see the same you described...

    You said you have a clean aircraft but the aircraft in the track is everything but clean.

    Anyway, in the track you manage to rotate at pretty much 125 kts, just like in the videos you saw you described, and you got airborne even before 160 kts, compared to the 175 kts you claimed.

  3. Don't compare to AI, they have a different flight model and generally do things different than a player. 

    As for the other, rotate and liftoff speed are different. When do you rotate or when do the guys in the video lift off? Are you in full afterburner? How old are the videos you are watching? 

    Can you attach a short track? 

  4. With missions like these it's usually also a good idea to mention what mods are needed to run it.

    I've taken a look at it and I cannot figure out why your groups are not moving, so I placed a new group with 15 tanks down and they all started moving without issues.

    Perhaps it's one of the mods causing some issues or something. Try to see if you can make the groups move but without mods.

  5. 25 minutes ago, markturner1960 said:

    Really helpful, thank you! If I may expand on some of those points:

    If a unit comes to a river it cant cross, will they just stop or do they move down to the nearest crossing point?

    They will automatically set up their pathing to the nearest crossing point. 

    25 minutes ago, markturner1960 said:

    I discovered they can move through a wood no problem, what about steep hills / mountains, how does that limit their travel and does this vary depending on the type of unit? 

    There was a bug where incline didn't matter so the units were able to traverse vertical inclines. I don't know if that has been fixed, but generally inclines make them move slower. 

    And ground defined as "forest" will impose a speed restriction on the units even if there is no tree around at all. 

    25 minutes ago, markturner1960 said:

    So there is no way to make an infantry unit apart from placing say 50 individual soldiers in a group ?

    That is exactly how you make a group. You don't place them manually, you just expand the group like you would add a wingman to an aircraft. 

    25 minutes ago, markturner1960 said:

    Can you direct me to a script for the infantry loading etc? 

    Sorry, I dont know the name of it. I just now it exists. 

    25 minutes ago, markturner1960 said:

    Is there a way to quickly jump to individual units apart from cycling through F7? And to keep track of group status and damage etc? 

    For damage look on the F10 map. 

    For viewing a unit, select it on the F10 map and press F7

     

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  6. 1 hour ago, EmJay22 said:

    My controls set up shows "Enable visual recon mode" for MOUSE_BTN2 and it is not mapped to anything else. It does not make those red things show up. When I press mouse button two in game, nothing happens.

     

    I do have Force cursor to show, toggle which is set to LACT + C also set to a mouse button so I can look around the cockpit when not using TrackIR, such as when trying do a lengthy manual cold start. That does not produce those red things. 

     

    By default, if the yellow mouse cursor is turned off, a right mouse button click activates the red crosshair. A left mouse button click spots units/deactivates the crosshair.

  7. Well, any change in speed also results in different forces, and that in turn will require you to constantly trim for the new speed. So unless you maintain perfectly the speed you trimmed for, you will always have to readjust the trim. That is how a non-FBW aircraft handles.

    But if you still feel something is wrong, perhaps you should upload a short track.

  8. 30 minutes ago, markturner1960 said:

    Hi, I am making a mission with a "Ground war" going on and realised that while I kind of understand how to build missions with Jets, I dont really understand much about the ground units.....so I have some basic queries to hopefully save me some time:

    1) When placing infantry, are these individual soldiers ? Can you place them in units such as a company or section? Or do you need to do each and every individual soldier?

    If you place down a ground unit you can increase the group size like you would for aircraft. Only difference is that a group, unlike an aircraft group, is not limited to 4 units per group but pretty much hundreds of individual units.

    But yes, you place down an individual unit. So if you select Infantry AKS, you get 1 soldier. Increase the group size and you'll get more.

    30 minutes ago, markturner1960 said:

    2) Following from 1, how do these operate? I made a group comprising some tanks, some Bradleys, a couple of SPG's and then some infantry and a couple of mortars -  like a Mech battalion, around 25 individual units. I can give them waypoints, but will they advance at the rate of soldiers walking? 

    I think they will indeed move forward at the pace of the slowest unit in the group. I don't think mortars move though so you might have to delete those out of the group.

    As a workaround, you could seperate infantry and vehicles in different groups, or use scripts that load/unload infantry automatically (may affect performance though depending on the amount of units involved)

    30 minutes ago, markturner1960 said:

    3) What is the "logic" for them engaging the enemy? Obviously infantry IRL would use cover etc if engaged, at what ranges will they detect the enemy and how do they do this? 

    If unit in range -> shoot, if unit out of range -> move. There is no taking cover. They will stand wherever they currently are and engage the enemy until they are dead or the enemy is dead.

    The range for detection is visible on the F10 map/editor in form of the red circle. Anything in it can and will be engaged if possible.

    Detection also depends on time of day though. At daylight, they have max range, at night they will have severly reduced range.

    30 minutes ago, markturner1960 said:

    4) Is their movement affected by the terrain? Can they cross water for example or must they use a bridge? 

    Small rivers can be crossed, larger ones need bridges. Same logic as any non-amphibious vehicle in DCS.

    30 minutes ago, markturner1960 said:

    I guess in a way, I want something like Company of heroes going on, but I think the reality is a little different isnt it? Does teh fact that I have combined arms give me more flexible options etc? 

    Doing something like COH will be extremely tedious as the AI in DCS is severly limited and finiky to control. 

    Having combined arms will not grant you any more options in the editor, but it will allow you to control the groups ingame. So in that sense yes, a COH-like option.

    • Thanks 1
  9. When you say perfect level, do you also mean you perfectly maintain the speed at which you trimmed the aircraft? 

    If yes, have you already tried removing all mods and running a repair? 

    Have you also checked that the game/arcade flight mode is off? 

  10. 13 minutes ago, DarkSideMaster said:

    I don`t know exactly what it is.

    I think it was mod BY CURRENTHILL - ruZZian armor. I deleted it and this bug is gone. But I don’t know how this was connected and what the F-16С has to do with it.

     

    Mods are known to cause issues that are not related with the mod in any regard. Like the A-4 mod that once upon a time made people in a Module fall through the map. 

    So it is always a good idea to remove all of your mods, running a repair and try again when you encounter something strange. 

    • Like 1
  11. Try to reproduce your issue in single player. Then, when done, quit the flight and in the debriefing screen you'll have the option to "save track". Press that and upload it here. A track helps us identifying any potential mistakes or missetups.

  12. Some tips for you, OP:

    Don't say anything about speed. Just say "Fly AoA". If you fly the AoA, the correct speed will be a result of that. And since you only said below 10'000lbs of fuel, 150kts might work at higher fuel loads while for lower load even your mentioned 140kts could be too fast. So just say AoA, and the speed will result of that and it's also one thing less to worry about. 

    Additionally, the optimum AoA depends on the weight. So yes, you did mention under what general weight you write these tips for, but saying 160kts is wrong, which is obviously for a high weight, is not really helpful. So again, just go by AoA, "ignore" the speed. 

    On top of that, the stall speed is dependant on the AoA, not speed. If you are light enough, you might even be able to fly 130kts. In order to stall you just need to exceed the critical AoA, and if you fly the correct AoA for landing, you will never exceed the critical one. 

    Also, if you don't trim the aircraft, it will not result in a stall. Trimming is mainly to reduce or remove the forces on the stick. You can enter a stall regardless if you are trimming or not. You can also fly just fine without ever trimming. It will just be really exhausting, but it is possible. 

    So in summary, learn how these different things interact with each other or don't even have anything to do with each other. 

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