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Sandman1330

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About Sandman1330

  • Birthday 07/18/1983

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  • Flight Simulators
    Too many DCS modules to list
  • Location
    Alberta, Canada

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  1. Sorry, I took that for 82air - skimming on a tiny phone screen is always dangerous! Strange that a video card would make the difference… I’m assuming you watched my track and didn’t identify anything I might be doing incorrectly? I also tried in caucuses and had the same results.
  2. Doing more testing, I tried manually choosing my IP using a distinctive ground feature, then depressing the pickle button over that feature rather than when the sight was over the target. It was a shack - perfect hit. But the sight was still well short of the target when I was over the IP, consistent with my bombs always landing long. When I use the sight to identify the IP the bombs always seem to release when over the target rather than ahead of it, so they’re always long. Manual IP worked perfectly. This was of course after calculating the distance from IP to target, inputting the info into the bombing table, and setting the sight depression to the correct mils setting. I flew it a bit higher (500agl) in order to get a more defined sight picture. Coming in low it can be tough to know exactly when the sight is over the target. I have done all my testing so far with snakes, which I note @BJ55 you didn’t test with. Maybe there’s an error in the bombing table sight depression calculation for snakes? The data input by jester was all correct as indicated by my successful attack from a defined IP. It seems to be an issue with the sight - either I’m doing something wrong or there’s a calculation error.
  3. Can someone tell me what I'm doing wrong here? I'm consistently hitting long. I'm flying the numbers (TAS of course). I'm probably just missing something small but I consistently end up hitting long. Track attached. laydown.trk
  4. I appreciate all the input. I’m having more luck being 10k below the target and pointing jesters radar up through the wheel. It still takes 2 or 3 attempts to get a workable lock but I’m generally getting a lock early enough to at least be competitive against a mig23. Still would be nice to see AI aircraft subject to the same limitations!
  5. My point being there shouldn’t be so much clutter when in a look up situation over flat terrain. And an STT beam is very narrow. Clutter in search is understandable, my issue is jester (or the radar I guess) cannot get a reliable STT lock in a look up situation over flat terrain where ground clutter should be minimal to non existent.
  6. I really don't think so. Here's a couple videos displaying the situation. One over caucuses - it's impossible to get a reliable lock, even with a 10,000ft lookup and over flat terrain. The mountains are very far back and I'm looking up at a blue sky. Despite significant clutter on the screen Jester finds the target, but cannot get a reliable lock that would allow for a shot. In this one, I'm over water. Instant and easy lock, even looking down. I understand in look down situations there should be clutter and it should be a challenge to get a lock. But with a significant look up? And Jester can see the target, he just can't get a reliable lock. Something seems off.
  7. I found that the setup on my practice mission was giving me a hard time. I was eastbound from the coast in Caucuses while the enemy planes were coming westbound, so they had the mountains behind them. Jester was able to detect them in lookup but never able to get a stable lock. I then tried in Marianas over water and was able to consistently detect and lock at enough range to get the first shot. It became almost easy. Which has me wondering, why so bad on Caucuses? The mountains were a good 100 miles behind the bandit, and I was locking in a lookup situation with the bandit at 25k and me around 17-20k. Under those conditions should it not be just as effective as over water?
  8. It's unfortunate that I'm going to have to park my attempts to learn and fly a great module because the DCS AI cheats and I'm not interested in playing it in multiplayer. I mean, doesn't that sound ridiculous? State of DCS unfortunately. I fear what the experience would be like trying to make it through a challenging campaign with the DCS AI in this omniscient state. It’s too bad such an amazingly detailed module is handicapped by the rudimentary AI.
  9. I am pulling my hair out. Trying to take on an AI MIG23 in a head on engagement. He gets his radar missile off every single time before I can even see him on radar. Isn't the MIG23 supposed to be the same vintage, with about the same capabilities? I feel like I'm going against a vastly superior jet with a vastly superior radar. I've tried using jester 25nm narrow, boresight, cage/CAA. I'm 5-10K feet below my target. Nothing gets a lock, or I just get a bad lock. Missile goes stupid every time. I keep hearing about how it can be done, and I see it done in videos. But it doesn't work when I try it. I'm quite frustrated. I'm trying to get proficient so I can start playing some campaigns, but at this point I feel I'm just going to have no fun in a campaign I have no chance of winning. I know the AI isn't subject to the same radar limitations as our F4 (it should be of course), but in this environment, how does one have a chance? What am I doing wrong?
  10. Sorry! Here's one attached.OH58D tailwind.trk
  11. Something about the Kiowa FM has bugged me since it came out. When hovering with a moderate tailwind, or hovering backwards, the aircraft does.... something I don't understand. The rotor RPM spikes off the chart, the aircraft starts falling as if it's in VRS (but it's not), and yaw becomes nearly uncontrollable. I feel like this might be trying to simulate LTE, or VRS. But it can't be VRS because it occurs with no descent rate, and it can't be LTE because the pedals are still effective. Neither explains the spike in rotor RPM. I've attached a track. What the heck is this??? In 2000+hrs flying real helicopters I've never seen or heard of anything like this. Please tell me it's a bug and it will be fixed, it's extremely annoying - combat does not always allow one to hover into wind (the enemy could be downwind from you!) kiowa tailwind.trk
  12. This just happened to me after Speed and Angels Mission 13. Love how bugs from 5 years ago work their way back in... can't end mission.log dcs.log debrief.log
  13. Nothing like playing the whole mission through, then after refueling and sitting happy off the tanker's right wing, lead breaks HARD right after fuelling, straight into me. Boom, done. 2 hours down the drain. After fuelling is it just fly back to the ship and land? Anything else I'm missing if I just skip? Really don't want to fly the whole thing again... On a side note, maybe a suggestion, can we make the player immortal during certain phases (primarily when we're expected to fly form off such an unpredictable AI?) Those sudden breaks that AI makes are just too damn unpredictable (not to mention unrealistic)...
  14. OK after troubleshooting, it looks like the trigger won't accept the voiceattack "salute" command (though it correctly triggers the ground crew). You have to use the 's' key (which I have bound to salute), and this will progress the trigger.
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