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Deezle

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Everything posted by Deezle

  1. Had it happen to me once as well. Range was stuck at 6-7000 meters, same value no matter where I moved the camera. Only once though.
  2. The push buttons on the rotaries probably aren't hooked up if they don't register in DCS.
  3. Yeah many of the default switch mappings are for single state switches, such found on a Thrustmaster Warthog throttle.
  4. FWIW, my motherboard has a separate optical output, use a simple convertor to hook it to the transducer amp and it works without a separate soundcard. Just another option people can look into.
  5. This is correct. Unused waypoints are your start location.
  6. Yes, it appears the IR sight must be on and cooled down before it will slave. However, the problem goes beyond that, as shown in my video.
  7. Yeah it seems in mountainous terrain the camera doesn't like to stabilize and won't lase either, and it if won't do either of those then it won't slave. I usually then slew the camera inline with my target but at a much closer point to where it will stabilize, then slave, still a pain though because it still won't give you a launch authorize for your target, so you have to launch short and then guide the missile out to the target. I have a mission where this is very repeatable, I could record an attempt if anyone would like to see it.
  8. Feels the same to me.
  9. I use an axis for the fuel lever and have no trouble with auto hover.
  10. Doesn't seem like it would be hard to make a FARP where the model was replaced with a couple trucks and some troops.
  11. Personally, the three viewport setup looks horrible to me but I also have my monitors spread out much more. I can't remember where the file is at the moment but I'll find it when I get home. I actually made my own JSGME mod that sets the FOV to 160º for all modules. ETA: For the Ka-50, the FOV is controlled by the server.lua file in the config/view folders. This is the line you're looking for. 160 is my preferred value. CameraViewAngleLimits = {20.000000,160.000000},
  12. I never touch the vent switch and never have any trouble starting the Mirage. Battery on, fuel pumps on, open the cover and push the button, works every time.
  13. I know how to autorotate. The Gazelle behaves oddly. Upon further testing, the rotor RPM isn't locked to the dead engine. If your descent is fairly vertical you can keep your rotor RPM up, forward movement dramatically slows the rotor RPM. It doesn't behave anything like the Huey.
  14. There's a typo in the input default.lua's, 4 is used twice. Easy fix in the meantime.
  15. Makes sense, the in-game version does not appear to behave like this currently.
  16. Yeah I'm having no luck either, I cannot keep the rotor RPM up like you need to. As I understand it, the transmission power turbine in the Gazelle is physically locked to the engine turbine once up and running, so it doesn't seem like the transmission can rotate freely from the engine if the engine dies, therefore the dying engine takes the rotor RPMs down with it (not sure if it works like that IRL or if the transmission is supposed to decouple from the engine in an emergency). Typically helicopter transmissions are powered by a turbine in the exhaust of the engine that is not physically coupled to the engine, sort of like how a turbocharger is powered, for those that might not know.
  17. There's no mention of a recent update on the site and my SimShaker isn't downloading any updates... Can't wait for Gazelle support though.
  18. After several hours and a bit of control tweaking, I'm finding the Gaz to fly pretty believably and I have pretty good control over her. If you jump in it like I did expecting it to handle like a Huey, you're going to have a rough time. That said, I find it odd that it doesn't like to pull out of dives like the other DCS helos will, not saying it's wrong, but it sure feels wrong. I also expected it to be a bit faster, especially with a light load of fuel and no missiles, of course the hard points and the big camera probably make it slower than the cruise figures (264 kmh IIRC) you'll typically find online. Overall I'm quite impressed by this first release from Polychop
  19. Agreed on a vibration slider, it can be a bit much sometimes.
  20. I have mine set to 75% saturation, that's with a 3" extension. I have my pedals on 50%.
  21. Yes, the tracks are right there if you wish to watch them.
  22. Yeah I'm confused by those having problems when there's no wind. FWIW here's two tracks from the NTTR cold start mission, one as default with the wind and one where I removed the wind. With the wing tanks on I literally can't keep it on the runway without some right toe brake, as you'll see me demonstrate. With the wing tanks off it's still difficult but not quite that ridiculous. Wind.trk No wind.trk
  23. Can confirm this issue is still present with crosswind. Several updates have had notes regarding this issue yet I've never seen any difference. No other plane in DCS is this susceptible to crosswind.
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