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Everything posted by Sandman1330
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I can’t get behind this idea. The last thing I want is to have to start “grinding” in DCS in order to get better G tolerance, access to special servers, etc. I quit playing games like WoW and Elite: Dangerous because of their grindy nature.
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BD, Thanks, loving the campaign so far. I never buy scripted campaigns as I hate the canned nature, but I just had to have this one. So far so good! One little bug in Mission 4: AWACS calls the flashlights coming from "rice", but on the kneeboard "rice" is Sir Abu Nay'r, the UAE owned island. They should be coming from "corn." I ended up going way south only to see the helos coming from Sirri on the datalink! I hit burner and got back in time, so no harm done. However (and the rest of the narrative doesn't pertain to the bug), I took one lucky bullet from the helos in the close flypast (I may have gotten too close?), which of course hit the fuel tank. I was dropping fuel, under 2000lbs and dropping fast, and 75NM from the tanker and the boat. Despite the instructions to remain on station I climbed up to Angels 40 and headed straight for the tanker. Thankfully this didn't break the script and the mission still progressed!! I hit the tanker with 200lbs of fuel, plugged on the first try (phew!), and bled that poor little S3 of everything it had. I was losing fuel so fast I still only left the tanker with 2000lbs, went direct to the boat for an abbreviated straight-in (would have been a barricade IRL I'm sure), and trapped on the first try with 300lbs remaining. I didn't think I'd make it, but that was the most well earned 100 score I think I've got yet. Thankfully my complete departure from the "plan" didn't break any scripts! On a side note, having read the book a couple years ago, something tells me I'll be doing this again.... :smilewink: PS - one other very minor point from Mission 3. In the 9 line, I'm given IP WIZARDS 328 for 6.7 (Lines 1-3); however, I can't find anywhere in the product where IP WIZARDS is. Knowing where the target is from Line 6, I was able to work backwards to find where it would be, but it's missing from any of the product that I can see. I'm really picking flypoop out of pepper here, so please tell me if I'm being too picky! (Or if it is in the product somewhere and I've missed it)
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It’s definitely not just limited to the F16. I got it several times yesterday in the Tomcat on the JDF server.
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Helicopters won't observe any waypoint commands
Sandman1330 replied to Sandman1330's topic in Mission Editor
OK guys, working now, thx. I think it was the orbit command being on top. The other issue is the SA6s in the area. They are far enough back, and I've placed him in terrain where any halfway competent real Apache driver could use terrain to stay masked from the SA6s while still striking the tanks, but the AI insists on popping to a 300ft hover to fire his hellfires, so he never really gets a shot off. The point of this Apache (and the SU25 on the other side) is to create a "skirmish" feel, where each side isn't ready to move forward yet but they have their armed recce out front probing the enemy positions, so the intent is met. I don't want him doing any real damage anyway, but I did want him to shoot if he gets the opportunity. Now if the player takes out the SA6s he should start shooting, so intent met. Thanks for the help folks! -
[NEED TRACK REPLAY]_EGIW_ / Strange floating in close
Sandman1330 replied to Luft Waffel's topic in Bugs and Problems
I'm still struggling to get the Hornet on the deck without an EGIW. A combination of the very sensitive EGIW grade and the float (which felt really bad today, I don't know if it's from the update or if I have just been used to the Tomcat) means the only way to get a good grade and catch a 3 wire seems to be to hold a low ball throughout the approach, so the final float brings you back on center without having to let off throttle to maintain ball in close. I would just be curious to know if this is intended behaviour, or if it's an acknowledged bug. I don't want to build a bunch of muscle memory to hold a low ball (which is BAD BAD BAD from what I understand) only to have it fixed down the road. I do wonder if the float is ground effect taking over as you cross the ramp - this would actually make sense, as you go from being out of ground effect to within a wingspan of the deck instantaneously, it would make sense to have the aircraft float a bit. That's why I wonder if it's intended or not, but if it is, then the EGIW grade needs to be adjusted I think. Anything? -
Helicopters won't observe any waypoint commands
Sandman1330 replied to Sandman1330's topic in Mission Editor
Thanks for the input all, I’ll give it a try! -
I've been trying to work on this problem all morning. I've got an Apache that I am trying to set to "search then engage in zone", with a huge array of enemy armour within that zone. Try as I might, nothing I do will make him engage. I've removed CAS as an option, I've ensured he has AT weapons (hellfires), I have an orbit set at the waypoint where he is to search and engage. All he ends up doing is a fancy airshow for the Syrian army, lots of fancy turns and twists without ever firing a shot, until he himself gets shot down. So, I figured - maybe he's reacting to enemy fire. So I set "react to threat" to "no reaction" and "immortal" to on. Now he should be fine, right? Nope. He still does his fancy airshow, and still gets shot down - despite immortal being on. I've also tried invisible, to the same effect. I've also tried "attack group", and he still does nothing. I'm beginning to believe none of the waypoint options that I've set are being adhered to at all. The same thing happens with the Cobra, though the KA50 did inconsistently fire once or twice, and executed "attack group" properly. I have a SU25 set up on the other side with the same settings (using search and engage in zone) and it is working. Known bug? Am I doing something wrong? Screenshot of the settings attached:
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*this is all just based on my observations within DCS, no real world experience in either airframe here* The same tactics apply. Even at 7.5G the hornet has a significant radius advantage over the Tomcat, so try and force the fight 1 circle or scissors (if the tomcat driver is using flaps (another exploit anything above 225kts), you won’t win the radius fight. Make him go fast then slow then fast again, try to force him to jam his flaps by overspeeding them or at least increase his workload in having to drop and retract them repeatedly). Use the nose authority and FBW to take snapshots. Keep your nose low and use altitude to maintain airspeed, cut across the top or bottom of the circle if it goes 2 circle. A tracking guns shot will be more difficult due to the Tomcat’s rate advantage, but you have the ability to more precisely control your nose at very high AoA. Don’t get over 400kts, come out of burner and even go to idle if necessary. Over 400kts is when your G limit will cause your radius and rate to drop significantly, though the Tomcat was similarly G limited (though also more regularly flown past that limit I believe. A product of different times...) Otherwise, as Pete Bonnani says, “there is no magic move.” Just practice and find the style that works for you.
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Raven One: upcoming DLC campaign for F/A-18 Hornet
Sandman1330 replied to baltic_dragon's topic in Missions and Campaigns
Using vaicom, say “options” to bring up the menu, then “take 1...10” for F1...F10 to select the menu options. -
I doubt a real pilot would pull the paddle in a real fight. Why? Because he has never done it in 1000s of hours of training, so while amped up in a fight for his life he is unlikely to even remember it is there, so reliant he will be on muscle memory and training. Even if it did cross his mind, he is unlikely to try something he has never done before in a life or death fight, as he will have no experience with how the aircraft will behave and it may throw off his whole game plan. Words of wisdom: never try something new on a check ride; this would go doubly so in combat. I personally think the hornet fights better without it. I beat tomcats and paddle pulling hornets all the time without ever pulling the paddle (pretty sure I’ve beat Maxsin that way a few times too). Pull that thing and you get one super good turn, bleed A TON of energy, probably black out, and have no energy left for follow on options. If that one big turn doesn’t lead to a kill, you’re a sitting duck.
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I get the same in both the viper and tomcat, I haven’t reported it because I can’t nail it down to any particular pattern. It’s usually when I’m “airquaking” in 1v1 BFM, after ejecting and hitting ctrl+shift+tab for a new bird, I get this sound in the new bird. I usually just eject again and take a new one and it goes away. Happens maybe 1 in 20 times, no pattern I can discern.
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My two cents on F-16 Turn Rate and the EM Diagrams
Sandman1330 replied to TheBigTatanka's topic in DCS: F-16C Viper
Wow, that’s super interesting, thanks for the info! I bet the Swiss hornet with those new G limits was a beast. Did they make any changes to airframes or systems to beef up the G tolerance? It’s too bad those charts have no numbers though. It would be cool if we could compare the Hornets 9g performance in game to real life test data. Unfortunately without the numbers we are still guessing on its turn performance vs the Viper while using the paddle. -
My two cents on F-16 Turn Rate and the EM Diagrams
Sandman1330 replied to TheBigTatanka's topic in DCS: F-16C Viper
My reply copied from the other, similar post: Hey Low Blow, But I would argue, as you and I discussed the other day, pulling the paddle is a bit of an artificial advantage, regardless of how one feels about the gamey aspect of it. All the EM diagrams for the hornet, all the flight testing, and indeed all the SME input will be predicated on the 7.5G limit, as the paddle wasn’t pulled in real life BFM practice, and again all the EM charts use 7.5G as the limit. Anything above 7.5G and we are into untested territory. Perhaps the real hornet truly would have outrated the viper at 9G, but there’s no way to substantiate this as there is no data on that regime of flight to verify. (I’m happy to be proven wrong if someone can provide said data) It’s the same as the flaps down argument for the Tomcat. In game, until HB made changes, the tomcat in flaps down config (way above Vfe of course) would rate around like a beast. But again, no one could verify if it was accurate because there was no SME or flight test data on what was ultimately an unauthorized manoeuvre. As you and I have shown, a realistically flown Hornet at the 7.5G limit can be outrated by a viper, albeit not massively. -
You noticed it too? :yay::clap:
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Disabling SRS PTT and SRS integration did nothing, however - disabling dynamic switching fixed the problem. Diving deeper into it, turning dynamic switching back on (with SRS PTT and SRS integration on) but disabling auto switch also fixed the problem. Therefore it appears auto switch is the culprit?
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Thanks for the help! Occurs in SP and MP, and is repeatable. Settings are in the screenshots (I don't know what you mean by release hot and VOIP integrations, but hot mic is off) New VAP didn't help (I did run the finish steps and everything again to get it to recognize Jester, but it did. The same problem presented itself as before). Debug mode enabled, results attached.
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All confirmed - latest versions, and radio menu behaviour set to default. I think I know what the issue is, though not the cause. Attached is a screenshot of my VA window. As you can see, as soon as the Jester - Options command is recognized, VA stops listening, even when the PTT is still being held (you can see that I release the PTT after it has already stopped listening). So therefore, even though I'm holding the PTT and still seeing the backup window in front of me, VA has stopped listening for commands. It's possibly a VA problem vice a Vaicom problem, but I'm not sure what would cause this?
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Backup wheel isn't working for me. Jester - Options brings up the wheel, but my take-# commands aren't working. If I say "take-1" without the wheel present, the command is recognized by voiceattack. However, while holding the PTT to keep the wheel up after saying jester-options, the take commands do nothing...
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Grading discrepancies between client and server?
Sandman1330 replied to Nealius's topic in DCS: Supercarrier
I’ve seen this. The score in the dedicated server’s DCS.log doesn’t jive with the score given to the player on landing. -
It’s something to do with data transfer from the fire control system to the missile I think.
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Yup, just wait for jester to sort and IFF the targets, and you will get the target number on the right side of the target symbol. I usually engage inside 45 miles for fighter targets, and get consistent hits. Remember you need to hold the trigger for 3 seconds for each missile. After you fire one, the radar will automatically switch to the next target, so you can just keep pulling the trigger (3 secs each time!) until you are out of phoenixes. I remember seeing a video about it some time ago, I think this was it (though I haven’t rewatched to verify) TL;DR: it’s probably not an AIRIO issue, but you could try the command “radar mode TWS” to ensure he is in TWS.
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correct as is LSO grades 3PTS after landing on main gear
Sandman1330 replied to abak's topic in Bugs and Problems
You’re not alone! https://forums.eagle.ru/showthread.php?t=274377&highlight=Egiw I’ve found the only way to avoid this is to slap it to burner right before touchdown. It’s hard to do as I find the hornet tends to want to float over the deck, so often it will result in a 4 wire or bolter. It’s easier in the tomcat because you can use the DLC to stay on the ball when you throttle up. -
The problem isn’t with your tactics, it’s with the lack of reliable AI wingmen. It makes these SP 4v4 and 8v8 missions really hard. In real life you’d be in voice and DL comms with your flight, you’d have a game plan and assign targets amongst the flight. In DCS the enemy AI all seem to go after the player and ignore AI wingmen, and friendly AI are just stupid. One tactic I’ve found often works to “trick” your wingmen into helping is to use flight - cover me. Then you can engage the enemy using multiple TWS shots, support them to pit bull then skate, and as soon as the enemy commit to shooting you, your AI wingmen will start engaging and actually do something! So while you’ve gone cold to defend, your wingmen will be engaging whatever is left over from your initial volley. It doesn’t always work but often helps even things out.
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For all those having VR performance issues, my performance was deplorable after the update, single digit frame rates and massive stuttering. Oculus and Nvidia both had updates waiting, after I ran both updates the performance improved considerably, at least as good as it was before. I recommend you check for updates on oculus and Nvidia if you haven’t already!