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Northstar98

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  1. Northstar98's post in How to stop dispensing chaff and flares? was marked as the answer   
    You can edit the programs on the CMDS page on the DED; accessed by hitting LIST on the ICP and then 7 (I think).
     
    Alternatively, you can go into your DCS main installation folder go to Mods -> aircraft -> F-16C -> Cockpit -> Scripts -> EWS -> CMDS -> device and then editing the CMDS_ALE47.lua file (which you can then save onto your user area, as everytime DCS updates or repairs, this file will be overwritten with the default).
     
    From there you can edit all default programs, including the automatic ones (Semiautomatic and Automatic countermeasure dispense isn't implemented for the F-16C (yet)).
  2. Northstar98's post in SA-10 launch vehicle and missile issues was marked as the answer   
    Interesting - I'm not seeing the same:

    The missiles in your screenshot also appears to be of the older 5V55R model, I've got the newer one on my end.
  3. Northstar98's post in Artillery/Rocket Launcher Questions was marked as the answer   
    The altitude setting determines the altitude of the fire-at-point aiming point. If you're trying to engage a target on the ground, you should leave the altitude at 0. If you add altitude, you'll find that whatever unit is doing the firing will be aiming high to hit the aim point, which will be up in the air.
    This altitude setting is more intended for setting up AAA barrage fire. Of course if you have it set to MSL and then have the altitude equal to that of your target you'll get the same result as having the setting off (i.e AGL altitude of 0).
    It might be useful for attacking structures that are significantly tall enough though. For instance, when attacking bridges, I've found that I sometimes end up hitting the ground directly below the bridge and not the deck of the bridge itself - adding some altitude can be used to raise the aimpoint up to the height of the deck resulting in much more hits onto it. Similar things for buildings - if you wanted to hit a building high-up for whatever reason (perhaps to hit a certain floor as opposed to ground level) it can be used to do that.
    Last I checked it was the total number of rounds to be fired by a group as set in a mission editor. It doesn't matter how large the group is, they will (or rather should) stop firing once the total number of rounds reaches what's set in the settings. If you want to have a certain number of rounds fired per gun, your best option is to take the number you want and multiply it by the number of guns you have in your group.
  4. Northstar98's post in LS Ropucha Landing Ship missing rocket launcher system was marked as the answer   
    Only thing I'll say is not all Ropucha Is have the MS-73 Grad-M system fitted, out of 25 Ropucha Is, only 6 have the MLRS system (and all are the Pr. 775/II subvariant), at least according to this.
  5. Northstar98's post in Radio transmission after touchdown. How? was marked as the answer   
    What I would do is make a trigger that turns a flag on once you're airborne or are on approach (personally I would choose the latter). Then for your welcome trigger zone I would add the condition "flag is true" set to the flag you set to come on once you were airborne/on approach.
    The easier way (though perhaps a less desireable way) is to add a "time more" condition to the trigger that activates your welcome transmission. Set it to a time between after you expect to have taken off and before you land (note that the time more condition uses seconds for the time, so you'll need to enter 60 for a minute and 3600 for an hour). This way the "time more" condition should only be true after you've taken off but before you've landed. This one doesn't offer much in the way of flexibility however (if you arrive before the set time, the trigger won't activate and if you depart later than the set time the trigger will activate before you've landed).
  6. Northstar98's post in Green glow on the screen was marked as the answer   
    It's part of the Halloween Easter Eggs (it also adds a green tint to any bloom) it should be back to normal by tomorrow.
  7. Northstar98's post in This sim needs a Clouds Off Option. was marked as the answer   
    There is a no-clouds option in the mission editor.
  8. Northstar98's post in Is the sparrow affected by flares and chaff? was marked as the answer   
    Not exactly.
    The Sparrow is a semi-active homing missile - what happens is that your radar illuminates the target and the Sparrow tracks the reflection. Think of it kinda like a cat chasing a laser spot - the laser (radar) emits radiation (which will be visible light for the laser and microwaves for our radars) which reflects off of the target and into the cat's eyes.
    As Dragon1-1 said, countermeasures are just probability. Each missile has a coefficient that determines how likely it is be decoyed or not.
    I believe the coefficients can be found under ccm_k0 = x in the respective .luas of the missiles (can be found here).
    Here are the ccm_k0 values for all Sparrows in DCS:
    AIM-7E: 2 AIM-7F: 1 AIM-7M: 0.5 AIM-7M(H): 0.5 AIM-7P Block I (II, as per hoggit?): 0.5
  9. Northstar98's post in Boresight with 3DOF head tracking? was marked as the answer   
    There are keybinds to translate your head.
    EDIT: To be more useful, you're looking for:
    Cockpit Camera Move Back: RCtrl + RShift + Num/ /Num- Cockpit Camera Move Center: RCtrl + RShift + Num5 Cockpit Camera Move Down: RCtrl + RShift + Num2 Cockpit Camera Move Forward: RCtrl + RShift + Num* Cockpit Camera Move Left: RCtrl + RShift + Num4 Cockpit Camera Move Right: RCtrl + RShift + Num6 Cockpit Camera Move Up: RCtrl + RShift + Num8 All found within the "View Cockpit" category.
    Or alternatively, when in mouse look you can use the "Camera transpose mode (press and hold)" keybind (usually set to your middle mouse button) which allows you to do it with the mouse.
  10. Northstar98's post in Cold start procedure changed, buggy or user error? was marked as the answer   
    You need to make sure that the SEC caution light extinguishes before advancing to idle. In your start 2 track, you advanced to idle before the SEC caution light extinguished.
    What I do is instead of advancing to idle at 20%, I wait until the SEC caution light extinguishes and only once RPM has stabilised (at about 25%) advance to idle, it takes a little bit longer (maybe 15 seconds, if that), but you shouldn't run into any issues with hung starts.
    F-16CM_START_2.trk
  11. Northstar98's post in When was the last "real" update on the SC ? was marked as the answer   
    The last 'major' change (EDIT: it was at least more substantial than other changelogs for the Supercarrier) to the Supercarrier was in the June 16th 2021 update (2.7.2.7910.1):
    The last time the Supercarrier was even mentioned in the changelog was the August 11th 2021 update (2.7.5.10869), which included a few fixes:
  12. Northstar98's post in New to Combined Arms and VERY confused was marked as the answer   
    Glad it went okay.
    But if this crops up again, if you look down at the bottom of the mission editor, you'll see a small icon that looks like a stopwatch, what it does is it turns on/off historical mode (if you see a date in the top-right of the screen, in the unit selection window, it's on).
    What it does is it filters units and weapons to only include those that were in service for the date of your mission.
    I'm unsure if it differentiates between different operators, but I do know that some stuff isn't included, and it isn't always precise for whatever variant.
  13. Northstar98's post in APKWS laser guided rockets for AH-64D was marked as the answer   
    It was supposed to be 2002 IIRC. It might have some other stuff that is later, but even accounting for that, it still predates APKWS by a significant amount of time.
     
     
    AFAIK, the new A-10C is ~2017, so Scorpion HMCS, APKWS and GBU-54 are all perfectly accurate. The older A-10C probably best fits circa 2005 AFAIK, which is why it doesn't have those systems.
     
     
    Yeah, 2007/2008.
  14. Northstar98's post in a question, not a problem was marked as the answer   
    I might be wrong, but I think the new security system is tied to your account, so as long as you're signed into a machine with your account, you should be able to install the modules, no problem.
    They might have a check to make sure that 2 machines aren't running your account at the same time, but you should be able to install on both, you just have to make sure you're only signed in on one at a time - at least that's how I think it works.
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