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Everything posted by Captain Orso
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Formally, the brackets around the 1 are superfluous, bc it's just one digit and not a range. Also the space between the closing and opening brackets are formally wrong, bc there is no space between digits in the code. I both cases it might simply serve to make it easier to read, eg: [1] [5-7] [1-8] [1-8] vs 1 [5-7] [1-8] [1-8] or 1[5-7][1-8][1-8], the former is, I believe, easier to read and understand. Ergo
- 73 replies
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- 1
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- bomb
- fuzing
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(and 68 more)
Tagged with:
- bomb
- fuzing
- fuze
- slam er
- aim 120 c
- aim 120 b
- aim 120
- aim 7 f
- maverick
- aim 7 mh
- paveway
- jsow
- cbu
- agm
- laser guided
- jdam
- mk82y
- snakeeye
- harpoon
- rockeye
- harm
- mk20
- mk83
- slam
- walleye
- mk84
- armament
- gbu
- kneeboard
- tgp
- pokeraccio
- targeting pod
- f18 weapons system
- weapons checklist
- f18 hornet
- weapons kneeboard
- weapons
- guide
- f/a-18c hornet
- quick reference handbook
- qrh
- f/a-18c
- mk
- loadout
- weight
- agm 65 e
- limitation
- gbu 10
- gbu 16
- gbu 12
- gbu 38
- agm 65 l
- gbu24
- gbu 32
- gbu 31
- agm 62
- agm 154 a
- agm 154 c
- gbu 31 v
- agm 84 d
- agm 88 c
- agm 84
- agm 84 e
- mk82
- 82xt
- aim 9 l
- aim 9 m
- aim 9 x
- 82yt
- aim 7 m
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Cool, thx
- 73 replies
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- bomb
- fuzing
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(and 68 more)
Tagged with:
- bomb
- fuzing
- fuze
- slam er
- aim 120 c
- aim 120 b
- aim 120
- aim 7 f
- maverick
- aim 7 mh
- paveway
- jsow
- cbu
- agm
- laser guided
- jdam
- mk82y
- snakeeye
- harpoon
- rockeye
- harm
- mk20
- mk83
- slam
- walleye
- mk84
- armament
- gbu
- kneeboard
- tgp
- pokeraccio
- targeting pod
- f18 weapons system
- weapons checklist
- f18 hornet
- weapons kneeboard
- weapons
- guide
- f/a-18c hornet
- quick reference handbook
- qrh
- f/a-18c
- mk
- loadout
- weight
- agm 65 e
- limitation
- gbu 10
- gbu 16
- gbu 12
- gbu 38
- agm 65 l
- gbu24
- gbu 32
- gbu 31
- agm 62
- agm 154 a
- agm 154 c
- gbu 31 v
- agm 84 d
- agm 88 c
- agm 84
- agm 84 e
- mk82
- 82xt
- aim 9 l
- aim 9 m
- aim 9 x
- 82yt
- aim 7 m
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Third and fourth digits must be between 1 and 9; no zeros allowed anywhere. In IT documentations use some simple rules for denoting inputs. Here just one of them: [1-9] = input is mandatory, with a range of choices from 1 thru 9. Ergo: 1[5-7][1-9[1-9]. Or you could say, 1xxx between 1511 and 1799, (no '0' allowed).
- 73 replies
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- 2
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- bomb
- fuzing
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(and 68 more)
Tagged with:
- bomb
- fuzing
- fuze
- slam er
- aim 120 c
- aim 120 b
- aim 120
- aim 7 f
- maverick
- aim 7 mh
- paveway
- jsow
- cbu
- agm
- laser guided
- jdam
- mk82y
- snakeeye
- harpoon
- rockeye
- harm
- mk20
- mk83
- slam
- walleye
- mk84
- armament
- gbu
- kneeboard
- tgp
- pokeraccio
- targeting pod
- f18 weapons system
- weapons checklist
- f18 hornet
- weapons kneeboard
- weapons
- guide
- f/a-18c hornet
- quick reference handbook
- qrh
- f/a-18c
- mk
- loadout
- weight
- agm 65 e
- limitation
- gbu 10
- gbu 16
- gbu 12
- gbu 38
- agm 65 l
- gbu24
- gbu 32
- gbu 31
- agm 62
- agm 154 a
- agm 154 c
- gbu 31 v
- agm 84 d
- agm 88 c
- agm 84
- agm 84 e
- mk82
- 82xt
- aim 9 l
- aim 9 m
- aim 9 x
- 82yt
- aim 7 m
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Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
Discord is where information goes to die and be buried. -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
A-4 should have it's own subforum. In fact, I think every mod with an install base of like 500, or whatever arbitrary number, should have their own subforum. -
Ummm... the link in the post before last is not correct; the test is, but the link is different. You might want to normalize the file names; OpenModMan_0-9-9-x64_setup.exe sounds like version 0.9.9. It's perfectly legitimate and unambiguous to have dots (.) in file names, if the name also has a file-type extension; eg .exe, so OpenModMan_0.99.2-x64_setup.exe is fine and unambiguous. But if you really don't want dots in the names, you have to decide in advance, whether spaces will be "-" or "_" and the other dots, and stick to it always in all cases. Adding "hotfix" only makes everything unclear; it it a fix for 0.99.1, or for 0.99.2? The numbering alone is unambiguous and clear.
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In-Game Scratchpad Mod Available - Works Great In VR!
Captain Orso replied to Fubarbrickdust's topic in Virtual Reality
Works perfectly for me - Oculus Rift CV1. If you want to be helped, you will have to describe what doesn't work. Just saying "For me it does not work" tells nothing. -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
Click the envelope at the top of the screen. -
reported earlier CCIP Lost From HUD after AG->AA->AG
Captain Orso posted a topic in Bugs and Problems
Carrying Mk-82's, TPG, AMI-9X*2, AIM-120C-5*2. Waypoint designated TGT. TGP viewing TGT in CCD mode. In Stores page Mk-82's setup with CCIP, Nose fuse, Instant on all Mk-82 hard points. If you now switch to AA mode and then return to AG, the HUD shows the AUTO mode fall line and weapon mode shows "AUTO" although all hard points in the storage page with Mk-82's show CCIP. FA-18 CCIP Retrun To.trk -
Complete Transport and Logistics Deployment - CTLD
Captain Orso replied to Ciribob's topic in Scripting Tips, Tricks & Issues
I don't think it works like that. Crates have actual weight. Search for "SPAWNABLE CRATES"--without quotes--in the script to see what is defined. As far as I recall, helicopters can carry one crate each, plus one infantry unit, depending on environmental conditions and the combined weight of crate and troops. I really can't say anything about the C-130 or the Hercules (flyable mod). -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
You don't have to download the Forrestal. It is an integral part of DCS World. You only have to put it into a mission in the Mission Editor. -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
Thanks! -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
What manual are you looking at and where can it be obtained? I'd like to read the other points too. -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
The A-4E however does have the AN/ARA-63 MCL for ICLS. See pages 1-3 and 6-4 and search for MCL for other references. -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
The problems with steering the A-4 is that the "free castering" nose wheel is not free castering. There is some kind of resistance built in to it to prevent it from turning on it's vertical axis freely. It only gradually gives way to turns more than a few degrees. This is especially apparent if the A-4 is stopped with the nose wheel turned 90° to the aircraft's facing. Release the brakes and accelerate the engine to where you should begin to role, and you will not move, because the nose wheel is turned against the direction of motion and will not rotate. A free castering wheel has not resistance to rotation - that is the meaning of "free" in free castering. If you want a practical experience, go to the supermarket and get a shopping cart. The front wheels are free castering. Place the cart on level ground and turn the front wheels 90° to the facing of the cart. Now grasp the cart and gently start pushing it forwards. The front wheels will immediately rotate to the direction in which you are pushing and the cart will role in that direction. You do not need to apply more force if the front wheels start turned to the side than if they start turned straight. -
In-Game Scratchpad Mod Available - Works Great In VR!
Captain Orso replied to Fubarbrickdust's topic in Virtual Reality
Works fine for me. -
In-Game Scratchpad Mod Available - Works Great In VR!
Captain Orso replied to Fubarbrickdust's topic in Virtual Reality
Once you have installed SP normally, copy the attached 'scatchpad-hook.lua' file into "..\Scripts\Hooks". This will output all three formats regardless of which aircraft you are flying. scratchpad-hook.lua -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
I know I have no idea, and that's why I'm asking. If you are diving, then you are using CMPTR (computer mode). Without going into the details of how to setup the aircraft for dropping in CMPTR mode, when you are ready to deliver weapons, you roll in on the target, aim with the gunsight, and press and hold the pickle. With the pickle being held you pull the nose up gently until the bombs release, indicated by the LABS light extinguishing. Although the sound of the bombs releasing is certainly a reassuring report, it shouldn't be necessary at all to hear the release. Am I understanding this correctly? -
I have the TDC set to realistic in Options. I've tested both the TGP and the ATFLIR. Management Summary Offset does not work on either pod. You can only offset in Point Track, ie when targeting a vehicle, but nothing I tried could get the offset to target anything. With the offset crosshairs active, the TDC does not use the curves I have defined for the TDC, which makes selecting a different target exceedingly difficult. Aside from the different zoom modes and buttons used, the only thing I noted to be different in targeting is that on the ATFLIR you start in a kind of dummy mode. You have the diamond reticle, but you cannot slew it with TDC. You must first change the mode to ... whatever by SCS toward the DDI with ATFLIR displayed to the the moveable crosshairs. TDC Press does not mark a target. Put the crosshairs over the target and SCS to select the targeting mode; that's it. Cannot confirm. TDC press did nothing discernable in my tests. I have RDC realistic set. I could not slew in SCENE mode. I didn't try this. If it does this, I'd never do it anyway. Nothing worse than an out of control crosshair. Offset crosshairs can only be put into play from Point Track/vehicle track mode, but do nothing that I could discover. Pressing TDC with the offset crosshairs off target do nothing that I can recognize.
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So the difference between what I wrote and what you are stating is 1) that you can move the Reticle in "SCENE" mode, and 2) the differences in the names of the modes. I'm sorry if I've confused anyone. My intent was the opposite. I described how each mode works specifically to not confuse with the different names for essentially the exact same thing, to not confuse someone with less important points, who is trying to learn how it works.
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Let's get some terminology clear first, bc it makes everythings much easier. Waypoints are coordinates stored in your board computer, generally used to navigate the route you are required to fly on your mission. You can have a bunch of Waypoints stored; I don't recall how many, but more than I've ever needed. You always have 1 Waypoint selected in your navigation system. On the HSI page you can find that Waypoint on the left edge of the display, between OSB12 (OSB's start on the left at the bottom with OSB1 and advance clockwise) and OSB13 (between the 'next' and 'previous' Waypoint buttons; the up and down arrows). That is your Steerpoint. The Steerpoint is displayed in the HUD on the right, a bit below the altitude display. If your Steerpoint is only a Waypoint (more about that later) it will show Wpt n where n is the Steerpoint. OSB14 is labeled WPDSG (Waypoint Designate) Pressing WPDSG sets the Steerpoint to your Target Point. To review, you always have a set of 1 or more Waypoints, and one of those Waypoints is always the Steerpoint. Your Steerpoint can be your Target Point, but only if you designate it so, and only until you either undesignate it, by pressing WPDSG again, or by switching to a different Steerpoint. (Attention! Weapons requiring a Target Point may lose their programing, if you undesignate your Target Point or switch ing Steerpoints). Now, on to the targeting pods. As far as the targeting itself goes, both pods work identically, and that is all we are concerned with, therefore I will only use the term TGP, bc I'm lazy The TGP only looks at the ground when either the aircraft is pointed at the ground (VV) or you have a Target Point or an actual Target. If you have a Target Point derived from your Steerpoint, the TGP will 'look' at it as long as it is within the gimbal range of the TGP; ie as long as the TGP can physically turn it's camera to view the Target Point. Since the Target Point is a fixed position stored in the memory of your board computer, we can say the TGP is ground stabilized; that is, you can maneuver your aircraft, within the constraints of the gimble limits of the TGP, and it will continue to look at exactly that point. In the actual F/A-18 if you press the TDC you can move the 'crosshairs' (I'm calling everything 'crosshairs' which the TGP used to point at and mark a target, regardless of their actual symbology) of the TGP to a different point on the ground, and the TGP will now look only at that point. (In DCS you can go into Options -> F/A-18C and set a checkmark to allow the TDC to move without pressing it. This can make it easier to control the crosshairs. (If your TDC is an actual joystick [Thrustmaster Warthog Throttle HOTAS, et al] you can also set curves to move the TDC crosshairs slower). When the TGP first looks at the ground, the crosshairs will be the Designated Target Diamond, but that is the only time you will see that, because as soon as you start to move the crosshairs or actually mark a target the diamond will change to different symbology, util you change Target Points, when the diamond will return. As soon as you move the crosshairs with the TDC, the diamond is gone and you have actual crosshairs aka the Reticle. The Reticle crosshair are always ground stabilized, which means the move through TDC motion relative to where they are pointing at the ground, and disregard the movement of the aircraft, for as long as the camera is within the gimbal limits. Depending on what kind of target you wish to attack, you will select a Reticle accordingly. If for example you intend to drop a GBU onto a bunker, you use the TDC to put the crosshairs over the bunker, where you wish the bomb to hit, and press the Sensor Control Switch toward the DDI where the TGP is being displayed. This will change the crosshairs to the Area Track Reticle (the crosshairs will get get noticeably longer). When your aim is as you wish, press the TDC to designate that point as the Area Target, and the crosshairs will close in to the center leaving only the exact crossing point open. You may now deliver your weapon of choice within the requirements and limits of the delivery of said weapon. If your target is a vehicle, press the SCS again toward the DDI to change the Reticle to Point Track Reticle (the two upright lines). When you press the SCS the TGP will try to sweeten the aim to put the target vehicle exactly in the middle of the uprights. If the aim is as you wish, deploy your weapon within the constraints of the weapon's requirements. In both cases, once Area or Point Tracking is selected, you can no longer slew the crosshairs to further sweeten your aim or choose a different target. You can cycle past Point Track mode back to snowplow mode and adjust your aim from there and continue as per the above. I don't personally use the Offset Cursor, so I don't have any experience with that. I get along fine without it. If you have any questions, feel free to ask. Happy hunting
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Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
The P-51 has a locking tailwheel, and within limits, it is steerable (about 5 to 10 degrees IIRC). If you are doing ground loops in the P-51, it is only your own fault. The Spitfire and Bf-109 are more difficult, because they have a free castering tailwheel. You have to learn to be careful, recognize very quickly when the tail starts to move off centerline (like always), and eventually when to expect it to move off center. It take practice and patience. -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
The nosewheel is not "free-castering". It acts like to turn the nosewheel (not role over the ground, but change the horizontal direction in which it is pointing) it requires great amount of energy to force it to turn, as if there a brake on the nosewheel axis preventing it from free-castering. -- Pick a large open area, where you can taxi without running off the pavement or hitting anything. Put the Skyhawk into a slow taxi role straight ahead. Slowly apply ONE wheel brake (either side), but only the one, until the aircraft is turning in a tight circle around that one locked wheel. Throttle down and gently apply the other brake as well until the aircraft stops turning. it is now motionless. Use F2 to view the nose wheel. It is turn approximately 90° to the facing of the aircraft. Stay in the F2 view. Release both brakes and gently apply throttle. Eventually the aircraft will start to move forward, but the nosewheel does not turn - it remains turned 90° to the aircraft facing, while the nosewheel slides across the ground. After a few seconds, it will slowly start turning towards the front, until it is closer to straight, but not straight and the aircraft will continue turning in the direction of the nosewheel. -- The nosewheel is NOT free-castering. It should easily turn toward the direction of inertia. The only deviation from straight ahead motion should be from the nosewheel's ground contact point moving from 90° offset from straight to inline with the aircraft. -
Are you aware that SRS has nothing to do with DCS Voice Chat? it sounds like you are conflating the two.