

KevinAu
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Flight Simulators
Dcs fsx
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Location
Usa
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Occupation
Airline pilot
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Ok, I see this got marked as ‘correct as is’. Then in the manual, page 17 figure 10, #4 and #13 are incorrect. As the white pointer is not showing any desired course, but rather the bearing to either a wp or a/d, as selected. However, understand that this would make it different than what the actual mig-29 manual states, and even how this pointer behaves in the fc3 versions of the mig-29 and su-27/25, where the wide pointer does indeed show the desired course to the selected point.
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Navigating this new plane was not making any sense to me until I realized that the desired course pointer (the white one) was actually acting as the bearing pointer for the nav system’s upper buttons, wp a/d, points. While the bearing pointer (the yellow one) was acting as the pointer for the lower buttons, rsbn/adf beacons. Of course, that is contrary to the manual’s descriptions, as the white pointer is supposed to align with the programmed track between waypoints for you to keep the yellow pointer inside of to maintain course. Is this by design, a known bug, a temporary work around, or a misinterpretation in the manual?
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I tried out the new loadouts and tgp for the b-52. After a successful test with 24 gbu-38s, when accessing the b-52 aircraft loadout screen back in the mission editor afterwards, the game freezes.
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B-52 loadout missing or not propper modeled.
KevinAu replied to Silver_Dragon's topic in Aircraft AI Bugs (Non-Combined Arms)
Excitedly, upon seeing the new B-52 update in the changelog, I went and updated the game and did a test with the B-52 and the litening pod and 24 gbu-38s. It flew a ground attack pass over the target array and dropped 13 jdams on 13 tanks. Awesome. However, when I went back to the mission editor to try the next thing I wanted to try with the B-52, the game froze upon entering the aircraft loadout tab and I have to restart the computer. The new loadout crashes the game in the mission editor. BTW, now that tgp’s and pgms are available to the ai b-52, the CAS mission should be unlocked for the B-52. -
Trackir takes up your F7 if you have that. Can’t use it for dcs functions.
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Thanks rob10. Had not solved it until your suggestion. Rescan did not work. The default had my ch propedals joy_z keep getting assigned to the throttle lever. Axis assign, rescan buttons did absolutely nothing. Only right clicking the cell and then ‘add combo’ worked. Thank you.
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They show up in the axis page for other aircraft. The assign axis button doesn’t work for the joystick either for the f4u. But the axis is already assigned there.
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The axis assign button in the control options axis commands does not work with the F4U corsair. How do I add my rudder pedals to this thing?
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It seems like the cmds programs got shifted up by 1. What I had set as my man 1 in the mission editor cmds file loaded into man 2, while man 2 got loaded into the man 3 spot, and so. My man 6 fell away nowhere while the man 1 was empty.
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Yes, I deleted a second after posting when I realized ‘penultimate’ actually does mean second to last instead of last. Congratulations, that was very fast on your part. To be honest, I haven’t seen any such issue in the racettack function, even though I do have a tanker set up with racetrack as a penultimate waypoint in one mission. As many say here, post a .trk please.
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During case iii departures, the ai will fly the standard case iii departure automatically to the first waypoint. They will fly straight ahead to join a 10 mile dme arc around the ship (launch position) and then fly straight out to the waypoint once it has arced to the radial that joins the starting point to the first waypoint. It will then turn and fly on that line to the first waypoint. If your first waypoint is too close to the ship for the ai to do all that, then it ends up flying in circles. Try putting your first waypoint around 30 miles away.
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The AI wingman of the player seems to get hung up in the marshal hold during case III recovery. Other AI flights work alright, but the player's wingman seems to get stuck in the marshal hold. Track of a night refueling and landing training mission attached. Fast forward towards end to see wingman circling forever. NIGHTCQ.trk
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It looks like instead of setting a bank angle that will allow a wide or tight enough continuous turn around 180 degrees at the current speed to make the selected diameter, it creates a bunch of waypoints for the plane to fly to during the turn portion of the hold and the plane just uses a 20+ degree bank maneuver no matter what. This causes it to s-turn through the turn around portion of the holding pattern going from waypoint to waypoint to waypoint to waypoint. Fortunately, the race-track function for tankers with refuellers still works unchanged, where the tanker just enters a shallow 15 degree turn for the whole 180 degrees of turn and the turn diameter size will just adjust appropriately per the speed the of the tanker. I would just go back to using race-track, since this ai behavior is still the most realistic.
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Wingman has right and left mixed up
KevinAu replied to Christopher Scott's topic in Aircraft AI Bugs (Non-Combined Arms)
It’s the tac turns. When you make a large turn, the wingman will switch sides on their own, but within the menu the game still thinks they are on their original sides. I have just been giving them left or right echelon commands until the menu gets back in phase with them and they go where I want. -