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amalahama

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Everything posted by amalahama

  1. It's not a real big issue, but it'd be a nice feature. It would solve some of the problems with mislocation between map and 3D world. And it'd get more important if *wink* the next DCS module *wink* is based on a naval aircraft with A-G radar, able to execute low-level antiship missions. Regards!
  2. Are you talking about Nevada or Caucasus? Current (DCS) world is flat, have a look at this: http://forums.eagle.ru/showpost.php?p=1279727&postcount=23 Regards!
  3. Will feature EDGE a round world, or it will be still flat? Regards!
  4. -INS alignenement and drift correctly modelled -Nothing else really, it'd be cool a deeper modellization of AN/ARC-164 UHF Radio and introduce some functionality in KY-58 and IFF panel, but it's enough what we have now. Regards!
  5. Watching this at 360p is a sacrilege!!! Is there a 720p (or 1080p) version out there? Regards!
  6. Bravo, you have summarized in only 6 words the A-10C 'raison d'être' both in the sim and real life! Regards!
  7. It could be a nice neat graphic addition and realistic too! Some flight simulators are working now implementing this, for example X-plane: Also Outerra has worked in the topic before: More info: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html Regards!
  8. When HOT numbers are flashing and you press the key "ENTER" in the UFC, yes, then you confirm the flashing values. But I'm not talking about that. What intrigues me is if you press ENTER key alone, not entering in HOT elevation change mode, then two figures appear in the middle of the HUD. As you noted before, first is the altitude error between CADC and real MSL; second is the real MSL. Right. But then it seems either I don't follow the procedure correctly or this feature is broken now in DCS: In 1.1.0.9, both numbers are 0. In previous patches, this values contained some figures, I'm not sure whether they were correct or not though. Something should be broken here. If you press again ENTER, both values should be transferred to DELTA CAL in IFCC TEST. I've tested that in previous patches, when some nubers appeared on the HUD, but the DELTA value never passed to the IFCC after the second press. I turned IFCC to TEST mode and check, but still all numbers were 0. Regards!
  9. Hi! I've some questions to avionics gurus :) In theory, when I press ENTER in the UFC panel, that should enter an target elevation update for the current steerpoint. That is what the manual say. But what does it mean? In the HUD two values come up: 0D and 0G. Before patch 9 these values always were some "random" numbers, now always show 0. Why? Which changes have been done? And what do these values mean? I have the feeling that ALT SCE switch, this elevation update procedure and DELTA CAL in HUD TEST mode are linked to each other somehow... Regards!
  10. Wow you have a treasure there!!! EGI and LASTE will be indeed interesting infromation to go through. Is there any way to get you over your laziness?? :P Regards
  11. It's true, right now in DCS:A-10 pitch commands are performed by trim tabs. But this behaviour doesn't seem to be right. In A-10A Flight manual is stated that control stick is directly linked to elevator actuators and only aileron tabs are linked to the stick. But again, I don't know if it's the same in the A-10C. Although I see quite doubtful that they have changed such fundamental backup system. Still waiting to PalkrII, yo-yo or others to clarify :) Regards!
  12. 3) Please go in to more detail about the problem - what it should do but isn't doing. Well, basically when you make a new flightplan inside the simulator,VNAV refuse to work, ABRIS won't calculate your top of climb etc. You can argue that it works with the standard flight plan as it has been made up in the mission editor, but it must be seen as a bug, since it's not the way the real thing works. I don't think it has a easy workaround though. Regards!
  13. Oh yes you're right, sorry. I misunderstood the PITCH MRFCS text. Maybe manual reversion mode has changed in the -C and now elevator tabs are directly controlled by the stick? Who knows? :dunno: Regards!
  14. I think you're not right. I checked yesterday the A10A-1 and it's said that pitch commands in MRFCS mode are directly linked to stabilizator trim tabs. The only direct link is to the rudders. Regards!
  15. 1) ABRIS Database save and load functions don't work properly http://forums.eagle.ru/showthread.php?t=48470 2) Amp-meter and Volt-meter don't work. Batteries have an unlimited life 3) I never had any success getting ABRIS VNAV to work. And it seems I am not alone: http://forums.eagle.ru/showthread.php?t=36486 Regards!
  16. +100! INS drift would be a great adition and then INS updates will make sense. I found other issues in ABRIS as well, but I don't remember ATM... I will again dig in the next days to try if I'm able to find them out. Regards!
  17. Ok, ok, I will try again. CCIP accuracy is not valid as evidence; there are more effects involved: wind, pressure deviation... . A good proof would be, for example, to evaluate Mark Z to see if it fits to the terrain or create a Markpoint when you are flying above hills with CR on and see if markpoint is stuck to the terrain or not. I did some tests before and Mark Z always lied on the ground (bombs can blow up several meters off, though). But not over hilly terrain TBH. Regards!
  18. I have the feeling that DTS elev database is reduced to the exact terrain altitude ingame. Always fits perfectly to the terrain, even in rough areas. We don't suffer the problem that real pilots must deal with. And anyway, although a nice feature and probably not extremly difficult to implement (I guess), I prefer to have a consistent suite modelled, even if it's old, than bits from here and there, with chips from every suite but no modelling any particular one. Regards!
  19. Thanks Paulrkii!! It seems suite 6 and 7 have some exciting improvements, a shame we can not enjoy them in the sim. Anyway, even if TGT elevation cannot be inferred from TGP laser, do you know if using manual lasing when you have a SPI can help you to get a better slant range? Regards!
  20. Dynamic campaigns are cool if you flight a multirol aircraft, but extremly boring for a roll-specific aircraft like the A-10. In Falcon, well, you can do some SEAD work, then jump into a deep strike mission and afterwards fly a BARCAP over the no-fly zone. And it's great because while you are doing that, a lot of things are happening too and you know it; you can see heavy bombers attacking, CSAR helicopter flying low, or troops on ground stirring up the mud. But for the A-10 specifically... well, to do again and again the same mission, blowing up T-72, BMPs and ZSUs can get you bored if nothing unexpected happens. At least with man-made missions, you can have surprises waiting for you just behind the corner. Regards
  21. Sorry the small reflot, but what was the answer? I'm curious as well! Regards!!!
  22. Yesterday I was testing manual reversion and wohaaa! Aircraft is really hard to fly, impossible to me. It first starts with a heavy pitch-up (which according to "Flying the Hog during Gulf war" book is completly realistic :thumbup:) and then it starts to slip right and left. Stick is extremly sensitive and it's very easy to get in a spin. Can you guys give me some tips to tame A-10 when MRFCS is active? Is really so hard in the real-life? Regards!
  23. I agree! It's "drumroll and tada" time. If they expect to deliver something in one year-one year and a half timeframe, they should have already started with the new module. Regards!
  24. Oh, and IIRC, GBU laser codes are set up on ground as well, and they are not changeable in flight (but you still can change TGP laser code though). Another one to include in the mission editor/planning. Regards!
  25. Yes!!! I make it!!! I have been eventually able to match my lua config file with the final configuration in the sim. This is critical: When you modify graphics.cfg (or ingame), don't forget to work out the aspect ratio summing all your viewing space, not only your 3D View Example: 1xscreen 1920x1080 at the left, 1xscreen 1920x1080 at the right. So your resolution is 3840x1080, and your aspect ratio is 3.55!!! In that way it should be reflected in graphic.cfg (or in the option menu ingame) Then, in your particular config, you must use the real aspect ratio for your 3D window: ... Center = { x = 0; y = 0; width = 1920; height = 1080; viewDx = 0; viewDy = 0; [b]aspect = 1920/1080;[/b] } ... And that's it! Regards!!
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