-
Posts
438 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Scaley
-
So the "it's really hard to refuel" topic comes up fairly regularly. Generally the problems I see when teaching people fall into one of two categories: 1) Wrong technique from the start - including things like view zoomed in way too far, not having any good references on the tanker, looking at the basket 2) Not enough practice A lot of people think that it all comes down to practice, but if you aren't clear what you are practising you won't make progress. If you're struggling then the things to do (in order) are: Check you have the correct technique - loads of youtube videos out there Check you have solid contact references. By that I mean you know EXACTLY where you are supposed to be in relation to the tanker to get in the basket, and what bits of the tanker you are lining up with what bits of you jet so that you arrive exactly at that spot. Find some solid "stay connected" references. These are talked about less, but clearly the references for getting in the basket are at the very back edge of the area the basket will go. You can move up/forward/left/right with quite a lot of freedom. You need to find a second set of references for the middle of that zone. For finding references one technique is to play back screen-recordings of your flight and see what the picture looked like at the moment you hit the basket. Then freeze a frame and search for some things to line up with some things... Finally - practice. Ideally start off WITHOUT the basket trailed, so just sitting in formation with the tanker at you contact references, then at you "stay connected" references. Once you can do that solidly then add the basket into the mix and it should be relatively straightforward.
-
Personally I never play on public servers that use IC, but I can see this being incredibly frustrating to a whole bunch of people who do. I routinely use Helios, and have invested a fair bit of cash into setting up a pit that makes use of it. Many people have spent quite a bit, or a LOT, more. If all of that stops working in any IC server then the reality is probably that most servers will have to switch of IC, which sort of defeats the point. There appears to be some move by ED to "stop cheating" but all the people I speak to on discord who play PVP (I don't) say taht it's extremely rare. There doesn't seem to be a problem to be fixed here, and "it's stopping cheating" as a reason for encrypting files and adding more folders to IC doesn't appear to be backed up by any evidence or data. This is why so many people then go on to question what the real motivation is. At the very least if ED are going to do something like this that will wholesale destroy years of work/thousands of dollars of hardware and software then it would be very nice to have some warning. Personally I think if I lost the ability to export any displays I'd probably just quite DCS and go and fly "that other sim"...
- 98 replies
-
- 15
-
-
-
What is the preferred touch and go landing procedure in the F/A-18 Hornet ?
Scaley replied to Jidai's topic in DCS: F/A-18C
Correct, once your don't have WonW all it will do is centre the rudder trim and MECH stick position(not modelled in DCS) -
Jagged edges (and possible solution)
Scaley replied to Minsky's topic in Weather System Bugs & Problems
Same thing here. 2070 running on dual monitors with 2650x1200 on the primary monitor. -
What Santi said matches what all my tests have shown. The wind correction is correct from release to impact, but the ASL shows excessive correction until that point, meaning its not taking you to the release point in a straight line, and it should.
-
This has been reported for a while the wind correction isn't mechanised correctly. The YouTube link in my sig has a video explaining it.
-
A question regarding the upcoming weather and the F18
Scaley replied to hotrod525's topic in DCS: F/A-18C
A limit - yes. A limit that you'll reach with cloud vapour or rain - no. The time it matters is standing water on runways, but I very much doubt we'll get that modelled. -
Is there a way to make a template from a group of buildings?
Scaley replied to jpinard's topic in Mission Editor
Click and drag to select things has been being asked for for about 8 years... -
If you type the number in before clicking the OSB next to VOCA it won't work. The working sequence is: OSB to colonise VOCA, type new channel, ENT, That should work is 25 is an allowed channel. Have you tried other numbers? From memory I think there may be a lower limit somewhere around 100.
-
The way LODs and aircraft are rendered at different distances is totally illogical in DCS, and spotting things can be very trick. Sometimes things will render at 20+nm and sometimes not. To make matters worse, the LODs are defined differently for each aircraft, and work differently (it appears) in different resolutions. A lot of people seem to think 1440p is the worst, and anecdotally if I change my resolution down from 1440 native to 1080 I find things much easier (but then cant' run 2 monitors...). Oddly, often zooming OUT (so wider FOV) makes things easier to see since DCS then changes to rendering lower LOD objects, which often have higher contrast.
-
1) HSI/SA shows ground track, so should line up with the FPM. I have not verified that this is working correctly in DCS. 2) ILS needles should be aligned with the FPM, so you are on/on when they cross in the middle of the FPM, wherever on the HUD that is. As a technique - FPM uncaged until (if) it gets near the edge of the HUD, then cage and use the "true" FPM to assess crosswind effect. Starting out caged runs the risk of the true FPM being behind (and therefore hidden) by the caged FPM, thus giving you a false impression of crosswind effect if you are using those cues.
-
There are 3 Auto profiles in CMDS_ALE47.lua labelled as modern RF SAM, old RF SAM and IR SAM. Quite how the system would ever know to select the IR one I don't know. My assumption (not tested) is that semi-auto and auto modes will use these profiles, not 1 through 6
-
Improvements on the UI to improve efficiency would be top of my list: Undo command Box select tool Filters on lists - the only one are the rudimentary ones in the unit list (which should be able to be full screen or re-sizeable). Filter by unit type (air def, armour, etc) Sort function on the columns to show things in alphabetical order, type order, etc. Ideally with a tree structure browser so you could group things and operate on groups (like, make ALL red Air defence go to alarm state RED at xx) Currently, as other have said, it's quicker to learn LUA from scratch and use a script than it is to use the native ME.
-
DCS mission files have the (somewhat annoying) ability to have things saved inside them that overwrite your local settings. This can be view settings, MFD pages options in some aircraft, etc. We periodically see missions from ED that also mess up keybinds. I don't "think" this is possible with community made missions, but it's a bug that comes around periodically in DCS from time to time. The fixes vary. The one suggested above often works. The other thing that can work if opening the mission in the mission editor, and then re-saving it with a new name, and flying the new mission instead.
-
All the details of the 476th NTTR training range material is here: http://www.476vfightergroup.com/showthread.php?4342-NTTR-map-info-public-release
-
You can't drop any unguided bombs in CCIP with a target designated by any means. If you are in CCIP and designate the computer automatically goes into AUTO mode (although CCIP is still show in the SMS, HUD symbology will be AUTO). Coupled with this the current AUTO logic works incorrectly in any crosswind situation, which is much worse with retarded bombs. Try either 1) not designating the target, 2) delivering EXACTLY into the wind or 3) trying it in a mission with wind set to 0 at all altitudes. If you try these 3 you'll see the behaviour pretty easily.
-
Interesting info. I definitely don't want to disagree with you since I have zero first hand knowledge, but someone else who worked on the real jet told me the era aircraft we have didn't have TAMMAC. It's not in the NATOPS for 2000, but it is for 2008... I guess we'll have to wait and see what ED decide to model to see if we get sea level designations or DTED elevations.
-
Couple Questions on Hornet - Velocity Vector and Master Caution
Scaley replied to dburne's topic in DCS: F/A-18C
The velocity vector will flash if the true position of the vector is outside the HUD field of view. The flashing is basically telling you that the position displayed on the HUD isn't truly accurate, and it's showing you the best it can at the edge of the HUD nearest where it really wants to be. You'll see that constantly if you have a strong crosswind, or during your base turn in the carrier pattern due to significant sideslip at on-speed AOA and 30° of bank. -
There are two things here: Solid diamond after HUD designation. If you initially use the TGP for designation then toggling between INS and ATRK/PTRK should change the diamond from dashed to solid. If you change to HUD designation and then move the dashed diamond then simply toggling the TGP wont change the diamond, since the HUD and INS are driving the TGT designation. If you want a TGP designation then you should assign TDC back to the TGP (which you are doing) and then TDC depress. After that you should see the solid/dashed behaviour map back onto the TGP mode as before. I have no idea if this is how the real jet works (clearly) but that seems to be how our DCS hornet works and it makes logical sense. The drift - this is because HUD/HMD designations assume the designated point is at 0' MSL unless you are using AGR ranging when you designate. The elevation error will cause the drift. I have one (unconfirmed) verbal source that this is how the actual jet was in the early 2000's when our DCS Hornet was built.
-
Nope, the fix that worked for me is to UNDO that update. Remove line 342 (non-blocking) and replace it with the way the code is on line 345 (short blocking time). I hope that makes sense.
-
So Ammo found the solution - fixed by undoing this update: https://github.com/HeliosVirtualCockpit/Helios/commit/ec25571b37360789d16656ff9c4c5937e3d5b279#diff-2a9b6d391f12d142e3ccafeefa6e27a061a673dab6351a729219ed1d7d9cbe54
-
Is anyone having a problem with the Helios update rate since the export code was changed (1.6.3424.0)? Ever since then the apparent framerate of my Helios has become really variable. Sometimes (mostly when DCS is under very little load from mission objects) it's ok. Most of the time however it seems to be updating about 2-4 times per seconds at best. It's set to 15 updates per second in the profile editor, but changing this setting has no effect. Manually editing lines 44, 47 and 51 in HeliosExport16.lua also has no effect. I've tried disabling every other program running to see if there is a conflict but nothing makes a difference, and nothing changed other than the Helios update to cause the problem. Does anyone have any ideas? Here's a video of what it looks like (OBS capture, but looks the same with OBS not running)
-
Not from a postable source. You can piece bits of it together from various docs that reference bits, but I'm not aware of an available public distributable source that lists everything in one place. Illogical from the point of view of the aircraft designers. I'm not sure they much care what any other fighter does. The HOTAS will be designed to support certain anticipated actions, like how it assumes you are running the SA/HSI on the AMPCD, even though you may well put one or both of those pages on a DDI on a fairly regular basis.
-
If you look at the full list of real HOTAS commands the stores is an accepting page with some weapon toggling functions. There is also some logic that stops you doing certain illogical things, like putting the radar page on the left. Some things are also master mode specific.