-
Posts
538 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by Reaper6
-
You can see a lot thru the track. But also I have a HOTAS, which is "synched" when entering the simulation. So switches you might have on or off may not be the case for me or others. I saved this track as a mission file and ran different scenarios with it using mission editor. I flew the default mission, which is an air start and experienced the same slewing problem as you. I ran the mission using a cold start from the airport, and experienced no problems at all. So this bug may well be caused by the autostart function in which some of the switches are not turned on. Possibly even with the K041 switch, in cold start it takes a few minutes to get "ready"(up to 4 minutes). Where as a hot start/autostart/or already in the air may have a different result. Weather may also play a part along with temperature, try the same scenario in the summer and see if you get the same results. I think really though it may be part of the hot start, at least from my perspective of doing the mission from starting in the air and having the slew problem. And then from a cold start at the airfield and having no problem. Reaper6
-
You need to post as much detail as possible when this situation happens. So the devs can possibly recreate the scenario when this happens. Such as... What is your air speed, what weapon if any is selected, is the target moving or stationary, laser on or off, What your location is, what is the targets location, on which map, did you autostart or manual, is it near any building power lines or trees that could interefere with the line of sight of the Shkval. These are things the devs really need, basically the exact state of your heli when this bug happens. This is why they posted this thread https://forums.eagle.ru/showpost.php?p=577014&postcount=1 (that hardly anyone reads before reporting a bug). More than likely the devs will ignore anything without this information, because it would take them hours and hours looking thru code with little to no information. Next time you experience this bug, pause the game and note in much detail as possible what is going on. Just a suggestion... Reaper6
-
I think this has been a thing since the introduction of BS2. It has something to do with the laser. If you turn your laser off and uncage Shkval, it will stay, if your laser is on and do the same thing. Once in a while it will wonder off, maybe due to gyro in the laser stabilization or something, who knows... I generally keep my laser off until I'm ready to fire, and I've had no more problems with it. Reaper6
-
104th Phoenix - Operation Longbow - Dynamic PvP Mission
Reaper6 replied to 104th_Maverick's topic in Multiplayer
FARP Mustang is able to be captured? -
104th Phoenix - Operation Longbow - Dynamic PvP Mission
Reaper6 replied to 104th_Maverick's topic in Multiplayer
Personally I think the mission was just fine. I don't think most people realize what it takes to put a mission like this together. I think to get rid of the manpads, make it only daytime, 120Cs, etc is ridiculous and is what you would expect in a real life scenario. You're not good at flying at night, well... What better way to get good then, well.. flying at night! Complaining about manpads, when that is literally the only defense against jets that a transport chopper has(or had). You just want to fly right up to an unarmed heli and get a quick kill? ridiculous! This side has this advantage, that side has that advantage is all just nonsense to me. I get mentioning things that could make the mission better for everyone. But to take things out of the mission because it's "too hard", I think that is why most fly the 104th server. It's not the typical fly to this waypoint, kill this target and go to the next waypoint and on and on. I mean no offense to anyone, but most of these suggestions are just ruining the campaign. Anyway, great job to the 104th for running the server, you have way more restraint responding to some of these requests then I ever would. Keep up the great work! Reaper6 -
Rockets video using the Standby Reticle I set up a little target practice so I could record a rocket attack on various targets. With a load out of S8kom on inner pylons, and S8ofp on outer pylons. But hopefully got the idea how to practice rockets with the Standby Reticle. I'll try and put up more detailed information about the Standby Reticle later on. I think the rocket correction table is useful, but merely as a reference point. There are just way too many factors at play to give a solid "put the target on this mil line and shoot" instruction. Like with the military(at least in the US), every piece of equipment comes with instructions. whether those instructions are useful in real world scenarios is a different story. I would think that the correction table was made by an engineer(no offense), using math only for the calculations. Or else the correction table would not even fit inside the cockpit of the Shark. You would have a table for every type of target, every difference of humidity, Altitude ASL(for you and target), what is your direction of attack vs direction of the wind, on and on. So slap something on there that is small and makes sense mathematically and call it a day. There are tons of manuals how to get a good shot using a sniper rifle, mostly dealing with math. Which is not useless information, it's just a reference point when you fire your first shot. After that your logs, range cards, metrological data, experience, etc is what is most important. As for how the model in DCS is, I couldn't even begin to imagine(probably mathematically lol). TAKajq8QM3c Reaper6
-
Unguided rockets are in no means a precision ordinance. I believe the table is for the OFP rockets(HE, used against personnel, soft and lightly armoured targets). Considering you really don't want to get to close to use KOM to kill tanks and such, when you have Vikhrs. You can also research the "flashlight effect", when using unguided rockets. Basically a steep trajectory concentrates the unguided rockets into a small impact area. While a shallow trajectory spreads them out, much like a flashlight hitting the floor or wall at an angle. Unguided rockets are an area suppression weapon. With tons of practice sure you can knock out things with a degree of precision. I only mention using the Standby Reticle as a means of practice to better understand the use of rockets. There are a lot of factors that come in to play when firing unguided rockets. Your altitude, their altitude, your speed, their speed, your angle of attack, wind, etc etc. Which is why it takes hours and hours of engaging different types of targets with different types of rockets. The rocket data is just a guideline or starting point, from there you adjust on the fly. Using the Standby Reticle, you can estimate range of the target, speed of the target, etc. But most aren't that interested in getting in to all that... I recommend using the worst conditions imaginable when training, even night time, rain, snow, heavy wind, etc. So when the conditions are favorable it's 100x easier. Much like landing on a ship in the Shark, I would put the worst weather conditions, moving ship at high speed, and at night. So you land on a ship during the day when the sun is out, it's nothing. For me I load up the OFP rockets on multiplayer servers, just mainly due to the heavy manpad concentration(usually). But for me, they are ALWAYS A LAST RESORT. Your canon has a better standoff range then an accurate rocket does. I will even fire off a pair of rockets in the direction of an enemy aircraft, just so they will piss off and leave me to my work. 9 times out of 10 they only see the smoke trail, so that's all I need. But if you're really hell bent on being precise with rockets, then you're probably on the right path. Just tons and tons of practice, and trying new approaches. But I must say, I spent probably 1000+ hours of doing nothing but just rocket attacks to get anywhere near bring precise. Where your rocket hits a target is a big factor of whether you kill it or not. Reaper6
-
Please add height callout in Ka-50 for slingloading
Reaper6 replied to D4n's topic in DCS: Ka-50 Black Shark
I would guess so that it can ferry its own supplies to some forward operating base. Or perhaps just for "SPIE" rope(Special Patrol Insertion/Extraction)lowered into the pickup area from a hovering helicopter. Patrol personnel, each wearing a harness with an attached carabineer. Reaper6 -
Please add height callout in Ka-50 for slingloading
Reaper6 replied to D4n's topic in DCS: Ka-50 Black Shark
barometric altimeter, and ABRIS are also great when determining your height... Reaper6 -
Has anyone found a way to move the kneeboard position without failing the IC? I've tried using the kneeboard program as well posted in the forums. I'm running 4 monitors and I really wish ED would make the mirrors and kneeboard a dediocated viewport already. Reaper6
-
Vikhr missiles stop working after a while and nose dive
Reaper6 replied to fargo007's topic in Bugs and Problems
sorry sorry... Reaper6 -
Vikhr missiles stop working after a while and nose dive
Reaper6 replied to fargo007's topic in Bugs and Problems
What on earth are you doing at 300m???? The Vikhr will pretty much outrange most basic air defenses(as long as you stay 50m or less). 8.7km at 50mAGL, that's all you need. If you're trying to get 10km out of your Vikhr, you're putting the Shark in a situation it's not made for. Just my opinion of course... Reaper6 -
104th Phoenix - Operation Longbow - Dynamic PvP Mission
Reaper6 replied to 104th_Maverick's topic in Multiplayer
I say use what you got! If you get to transport manpads, then why put a time limit on them to engage. I depend heavily on jet pilots being lazy, which in most(not all) cases they are. Meaning they depend way to much on their electronics vs tactics or a plan. Which is why I tend to stay away from bulls/Gali most of the time. There have only been a few jet pilots that understand my tactics or the capabilities of the Shark. For the most part they have spent little time learning to fly, use the radar, etc. And then they think a helicopter is going to be an easy kill. I spent day after day getting shot down by jets in multiplayer servers(a long long time ago). Until finally I spent YEARS learning every single system in the Shark, learning just how far I can push it without breaking it. Hours and hours of practice in single player engaging HUNDREDS of AI jets. Hell I even purchased FC aircraft, A10, and others just to understand some of their capabilities. Now there are only a handful of Jet pilots that really concern me, and more than likely they have put the same amount of time and effort into their air frame. And for the most part you get tons of the "no way! you can't shoot a jet with a Vikhr, that's really suspicious". And they never realize the years and years you've invested into training to get to that level. I made the mistake of coming up to a huey guns blazing a couple times, to not waste a Vikhr. And now, unless I've seen them drop a manpads prior, I shoot a Vikhr and call it a day. I've recently been flying more of the Mi8, and you have little to no advantage when a jet is around. I don't get mad when I have to kill hundreds of manpads teams around Gali, it's part of the battle. Transport pilots get no love until someone needs an airbase captured, so whatever advantage you can capitalize on, I say go for it! Reaper6 -
104th Phoenix - Operation Longbow - Dynamic PvP Mission
Reaper6 replied to 104th_Maverick's topic in Multiplayer
Manpads can rearm if they are around friendly airfields/farps/ or supply trucks. You have to be a certain distance from the FARP you picked up the manpads, in order to drop them. You can only carry EWR(2 crates), right now as far as I know, as far as air defense. Which I think is useless at the moment because they are all invisible. All the other units are placed there at mission start, except for the ones spawned when you capture or in other scenarios. Manpads can also be partnered with ManPad Comm, in which they carry an additional 3 missiles. But I don't think that is the case in Operation Longbow, it's just 2 Infantry troops accompany them. Reaper6 -
104th Phoenix - Operation Longbow - Dynamic PvP Mission
Reaper6 replied to 104th_Maverick's topic in Multiplayer
I think the way it is it's pretty fair, considering it is their one and only defense in a transport chopper. It's frustrating to me too, but I understand the concept. And for some reason Blue has a couple AI AH-64D's, not sure what that's all about... Reaper6 -
Vikhr missiles stop working after a while and nose dive
Reaper6 replied to fargo007's topic in Bugs and Problems
https://en.wikipedia.org/wiki/9K121_Vikhr The missile is designed to engage vital ground targets, including armoured targets fitted out with built-in and add-on explosive reactive armor, at a range of up to 8 km when fired from a helicopter and 10 km when fired from a fixed-wing aircraft in daytime and up to 5 km at night, as well as air targets in conditions of air defense assets activity. The Vikhr-1 missile is part of the Vikhr-M system, which also includes an automatic sight and a depressible launcher. Adopted in 1990.[8][9] The automatic sight is provided with TV and IR channels for target sighting, a laser beam channel for missile control, a laser rangefinder, an automatic target tracking unit, a digital computer and a system for stabilization and aiming the sighting and beam channels. The automatic sight provides for target detection and identification both by day and night, automatic target tracking and missile guidance, and generates exact information for gun and rocket firing. The guided missile consists of a HEAT fragmentation warhead fitted with a contact and a proximity fuze, an air-dynamic control actuator, control electronics, a motor and laser detector. It is kept in a sealed launching transporting container. The multi-purpose warhead (two-stage HEAT and an additional fragmentation sleeve) allows the missile to be used against armoured, airborne and area targets alike. This is an advantage compared to the three different missiles required in the 9M120 Ataka-V complex. The use of the proximity fuze allows a near miss of up to 5 m and makes it possible to engage an air target at speeds of 500 m/s. The Vikhr missile laser beam control system provides for its precise guidance owing to data transmission to the missile in the course of its launch, which is excluded in homing systems. The Vikhr missile control system has high jamming immunity because its receiver faces the carrier, thereby protecting it from jamming signals. The high pinpoint target hit probability (reported 0.95 against stationary targets) is provided by the automatic target tracking system and highly accurate missile control system that makes allowance for changes in the parameters of the carrier and the target in the course of firing. The missiles can be fired singly or in pairs (at the same target to increase lethality). The high flight speed allows it to engage targets rapidly. The system is capable of launching Vikhr missiles against two to four targets during a 30-second period and starting at a range of 10 km, which increases its lethality to three to four times that of earlier systems. From the Manual-Pg 8-8 9. ИУ Beam-riding laser channel is active 10. ПАУЗА ‘PAUSE’ cue - cooling cycle of the laser range-finder in the Target Marker (“ПМ”) targeting mode 12. ТА-ИД Auto-Tracking engaged and the laser range-finder is active 13. ТА-ИУ Auto-Tracking engaged and the beam-riding laser channel is active From the Manual-Pg 13-4 Service limitations of I-251V Shkval Laser rangefinder operation mode for one flight, series: Each series consists of 16 cycles of 10 seconds with 5 sec interval between the cycles. Interval between the series, min: 30 Reaper6 -
Vikhr missiles stop working after a while and nose dive
Reaper6 replied to fargo007's topic in Bugs and Problems
You can now hit trees, power lines, and light poles. Which is rather frustrating at first... Reaper6 -
104th Phoenix - Operation Longbow - Dynamic PvP Mission
Reaper6 replied to 104th_Maverick's topic in Multiplayer
Sometimes I just prefer to stay off comms, I don't like hearing people eating in the mic or talking about random BS other than mission specific tasks. Especially when I'm trying to destroy an airfield or fighting off a group of jets. It can get pretty distracting listening to a bunch of garbage and trying to fight a war at the same time. I think I downloaded SRS a while back, and it seemed like a pretty cool addition. Only one thing though... People have to read the briefing for the freq. Or the mission editor needs to be defaulted to that freq(for every single aircraft). People don't even read the mission brief for what the mission is about let alone to get a radio freq. It's frustrating when people aren't on comms, but I don't think that will ever change. There are even times I just want to do my "lone wolf" stuff, and I don't get on TS. Especially now that I have been learning the Mi8, setting up it's controls, and Helios for it. I just tend to do my own thing, not because I don't want to be of assistance to the mission but I am learning new things. I think it's early and I'm just rambling. My take is if you want realism, join a group that uses SRS and proper brevity. Expecting everyone or even a significant portion of pilots on a public server to do it is not realistic, no matter how frustrating. Even when I'm on TS I'm usually off doing my thing(because every pilot thinks they know how to win the war all by themselves). But I try to be a team player most of the time, usually I have to change my screen name though. So I don't have a million jets looking for me. But some of the time, I'm usually off on my own doing a very specific task. I've flown the mission in single player tons to find the best attack position, where the targets are for a certain airfield, etc. I'm not sure if that's a sort of "cheating", but it has paid off big time! I think you all have some really great ideas, but I think on an open server it's going to be frustrating. It's always a pleasure flying with all of you, some really great pilots out there! Even though I wish the jets would leave me alone, if I never have to waste a couple Vikhrs killing jets that's always a good mission! I've really just learned to be patient, landing and wait them out. So I have the Vikhrs to attack ground units, especially since whatever they did with the F15. Seems like it's even harder to kill them now? Reaper6 -
Vikhr missiles stop working after a while and nose dive
Reaper6 replied to fargo007's topic in Bugs and Problems
Yeah, you use to have to break something, I always just landed really hard on the front wheel and it would break off. Then they would repair/reset the laser. I would dare to guess that the 300 seconds is only for the laser tracking "channel" for Vikhr control. Which I assume produces a lot of heat, so for this instance it would be smart to implement a fail safe into the Ka50. Preventing the laser from being damaged or over heating and only the ground crew would be able to cool it down enough or to reset the time limit. The second "channel" of the laser would be strictly for range finding, which produces little to no heat. So it can be used indefinitely. Reaper6 -
Vikhr missiles stop working after a while and nose dive
Reaper6 replied to fargo007's topic in Bugs and Problems
You only get 300 seconds of active lasing time. These "seconds" are displayed anytime your laser is initiated, in the bottom left of your HUD. I believe it is 3 seconds everytime you lase a target for range or to lock on a target. The timer for the laser when a Vikhr is fired is dependant on the range of the target(Esteimated time it would take to reach the range+3 seconds). Unless... You have Your laser switch in the "Standby"(Designator) position. Usually used for the Kh-25ml, in which case it will fire for a full 20 seconds--Once you lock the target, NOT when the trigger is pulled like with the Vikhr. Things I do to reduce laser use time. Have a switch on your HOTAS or something like that, that way once your Vikhr hits immediatley turn the laser off. Your Shkval does pretty well updating the range using different components of the Ka50. You don't really need to continuously lase the same target over and over(unless it's aircraft). But generally I use Vikhrs first, then go to guns and Rockets. Your laser still has enough energy/cool down to function for a few seconds, after it's "burnt out". Usually the 300 seconds is plenty of time for the engagements of all 12 Vikhrs fired seperatley. It's always a good idea just to repair after each sortie anyway, just in case. Reaper6 -
[2.5 OB] Names of villages do not appear on ABRIS
Reaper6 replied to Frank Murphy's topic in Bugs and Problems
I'm sure they will. When 1.5 was first released all the names showed in ABRIS no matter how far you zoomed out. The buildings are gone on ABRIS as well, hopefully they put it all back together. Reaper6 -
[2.5 OB] Names of villages do not appear on ABRIS
Reaper6 replied to Frank Murphy's topic in Bugs and Problems
You are still able to use the ABRIS search function to find cities. I think they'll bring it back. Same thing happened with the 1.5 release. Reaper6 -
Just to add my two cents... I think learning the trim in the Ka50 comes down to your own personal preference. Try all the options available, of which there are a couple ways. The Ka50 is not like any other heli or jet when it comes to trim, it is it's own beast. I spent hours and hours just flying around and trimming using various methods. How to trim it "just right" for the perfect hover, or how to trim it "just right" for Route Mode. Normally I rarely trim, because the Shark is so stable to begin with all you really need is Bank/Pitch AP. If you're flying with Heading AP on, you're constantly fighting it while turning. You can turn Heading AP off and back on again to "trim" to your new heading. Anyway, I think it all just comes down to your personal preference and hours and hours of trial and error. Much like the assignments on your HOTAS, I doubt anyone would prefer my setup. But it's just second nature now which button is for what. I have the 2 Cougar MFDs and the Warthog, an it took me a good 3-4 months to get it just right. Also people have hated when I've said this before. But READ the manual, believe it or not there is A LOT of good information to help. I don't say it to be mean, I just say it because the Shark in MY opinion is the most deadly of all the aircraft in DCS, IF you know the systems and how to employ them properly. Reaper6
-
Engine RPM suddenly only below 80% ? What did I break?
Reaper6 replied to D4n's topic in DCS: Ka-50 Black Shark
I've had this happen several times. -When landing on unpaved surfaces too many times(I'm assuming dust in the engine, even when dust/anti-ice on). Sometimes this causes a fire! -In multiplayer after typing in chat, some how keystrokes thru chat now affect keystrokes to your Ka50. -Over stressing the engine too many times. Leaving the engines in full power rather than auto. And even hard maneuvering constantly has done this. Or IAS Max too much can do it! -Also taking a bullet in the engine, even from small arms will affect the engine long term(Watch your gauges after being hit, even though everything sounds/seems fine). -Or could be you sucked up a bird into your engine... Reaper6 -
Thank you, I'll try that out. The only weapon I've been able to kill the Command Center with are 4xFAB-500. I've even tried 2x kh-25ml, and no luck. The FARP Command Post though, is about the same as a bunker. a couple of S8 rockets, and it was out of action. **EDIT** Scratch that! I just killed the Command Center with 2x FAB-250. Reaper6