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Captain Orso

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Everything posted by Captain Orso

  1. Look at any video showing how to do AUTO (CCRP) delivery, and simply fly lower - far lower.
  2. It is NOT WAD. ED is in the middle of updating the functionality and we are kind of in the lurch at the moment. It sucks for now, but them's the facts.
  3. Please view this video to learn about the TPOD lasing issue:
  4. Not to high-jack this, because this is really needed, but also to pull the coordinates from free-cam view from cam location. In MP you often do not have the luxury of having enemy vehicles displayed on the F10 map. All you can do is navigate in the F10 map to where you expect enemy targets, LCtrl-F11 to jump from the center of the F10 map to that point in the virtual world. Turn on the status bar and lat/long coordinates to see the cam location. Navigate to a target (vehicle or building or whatever to read the lat/long of the target. This is what I call reconnaissance phase. Write the coordinates down of targets you wish to attack. Return to the cockpit to enter them as waypoints. Using the ScratchPad will help with this immensely in VR, but it's still a major PITA and take a lot of times. Not seldom have I arrived at the target location and found most if not all the targets already burning, bc it took so long. Not really much fun :(
  5. Not sure what you mean by "designate point". That's not a thing. If you mean, return to your previous target, if you use the offset, instead of slewing the target point, you can SCS-Right (or toward where ever you have FLIR) to delete the offset cross, leaving the prevous target designated. So you might do this: 1. FLIR on right DDI. 2. HSI on AMPCD (lower DDI). 3. Select a waypoint in HSI, where enemy targets are to be found. 4. WPDSG (OSB 14) in HSI to designate the current waypoint as your target. Diamond carrot will appear in HUD and TGP camera will slew to the target if within TGP gimbal limits. 5. SCS-Right will cycle through targeting modes (no target, area target (cross hairs), point target (two upright lines [box without top and bottom] designate the target by putting the target between the lines [in the box]). 6. Slew to target with TDC-Slew. 7. TDC-Depress designates new target. 8. TDC-Depress again creates offset cross, which you can slew with DCS-Slew. 9a. If you line the new target, TDC-Depress with slow the selected target designator to the new target and remove the offset cross. 9b. If you want to return to the previous target, SCS-Right to cycle to the mode you wish, which will also delete the offset.
  6. Do I understand this correctly? On the one hand Wags says the purpose of the offset is to put the cross on a different target without returning to SP (SnowPlow) mode. On the other hand, there is no need to return to SP mode to slew the target carrot, you just slew it. To create the cross you TDC-Depress. The cross is created over the current target, which you can then slew with the TDC-Slew. If you like the new target (offset-cross) TCS-Depress again turns the offset-cross into the new target. If you wish to use the previously designated target, SCS-Right will delete the offset. Cycle to the mode you wish and carry on. So the only purpose of the offset is to start to designate a new target while maintaining the previous target and being able to return to it by deleting the offset. Am I missing anything?
  7. There is no need for using DMT nor TPOD with CCIP, but it can be useful having the target carrot on the HUD as a way to locate the target quickly while running in. It may also have some affect on accuracy, but it will not remove any requirements associated with using CCIP. You still have to put the cross directly on the target etc. To use CCIP you need to dive in fairly steeply and release so that you don't come too low, mainly to avoid enemy AAA and other fire. Mk-82 SE and Air are not precision weapons. You will do better with normal Mk-82 LD and CCIP. The entire concept of Mk-82 SE and Air is to be able to come in very low and still deploy bombs without risking being near the detonation. To do that you use AUTO mode.
  8. Two -- at least two -- things need to be fixed with the AI Harrier taking off from the LHA: 1. The Harrier MUST put up the wheels as soon as they leave the deck. Leaving the wheels down until a certain altitude has been reached is not only NOT SOP, but it's stupid, because it causes additional drag, when accelerations is of the utmost importance, plus they have absolutely no use whatsoever once they have left the deck. 2. You MUST be able to setup AI Harriers to move to the furthest end of the trolly line at take off inorder to make use of as much deck as possible. More deck = higher speed at wheels-up.
  9. IIRC the state is inherited from session to session. So if you quit a session with the Scratchpad off, when you start again, it will still be off.
  10. Thanks for the reply! :) I'd actually given up on this. Honestly, I've seen uglier solutions, and really what makes it ugly is only the way lua scripting works. I would give a kidney to be able to use bash scripting here :smilewink:
  11. First you MUST make the designator behind 'scene.' unique when referencing that object: EG: scene.m1 = sceneAPI:addModel("AV8BNA",-3.0, 1.8, -6.0); scene.m1:setLivery("FAA 3", "AV8BNA") and scene.m2 = sceneAPI:addModel("AV8BNA",-60, 1.8, -6.0); scene.m2:setLivery("FAA 3", "AV8BNA") Second, you must us the Folder Name of the folder where the livery(skin) resides to reference it. Ignore the name in the default.lua file, sceneVR does too. EG: scene.m1:setLivery("VMAT-203S", "AV8BNA") but NOT scene.m1:setLivery("VMAT-203 Special", "AV8BNA") That should get you off onto the right foot.
  12. The touch controllers are big, and bulky, and role around. Put them down, and they are never oriented to be gripped. You must alway turn them into position. My mouse is normal sized, always right-side-up, always right where I left it, because it never roles away. What is the advantage of touch over mouse? None of which I know; only disadvantages. Plus I hate the hover-hands way of working them. Know why optical keyboards never caught on? (optical keyboards = projector and camera [very small and easy to carry and setup, far easier to carry than any physical keyboard]: keyboard image is projected onto a surface, camera to view where you touched on the keyboard projection to actuate a keypress) Because people don't like to hold their hands in the air, and have no physical reference, nor support for resting their hands. Try it for 10 minutes, see how your arms feel. On top of that, touch controllers lead you to believe your hands are actually in the cockpit. They are not. There are things around you, which you cannot see. Oculus and the other companies went to great lengths to protect you from walking into or hitting things in the real world, which you cannot see, with your hands . Maybe with enough care and practice you might overcome the urge to reach for a switch or dial which would have you putting your hand through a real-world physical object... maybe. I'd rather not deal with it. Ultimately, I don't want a mouse pointer at all. No one needs a mouse pointer for anything. You need and indicator of which switch or dial you are working in the cockpit. That can be done by putting a highlighted box around the switch or dial. Moving the mouse moves the highlighting from one switch to the next. Very simple, very easy to use, practically impossible to lose. To make it even more realistic and easier to use, once you haven't sued the mouse for 10-15 seconds, or maybe simply move it to the joystick or throttle, it's off and no highlighting is visible. Start to move your mouse and highlighting comes back on, but always starting at the stick or throttle, maybe depending on in which direction you move the mouse - move to the left and you start with the throttle, emulating you using your throttle hand, move to the right to emulate moving your stick hand, or maybe a completely different mechanism. These are just thoughts, but there are so many different ways to make things easier for the virtual pilot in the VR cockpit. They just have to be implemented and not ignored.
  13. I just asked this yesterday: F/A-18C - TPOD - AGM-65F. The short answer is that it's broken badly. Sometimes it works like a charm, and sometimes it wanders off in to the woods and starts picking mushrooms, never to be seen again. Following what I wrote in my thread in post#6 I've gotten off 3 good missiles in a mission, and then today, following the exact same method, I couldn't get a single missile off, an I have no idea why. One major issue is that the TGP loses it's targeting carrot. It also doesn't work the same as in the Harrier. Two major differences are, in the Harrier when you undesignate a target, the TPOD returns to bore-sight and the target carrot is erased from HUD and Map. In the Hornet undesignating a target removes the target from HUD and Map, but the TGP stays facing the same direction, which allow you to slew to a new, nearby target. Only Cage/Uncage returns the camera to bore-sight. I've had major issues with this, in that it seems after returning to bore-sight the logical carrot (whose position is defined by some internal values) becomes unsynchronized with the real carrot to the point the real carron disappears from the HUD and Map never to return. Even after pressing Undesignate and Cage/Uncage, and then aiming the VV (Velocity Vector) at a ground target and pressing TDC-Depress, the carrot no longer appears on the HUD, and if I then slave to an IRMV, the IRMV is looking somewhere else completely, and it is not possible to manually adjust the IRMV as long as the TGP is turne on. You have to shut it completely down to then us the IRMV's IR-Seeker to acquire a target.
  14. I've recognized something new. I'm guessing the procedure to to using TPOD and IRMV are as follows -- although this only works sometimes(!!) :mad: Status: DDI-L = stores (IRMV selected and ready -- IRMV is boxed and crossed out and caged)) DDI-R = TPOD, target is locked -- you must press TDC-Depress ONCE on a target to designate and lock it (target diamond appears on HUD), afterwards you may switch to a new target by slewing TDC, and pressing TDC-Depress is no longer required SOI is DDI-R. - SCS left. - Cage/Uncage button to uncage the selected IRMV. -- IR-Seeker head automatically slews to target selected by TPOD. If within range, IRMV will become firable (crossout is removed from boxed IRMV). - Pickle to fire IRMV -- Next IRMV (if any remain) is selected [newly selected IRMV is Uncaged(!!!!)). This is wrong from my understanding. You uncage a single weapon, not a class of weapon. If IRMV on pilon 7 was just fired and IRMV on pilon 1 is now selected, it can not be uncaged. I believe this is how subsequent IRMV's should be fired: - SCS right. - Slew TDC to new target. - SCS right twice to switch to point target (vehicle) mode. - Adjust targeting aim, if necessary. - SCS left. - Cage/Uncage button to uncage the selected IRMV. -- IR-Seeker head automatically slews to target selected by TPOD. If within range, IRMV will become firable (crossout is removed from boxed IRMV). - Pickle to fire IRMV Because the newly selected IRMV is marked as Uncaged, I press Cage/Uncage before moving the SOI back to the TPOD, however, when I've selected a new target and return to the IRMV page, uncaging does slew the seeker head to the new target, but the boxed IRMV NEVER becomes uncrossed and is therefore not firable :mad: After re-Uncaging the IRMV, TDC-Depress -- which would be the method without TPOD targeting -- makes no difference, crossout is not removed. Somewhere along the line here some status is not being set correctly (maybe the Caged/Uncaged status). I have managed to fire subsequent IRMV's a couple times after fidgeting around with it for long enough, but after a while, there's no way to tell, exactly what made the difference [rubbing a penny on your left elbow while whistling La Marseillaise and hopping on your right leg is as good a guess as any], but that can't be what is expected of virtual pilots.
  15. I'm flying only OB and occasionally it works in the Hornet. In 5 flights on got 4 missiles off -- FOUR! - against stationary T-72's on a runway. In the Harrier it ALWAYS works.
  16. F/A-18C - TPOD - AGM-65F Do these play together in any way? In the AV-8B this works like a dream. Us the TPOD to lock a target, uncage the IRMV, confirm target designation, rifle. It goes faster than it took me to write that. In the Hornet... :mad: It's the same TPOD, it's the same IR-Mavs, it's the same service branch to some extent, and in some it is exactly the same. What's wrong here (and it may be just me completely)?
  17. When you setup the Arleigh Burke in the ME you can choose either "default" or "Michael Murphy" skins/liveries. Regardless of what you choose, the CC wears the Michael Murphy skin.
  18. Barring further information becoming available, you can look at what the military does elsewhere, as in other aircraft. Generally the military has some kind of plan -- I know it's not always so -- but if ALL other aircraft do not require the master arms switch to be on, it's a good indication that the F/A-18C does not either. One might also ask experts, like on The Fighter Pilot's Podcast. I imagine the information will be quickly forthcoming and correct. As a bit of anecdotal evidence, I saw a video in which an actual former Harrier pilot flew around in the DCS Harrier -- it was amazing to see how easily he controlled the Harrier in hover -- and at one point he dropped bombs, and then explicitly stated that he switched master arms off, 'because you don't want to accidentally drop bombs on the wrong target'. But if master arms were required for chaff and flares, you would need it on anytime you were anywhere near possible enemies, and basically make the statement kind of strange, like what about self-protection.
  19. In 2.5.6 the default rounds were changed from the solid, hard core (not hardcore) AP, rounds for the HE rounds, which are good against soft targets. So the current round detonate on impact and there is nothing left to ricochet.
  20. There's a sub-forum for this...
  21. Hi Rudel, I'm trying to use the method you've posted here to set some at-start cockpit setting, but without any success. Could you please have a look at my trigger and say what I'm doing wrong? Many t(h)anks in advance! This is the switch I'm using. The aircraft is an F/A-18C. The first Action (Message to all) appears normally. Flag On is for safty. The two "Cockpit Perform Clickable Action" should set the console and instrument panel ligthing. And Set Command 816 causes the aircraft into Active Pause, which always works, only the lighting settings are not working: Any ideas what the cause might be?
  22. That this option never made its way into DCS is obvious to me, because both methods are difficult to use and not what anyone wants. Let's be clear about a couple of things first. The problem is that currently the mouse-pointer position is not in reference to the virtual cockpit. It only references its cartesian coordinates on the monitor (Windows desktop), so when you turn your real world head, the virtual cockpit sweeps across your monitor, but the mouse pointers remains absolutely stationary on the desktop. So if you were to place your mouse on a box with a void below your mouse's motion-detection or simply disable its sensors, so that it can never report of any movement of the mouse, then you would basically have the same environment as in Oculus Home. The "mouse pointer" is centered on your HMD and you move the pointer by moving your head. But that is awkward and uncomfortable. We don't want to control the mouse-pointer with our heads, but rather with the mouse, but only with mouse movement being relative to the virtual cockpit. Nothing else is of use in the DCS virtual world. Anchoring the mouse-pointer to the virtual cockpit cannot be any issue at all. Every clickable switch has it's coordinates constantly calculated to the desktop, but anchored to the virtual cockpit. Simply do the same to the mouse-pointer, but allow the mouse to modify the position of the pointer within the virtual cockpit through mouse-movement-input. It's as simply as that, and should have been done this way from the beginning.
  23. I know in general how to edit controls for binds. In this case it just never dawned on my to try different values. Sometimes I is a bit dense. I'll have to look up that thread. There was one somewhere telling how to get a tool-tip with the device number for every switch and dial in the cockpit, but I can't find it any more. It's just 2020 I guess :huh:
  24. YISSS!! Many Thanks! My value_down was wrong; 0.0 and not -1.0 :thumbup:
  25. Has anyone come up with a good definition for binding the Launch Bar to a simple On/Off switch?
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