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Everything posted by 104th_Money
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I cant believe it, I just jumped into a plane and started hearing voices and creepy sounds... Please tell me that the developers couldnt have better spent their time fixing the Apache FM...
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Does anyone know if there are some common files to create for countermeasures and autopilot. Based on what I see and understand, it would be more like FC3 common commands. I was able to add night vision goggles to a mod by copying a few lines of code into a few different files. I have a mod with a HUD but only has a gunsight reticle. I would like to add files from a mod that has a working HUD and project them onto the HUD instead of the gunsight reticle. Does anyone know how to open, view and modify .dll files? Thanks, Money
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Sorry I gave wrong directory Eagle Dynamics>DCS World Open Beta>Coremods>aircraft>F-5E.lua They are not listed as pylons, its called local tips, local outboard, local centerline. You will see the CLSID names/numbers, just insert it below the 9P5. You could even add the 9x if you wanted to.
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You should be able to add it yourself. Go to Eagle Dynamics>DCS World Open Beta>Coremods>aircraft>F-5E3>UnitPayloads>F-5E-3 Open that file and paste this into each pylon that you want to carry it. Not sure if it affects Integrity Check on servers... {"CLSID" : "{AIM-9J}",
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Beginners Guide to DCS World Aircraft Mods
104th_Money replied to RedBeard2's topic in How To Mod for DCS World
Thank you, this is exactly what I need. Money -
Beginners Guide to DCS World Aircraft Mods
104th_Money replied to RedBeard2's topic in How To Mod for DCS World
@No1sonuk Where did you get the files for the F-104T? I have been looking but unable to find. Thanks, Money -
Announcing BGSC: Beginners Guide to Systems Coding
104th_Money replied to fl0w's topic in How To Mod for DCS World
@fl0w This is desperately needed. I am trying to "mod" a mod, it is impossible to just figure out. The tutorials that are available are missing steps or are unavailable altogether which probably discourages or altogether stops people with the drive to take on the task of making a mod. I have spent over 100 hours now trying to accomplish something that I know should work but it doesnt and there is really no help available to figure out. For example, I have a mod aircraft that has a HUD with only a pipper gunsight. Im trying to add HUD information and countermeasures from another mod that allows free use of their systems. If I swap out the whole cockpit the HUD works but most else does not. From there I have deduced that somewhere in the cockpit files I should be able to project HUD info onto the other mod but looking through the files with no guidance has been futile. There are no real guides that even teach me how to build my own HUD either. You would be doing the community a great service by updating it and making it available to the public. Thanks, Money -
I see that several mods have HUDs, more specifically the A-29, C-130, T-45 and as helmet mounted type IHADSS the UH-60L. I would like to create a HUD for the OV-10A Bronco Mod. The glass is already there although it currently only projects an aiming reticle. Is there some simple way to get DCS to project the HUD information on the glass? Money
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@irq11 Its not that your scenario is unrealistic, it could quite certainly exist. But you are comparing apples to oranges at that point. The Viper was not made to dogfight with a full load out against a clean opponent. The loadout you are using is meant to provide beyond visual range missile shots and either long range to station or longer time on station. If the Viper pilot merged with a clean Mig he would most certainly punch off the wing tanks, otherwise he would be dead in about 45 seconds. Your only hope would be to enter the merge at a higher speed like 575-600kts and get one good 180 degree pull but with a huge turn radius in hopes of getting your nose on. After that its all down hill with full wing tanks. In times of need the wing tanks are definitely jettisoned. I read a story about an F-16 that was just coming off a tanker and got a call for troops in contact danger close. The boom operator said the F-16 punched its tanks off and kicked into afterburner to get there in a hurry. Also, using AI to test dogfights is definitely not the best way to conduct a performance test. AI is set to predictable behaviour. You need to test that load out against a real opponent, I can almost promise that the F-14 and F-18 with the same loadouts would not win against a clean Mig and a half way decent pilot.
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Its ok if once in awhile the ME wouldnt let you ground place a helo. As long as it will let you do it sometimes, it would open up other options.
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@Fuggzy You want to be at least 350kts during a dogfight and in a good old fashion 1 circle fight more like 425kts. The new FM lets you pull quite a bit longer to take a shot but dont give up everything if you're not sure. I won't hesitate to get down to 100kts if my opponent is but just know that when the Viper is that slow, you dont have much nose pointing authority and its gonna take a bit to get that energy back. As far as EM, it shouldnt take long to get into the jet and fly offline just doing 360's until you get the muscle memory and audio cues down.
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@toutenglisse I appreciate the detailed response. With most of them, I couldnt place FARP close enough for it to work due to the terrain not being level enough. I guess I will have to keep trying out different pads until I find some that will let me do that. Thanks again!
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So going through the map, there are a generous amount of mostly elevated UN helipads at small outpost including along border wall areas. Unfortunately you cant really use them for anything other than landing and taking off. I tried to add an invisible FARP on top of them so they can be used as bases but since they are elevated, the FARP does not function. Also, you can't add FARPs to some locations because the varying terrain elevation does not allow you to place them. Is it possible to give them airport/heliport functionality so they can be used as bases? They are awesome to see but other than using them to act like you are dropping/picking supplies or troops they are quite useless mission wise.
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If you are talking about the engine rpm indicator, you will notice that the rpm indicator increases with speed and fuel flow. There is only one way to set the rpm to an exact number and that is when the thrust/weight and drag are all equal giving you an exact maintained airspeed. If you increase the rpm by 5 percent from that, you will notice it moving up even more as the speed increases until all things are equal again. It sounds like you are getting behind the power curve when heavily loaded at altitude at 300kts, 340kts is getting you above the power curve. So to reiterate, in level flight your rpm increases with acceleration and decreases with deceleration.
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@NineLine I understand from a business standpoint. That ship has sailed for ED. But the requirements for getting a license to build a complete map is out of the ballpark for 99.99% of the people here. I don't think it would necessarily be something that needed to be redone from scratch but if that were the case, I would think at least some of the work that was done to the original map could be carried over. From a few different perspectives, opening it up to be modded with some sort of restricted licensing could be very beneficial to ED and the consumers. Maybe where there is a set goal of what to complete like redefining the map area, adding a set amount of new airbases and possibly even bringing it up to date with the new mapping standards. I'm quite certain there are enough modders with the skillset and desire to update the map that a collective volunteer team could be established to take on the task. In addition, there could potentially be numerous individuals on the brink of developing the skillsets required to assist in the modding and allowing them to be part of the modification process on a smaller project might just give them the remaining knowledge and spark the confidence needed to take on a larger on once they are comfortable with what it entails. This could lead to a bigger pool of map creators or at least offer the current pool a bigger group to pull from should they want to expand or lose staffing. I think ED should really consider and would really benefit from a one time opportunity for the community to accomplish this. Get Wags on board with this Nineline!
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@Silver_Dragon I know the chances are slim to none and slim left town...Just seems like such a waste to not develop that particular map to its full potential. It really doesnt have some of the same issues like other maps where due to political climate or other circumstances that they dont want to create, add or remove areas.
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I have wanted this many times. NAS Fallon, NAS China Lake and even Edwards AFB locations are on the map. I wish they would just open this map up to be modded...
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What makes the Apache the most difficult helicopter module to fly?
104th_Money replied to Schmidtfire's topic in DCS: AH-64D
I don't really think there is a "wobble" per say, the thing that is hard to get past is that the engine torque percentage seems somewhat erratic. So take offs/hovers/near hovers you add a bit of collective, which increases torque, which makes you increase pedal, which decreases torque, which makes you add a bit more torque, which makes you add a bit of cyclic, which may raise or lower torque and all the while its jumping up and down erratically. Add a bit of pilot induced oscillation and you have one wobbly and hard to control aircraft. Then you go shoot off your load of hellfires/rockets/guns and come back to land, but guess what? Now you burned off fuel and the weapons load so the helicopter is lighter and the muscle memory you learned for take off does not apply, it has changed and now its worse because of less weight and even more sensitive to input. I spent hours upon hours offline to learn how to perform quite stable take offs and landings at different weights, altitudes and windspeeds in different directions. At least now when I record videos of my take offs and landings, it looks very much like it would in real life and is very stable. As I have mentioned in other posts, I started holding the joystick with my middle finger on the trigger and my pointer finger up the right side with the finger tip at the center of the stick. This gives me much more leverage to break any stiction and also gives me finer control since I might move the stick the same, but the stick is only moving a little less than half the distance it would by holding it from the proper position. -
@Dallas88B I watched the video, the Vuichard Recovery method is really no different than the method I described except for the fact that he doesnt lower the collective. Not lowering the collective makes the rotor disk work harder to get into fresh air. The ultimate goal is to get the rotor disk into fresh air, any direction not into the wind will work and into the wind just takes a second or to longer. Fortunately the Apache shake gives you quite a bit of warning as its starting. As long as you act immediately with the correct inputs you will be able to fly it out just as you get into VRS.
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I was wondering if it is possible to merge 2 missions together into 1. The reason being that I have created elaborate FOBs at different locations in different missions and now would like to merge the 2 missions so I wouldnt have to redo the FOBs. Thanks, Money
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@Shawnbo It definitely sounds like Vortex Ring State. I'm sure you are in a descent over about 400 fpm and less than 20-25 knots when this is happening. You are basically stalling the rotor blades by descending more or less straight down and it disrupts the airflow over the blades causing you to descend quite rapidly. Best bet is as soon as you recognize the condition, lower collective slightly and push cyclic into the wind and reapply collective. You should recover quite rapidly. You can push cyclic any direction you want to really as long as its into the wind. The goal is to get the rotor disk in fresh air. I normally just push forward a bit and fly out of it although if there is a tail wind it could take a second or two longer. The key is to react quickly to the condition, especially at low altitudes. If you just try to pull more collective, you will only increase the condition. Money
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reported Multicrew: Parking Brake not working
104th_Money replied to Swift.'s topic in Bugs and Problems
Scaley, I havent really taxied on the ground much so I never really had a need to release brake. Wheel brakes applied and parking brake engagement work just fine. I appreciate the response, Thank You! Money -
I typed part this up for another post. It really wouldnt apply to people with extensions on their joysticks but for the rest of us... I'd be willing to bet that most people having trouble controlling the Apache throughout the different parts of the flight envelope are using their joystick the same as they would fly an airplane, holding the joystick in the normal position and also using a joystick that has a heavy spring such as a Warthog. I started holding the joystick at the top with my middle finger on the trigger and my pointer finger up the right side of the stick and putting my fingertip resting on the top pointed to the left. By doing this, I effectively increased by almost double, the amount of movement I have to make by holding it normally at its base. But I am also able to effectively decrease the movement by almost double that I need to make by holding it from the top. This alone allows me to make much more subtle inputs along with having more leverage to break the stiction of the joystick (you know, the force that it takes to get the stick moving in a particular direction especially with the Warthog). Then i ended up switching from my Warthog to my 15 year old CH Fighterstick Pro that has always had a very light spring. Its less tiring to fly with. Im not sure how heavy other joysticks like the X56 are, but definitely try holding it from the top. It will take some getting used to but I promise you will have much finer control by making less exaggerated movements and getting into a PIO or overcontrolling it simply from the mechanics of the joystick. By the way, I don't use curves or trim when flying it.
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reported Multicrew: Parking Brake not working
104th_Money replied to Swift.'s topic in Bugs and Problems
I just had this issue in single player. Once the parking brake is release and re-engaged, it no longer sets the parking brake and the aircraft rolls as if not applied. Money -
investigating Some of moving parts in the cockpit now not moving
104th_Money replied to Miro's topic in Bugs and Problems
Check your cockpit camera shake in special settings?