

Blackeye
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Everything posted by Blackeye
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They work on a hot start ramp or runway for me - cold is still a no go though.
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All other lights are on (all knobs turned fully right and confirmed on). The problem seems to be that the lights are not extended, but I don't remember there being a switch for that and can't find anything in the key bindings.
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I cannot get them to work from a cold start (auto start or otherwise) in the F-5E - they work fine on a hot ground start. I might be missing something though. Any ideas?
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a) It looks better. b) It also helps with the trim: At 380 with wings swept back you already need a lot of trim up for level flight, which gets you closer to the trim you need for at speed AoA with everything out. You're probably doing stuff too early or are not bleeding off speed enough, you do activate DLC and speed brakes right? I'm far from perfect but I usually do: Idle, speed brakes, break, wings to auto, gear@250 (usually around 90) , flaps below 200 (close to downwind), DLC, reapply thrust, at that point I always have to trim up, never down. Also breaking late (2nm) gives you more time to stabilize your downwind leg.
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Well some for some other company people have speculated it's somewhere along those lines: :lol: Soon™: Copyright <company>. All rights reserved. "Soon" does not imply any particular date, time, decade, century, or millennia in the past, present, and certainly not the future. "Soon" shall make no contract or warranty between <company> and the end user. "Soon" will arrive some day, <company> does guarantee that "soon" will be here before the end of time. Maybe. Do not make plans based on "soon" as <company> will not be liable for any misuse, use, or even casual glancing at "soon." "Very Soon" is guaranteed to arrive between now and the end of time with a higher chance of arriving on the "now" half of the time table. Although this means closer to now than "soon" there is no guarantee that you will live long enough to see the content finally release. :joystick: I do believe HB will deliver the Forrestal prior to that though :smilewink:
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Unfortunately. That "Fixed trim not working" in the change log got my hopes up...:cry:
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Here's a workaround that allowed me to use my Sidewinder FFB pedals with the latest patch and have trim working: Download and install vjoystick http://vjoystick.sourceforge.net/site/ and configure it if necessary (reboot might be needed) run a mapper tool for vjoystick - I've used UJR https://github.com/evilC/AHK-Universal-Joystick-Remapper/releases/ others(newer) versions should work as well use the tool to map all axis and buttons (of the ffb device) you need to the vjoystick Edit/Create <User>/Saved Games/DCS.openbeta/Config/autoexec.cfg and add no_device_hotplug = true Run DCS and configure the controls to use the vjoystick instead of the FF device Exit DCS Exit the mapping tool Disable your FF device in the device manager (unplugging might work as well), reboot might be required Run DCS (and enter mission - should work even if you don't) Tab out and enable the FFB device (or plug it in) Run the mapping tool (UJR) Tab back into DCS You now should be able to use the buttons and axis on the FF device via the vjoystick and with hot-plugging diabled DCS/F-14 won't pickup the FF device and use the old trim method. Repeat steps 7 to 12 if you need to (re)start DCS. It's not pretty but it works for me, I can have my pedals and trim working in the F14. Heatblur should definitely add an option for this though :)
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I have an issue with AIRIO (2.5.15.2) on DCS open beta. Whenever I have more than one A2G weapon type loaded the voice commands select the wrong type. For example if I have MK82s and Rockeyes on board then saying "select Rockeyes" will actually select the MK82s and "select Mk82s" will select the Rockeyes until one of them is expended. Not a big deal since it easily worked around but I'd appreciate any idea how to fix it.
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China hat aft short while TGP is SOI - C should be the default key binding for that.
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This wasn't really about full rudder more like slight rudder flipping the aircraft upside down. The funny thing is though now that I tried it again it feels more gradually than before - not sure why, but then I didn't really document it the first time...
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You could also try repairing it; that should preserve your settings. If you want to reinstall your setting should be carrying over as well as they're stored at \users\<name>\Saved Games\DCS IIRC - back that folder up to be sure.
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It does seem a bit violent, however for me the behavior is pretty similar when trimming. 2-3 ticks of trim will cause the aircraft to roll fairly strong and is comparable to a very light touch of the rudder with similar rudder deflection. This is with SAS engaged as you can't(?) trim yaw otherwise. The reaction to rudder input stays the same though, SAS engaged or not. No idea how a real A-10 behaves though - might be a question worth asking an A-10 pilot though: http://forums.eagle.ru/showthread.php?t=157896 http://forums.eagle.ru/showthread.php?t=165077
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My A10 music student came by this week.
Blackeye replied to Zimmerdylan's topic in DCS: A-10C Warthog
Well the plane itself is 40 years old. However the C upgrade started in 2005 and the sim was released in 2010. So I wouldn't be surprised if some of the stuff they installed was still classified 3-4 years after its first installation. I guess it sort of is - after all the flight plan and some weapon configurations are uploaded when you start the aircraft. -
Not sure if vane movement is actually modeled/visible. The external view probably gets its information from a different source. In any case the AoA is pointless while the aircraft is not flying, so it's not really an issue and as said before if the vane is not exposed to a steady airflow from the front it will behave erratically
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Well, AFAIK the AoA is measured with a vane, so I guess it would depend on the air flow around it on the ground (i.e. wind) and how that vane behaves at low or zero air flow. So AoA bouncing all over the place doesn't seem completely unreasonable.
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It shouldn't however make sure you turn the laser off when dropping the bomb. You want it to fly ballistic at first because if you guide it right after release it will run out of energy and fall short. Time before calculated impact. Nope as said before you don't want to start the guidance too early. 10-15 seconds usually work fine.
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Check your TAD - green diamond and wedding cake need to be aligned for SPI to be at the TGP target (button to press is as noted TMS up LONG). See http://forums.eagle.ru/showpost.php?p=2606197&postcount=25
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Interesting thing on Mission 5 *Warning Spoilers*
Blackeye replied to granola1861's topic in A-10C 16-2 Red Flag Campaign
Happened to me as well. You really need to give those gomers the "container talk" again :music_whistling: Additionally (on behalf of Hawg2-4) I would like to respectfully request the installation of some air defenses along Sally Corridor - oh and whoever is in control of that MQ-9 Reaper needs some go-pills badly ;) -
JDAM GBU-38/31 envelope too restrictive.
Blackeye replied to DaveRindner's topic in DCS: A-10C Warthog
With (small) fins at the back only they don't look that maneuverable really - even less so than their laser guided brethren. If you go slow and high I think it could turn to get back to its release point eventually. However the major selling point of those is to drop (toss) them at a target from far away and still hit non-moving targets precisely. IIRC there are upgrades with seeker heads for the final phase. There's an also ER version with proper wings though that looks more like a cruise missile than a bomb which can probably hit you home field from fence in ;) (~50 miles range from 35000ft) -
When that happens check your controls input (rctrl+enter) to see if the inputs themselves are acting up. Also as other have pointed out check the axis mapping. I had a similar problem after I had attached an xbox controller (for a different game). It got automatically mapped and interfered with the inputs of the HOTAS.
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Might be a hardware issue - see http://forums.eagle.ru/showthread.php?t=96221 Although it was the buttons flickering there, the solution in that case was to rma the thing (post #17)
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Well you could try to memorize the landmarks surrounding the FEBA. Alternatively measure the minimum distance between FEBA and steer point 4. Then set SP4 as current and make sure you never exceed that range. SP4 because it's far away and a circle around it somewhat matches the FEBA. SP3 should work too, but it will be more restrictive because the radius is smaller, it will however also prevent you from flying over the container.
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Well here's my amateurish "Sway" take on that mission. https://sway.com/FlKez4gpYH6UztCX
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Wingman fuel issues... (MIS1 and MIS2 at least)
Blackeye replied to M1Combat's topic in Problems and Bugs
On mission 1 I anchored him in the CAP pattern as the requested speeds pretty much require afterburner use and RTBed him once we reached the corridor - I think he made it. You can end mission two at the CAP spot and he hadn't called BINGO yet, so I think if you'd anchor him there as well he'll probably make it. At mission start I also immediately requested startup and taxi as I read somewhere around here that this makes the wingmen get to takeoff faster. He joined pretty quickly after that and I refrained from using afterburners en route by cutting the corners a bit to close up on Ford4. -
Apparently there are different parlances then. We either had (Z)ulu or no letter which meant local time. However AFAIK the other letters stand for the time zones around the world and the unused J for local - the sources I could find seem to agree with that see for example https://en.wikipedia.org/wiki/List_of_military_time_zones Edit: as does ACP 121 (I) p 3A-1 http://jcs.dtic.mil/j6/cceb/acps/acp121/ACP121I.pdf