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PhoenixBvo

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Everything posted by PhoenixBvo

  1. The (in-game) TrackIR motion envelope has been reduced from BS to BS2. The cockpit itself has not changed wrt the Shkval monitor. By increasing the z axis gain in the TrackIR software you can compensate such that you get into the best viewing position without bending your spine too much. However, a good alternative is saving a snap view for looking at the Shkval. That way you can relax and have the monitor zoomed in to full screen. Got sniped!
  2. See the vertical scale: that's the distance... (probably in metres). I do suggest a digital azimuth readout. The scale in the picture only has 5 degree cues.
  3. Ok, then perhaps it only uses the data set in the ABRIS meteo page. I don't know which part of the avionics is connected to the nose boom either. It is an interesting question. Anyone? I was merely saying it is possible to calculate wind from the available sensors. Although there is a problem with airdata on helis once they fly so slow that the sensors are inside the rotor downwash. Then you have no reliable free stream data anymore. Above about 50 km/h though, it should work fine. Perhaps the wind data in the PVI are only updated when flying faster than a certain speed?
  4. Hmm, I had it only looked up from the manual, not tried in flight yet. I'll see if I can get some wind data on the PVI. On the topic of dealing with crosswind: the Vikhr has a tendency to weathercock into the wind directly after leaving the launch tube. This is due to the big vanes on the backside of the missile body. Before picking up speed the missile has no aerodynamic steering effectiveness. But the wind creates a turning moment pointing the missile's nose into the wind slightly. Only a moment later the missile can start steering to the laser cone center. But it might well have flown out by that time. From a hover you can get much better results by pointing the nose a few degrees with the wind. How much is a matter of experience though. In any case, the crosswind component is not taken into account in the aiming cue on the HUD. So I verify cross wind direction by the smoke stacks and point the Vikhr aming cue just outside the target ring into the direction where the wind is going ("with" the wind). That way, the weathercocking effect puts the missile in to the laser cone. You may have to select the manual launch override to get a missile off the rail.
  5. The flight computer is able to calculate wind speed and direction by combining GNSS (satellite) velocity and airdata measurements. Manual page 6-65: On the PVI
  6. Or simply use radio F10...
  7. The new explosion cloud seems to use quite a few particles. For single warheaded weapons this is OK (on my rig), but using the same explosion for each bomblet the amount of particles to render is also multiplied by 202 (number of bomblets in a CBU-87). I think that might be overkill. I get about 1 fps as well. I guess we'll need to settle for a compromise with simpler bomblet visual effects.
  8. Check the terrain model in Tacview. You should choose the DCS terrain.
  9. PhoenixBvo

    DCS: FPS

    ^^ Exactly! Nuf said
  10. Exactly, we need to find the place where you can add FARP coords without actually adding a FARP model, if there is such a list...
  11. Doesn't using the "prepare mission" allow you to setup everything in-sim and then exit at the point the mission should start? I imagine it should be possible to fly the Shark to the field, land it, shut it down and then exit the "prepare mission" phase...
  12. Track? ;)
  13. Altitude is a deciding factor in helo performance. At what altitude ASL is your pad? Try at sea level as well. The KA-50 has a hover ceiling of 4000 m... Which should do for most locations of course, but performance drops significantly at altititudes well below 4000 m. Another idea: check your game controller calibration. Use RCTRL + enter to check the in-game flight controller positions.
  14. I think they're talking of the Frog in FC.
  15. OK, I'll have to look at the Shkval in the sim again. But it seems that your images have another height-to-width ratio (causing the vehicles to look more elongated) than in the sim. I only mean, it should look similar to what you see on screen. So just check that and if necessary adjust the height-to-width ratio to match. (It is also possible that your setup has the Shkval slightly distorted, e.g. if you use a second monitor for the Shkval.)
  16. I didn't mean close-up Shkval images, you already have close-ups. I meant that for printing purposes and quick combat reference it might help to simply make the images bigger on the page, but still showing the target at a realistic range. It appears that the aspect ratio (height/width) for the Shkval is different (more towards a square) than for the Litening TGP. If you simply adjust the aspect ratio for the Shkval images, you should be fine. That info sounds already quite ambitious. The weapon angagement envelope should only be added for significant threats to the KA-50 I think. But indeed, the BMP2's 2A42 definitely is a threat, as are the main guns of tanks... Hmm, good luck getting those ballistics straight :book:
  17. Looking very nice :thumbup: As for a bit of constuctive criticism: I know the docs aren't finished yet, but some of the Shkval images look distorted. And perhaps you can make two versions. One for the A-10C and one for the KA-50 and use only the corresponding imagery. You could then make the images larger for easier ID and add some more info, like armament and engagement range. Keep up the good work.
  18. I'd call it the military way...;-)
  19. That depends on your own position. It's not always the simple case of a frontline, where you can say: the good guys are on this side and the bad guys are over there. An important factor in determining friend or foe from a large distance is your mission preparation and resulting situational awareness in combination with the ABRISS moving map showing you where the Shval is pointing at. But visual target ID is actually a must before engagement. I'd suggest: study the vehicle profiles in a training scenario. That's half the fun of this sim.
  20. That's funny, I'm currently adapting one from my cougar to a TARGET script for the Warthog. I'll share it as soon as its done. It'll use things like in-flight curve switching, axes twist for center stick, tempo commands (sort and long key presses like in the A-10C) and the shift layer. I have already converted a macro file from foxy to TARGET syntax, including the entire key binding list for BS 2. You should be able to adapt the script to your liking quite easily.
  21. A very cool idea. I'll definitely check it out as soon as I find some time. A while ago I guessed that the lua export feature might allow control loops to be added. Then I got the idea, and this would really be cheating, that if missile position and velocity would also be available, it should be possible to write a missile avoidance autopilot mode. Just for the fun of it, of course. This would require an all channel controller and cover a large part of the flight envelope. You'd need a nonlinear approach, or at least gain scheduling, to achieve the desired dynamics. A good flight dynamics model of the A-10 should be the basis for the design process. Which can be extracted from the simulation by model identification in conjunction with the same lua exporting feature. On top of that would go a state machine deciding which behavior the situation requires (e.g. beaming, driving the missile into the ground etc.). How is that for a project? If only I had the time... *dreaming on* :happy::thumbsup:
  22. The link in my sig is down, because I uploaded an update to the site... The mods have to check the content before putting it online. BUT, you can directly download the latest version from my previous post.
  23. Cool thanks, will update the charts! EDIT: Done :thumbup: TM_HOTAS_Warthog_Layout_Sources+pdfs.zip
  24. Hi Faelwolf, nice to see you liked it. Look in my sig for the updated versions. Yours seem to come from a distant past and the text was crippled on my screen as well. @ Eddie: You might have meant the Coolie hat, but even for that one there is no function Up Long listed in the manual and the quick look is actually under Coolie Down Long... Is there an error in the manual? The latest version of the charts also contains the ECM Consent (altough I called it Activate / Deactivate ECM).
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