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Scaley

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Everything posted by Scaley

  1. For the situation you are describing you are doing it right, and BUCS is of no relevance. It is also not currently modelled in DCS. The logic for how it works isn't super straightforward, but there are references you can find on the internet that will explain it if you are interested.
  2. As I think Raptor has posted in another thread, PLEASE read the manual before you decide something is broken or not working correctly. Equally text descriptions of what you think are bugs really often don't help. As is posted all over the forum a TRACK FILE makes seeing what is going on so much easier. If you don't have a track them a screen recording often helps too. For whatever is happening here: You can't have COOP GUN - that isn't a mode that exists ACQ source has nothing to do with where anything is aiming If you fire the gun from the pilot seat it should aim where your SIGHT is pointing. Currently the only sight available from the pilot seat is the helmet, so if you fire the gun from the pilot seat where the TADS is pointing is completely irrelevant, and always will be.
  3. This has been broken, reported and fixed once already. I'd guess this is one of those times ED manage to accidentally regress some code which has happened to most of the modules on more than one occasion.
  4. Looking at your settings and hardwear I'd hazard a guess that it's the shadow rendering/settings that is causing the issue. Shadows are REALLY taxing on the GPU. I'm running a 2080 and I have the main shadow setting at Low, and terrain object shadows at Flat only. You are running medium and then default (which uses the medium setting therefore). The FLIR picture won't have the shadow rendering, but when you point the DTV at a complex object (like a load of trees) you suddenly are asking the GPU to do a massive amount of extra work.
  5. Maybe not, but at some time one will have had a failure in the wiring to a wing pylon. The general version of the question is "what does the crew see when the pylon stops talking to the aircraft".
  6. I've still not found a way to enter new text. As per my post above you can remove it but not edit it. The list of text is a placeholder and is somewhere in the compiled code, not a bit of lua we can get at.
  7. Personally I'd like to see this taken a step further with the ability to hand over particular controls (including the throttles) between the crew. This would allow a better approach to helping people new to helicopters learn to fly them as you could let people get used to handling one control at a time the way most people are taught IRL.
  8. However, in DCS there is definitely a difference in the behaviour of the yaw SAS channel (in the current build) between ATT Hold on and off, hence all the posts from people saying they disengage it to do pedal turns. I had assumed this was intentional due to the fact that holding down FTR currently changes the SCAS behaviour and as such you'd struggle to make small yaw corrections while in a stable hover.
  9. does the mod linked above work? It looks like the function has been added?
  10. Same pedal and mod, and same solution. I rarely fight the ATT hold heading hold, just toggle it off and then on again at the new heading. Also I've basically stopped using any kind of "hold the FTR down" technique. It clear that since the DCS 64 disables the most of the SCAS functions when you do that we can't just carry across the real-world techniques. Interestingly it clearly doesn't disable everything, since FTR held down does not produce the same behaviour as switching off the SCAS channels. Hopefully it's all still WIP.
  11. The overwrite starting at T26 is correct as I understand the documentation. The first 25 points are protected so they can't get accidentally overwritten. 26 onwards are not. Presumably the logic is that important stuff goes in 1-25.
  12. Do you mean the calculations in the aircraft related to aim point, or in the sim in general?
  13. One thing to note is both the yaw and roll channels of the SCAS still "hunt". That is, they don't settle to the desired position they oscillate around the position they are aiming to get to. This gets worse at higher airspeeds. If you fly at 135kts with the control indicator open you'll see the green cross slowly oscillating side to side in roll particularly. I don't know how much that is contributing to the current feeling of instability.
  14. One set is on the collective, and another set on the TEDAC right hand grip. They do the same thing. Pretty much everything that appears on both the HOCAS and the TEDAC does the same thing regardless of which you use. Of note the Weapons Action Switch (Rockets) has slightly different functions between the collective and the TEDAC.
  15. I think you'll need a source or reference for that if you think that is the correct behaviour.
  16. I'm getting a new bug in the latest build where George appears to select RF Missiles, and LEFT-Long on the interface won't cycle him (the interface shows SAL, but if you export the CPG MPDs they show he is selecting RF). It's not consistent, and only online in dedicated servers. WASing the missile in the back seat a firing works fine. Can't work out how to capture it in a track.
  17. The Way is good for what it does, but it certainly isn't a DTU replacement. What would make life much easier would be to be able to actually configure things before being in the aircraft - weapon settings, radios, points (all of them, not just waypoints), routes, etc.
  18. DTU has been being talked about by ED, and requested in the forums, since before DCS was DCS. If you go back to the original A-10C module code you'll see some bits of code set up for accepting input from some kind of DTU system. As far as I know no one has ever seen any kind of demo, information, or description from ED of what we'll get, or when. As Raptor has said they have said they are wanting to make something that is workable across many/all aircraft. I suspect there will be a great many community produced tool coming along shortly to do a lot of what we ned for DTU functionality.
  19. This is interesting, has anyone tested this? Looking at the contents of the weather section of the actual unpacked miz files it doesn't look like there is a setting for the 1600' level, so I think the ME is just showing what the DCS weather engine will do at runtime. In the main topic - totally agree, it's complete madness. For those people asking, the altitudes in the ME are MSL, and as far as I know from a lot of rotary wing testing in DCS there is absolutely zero interaction between the terrain of any kind and any of the weather settings except turbulence.
  20. The VSI is driven by the Inertia Nav system, so neither the rad alt nor baro alt are involved. Looks like your rad alt has failed (assuming that 830 was not changing at all). Either random failure or battle damage?
  21. A couple of things in the video posted: 1) as pointed out, TOF was more than 45 seconds, so the missile runs out of battery before it impacts 2) You fire with ACQ set to fixed, meaning you get no timing feedback for when to lase. You are lasing for the whole TOF. This might (depending on how it's all working in DCS) affect the trajectory and thus the kinematic range. If you are trying to get maximum range out of the missile you'll need to consider this. Either way, point 1) essentially means a guaranteed miss unless you are extremely lucky.
  22. At present it look like there are a variety of failure modes where one the engines fail but when shutdown does not shutdown cleanly (presumably due to the way the damage is modelled). This leads the DCS crew chief to refuse to do the repair because the engine is still, in some way, "running". Variations have been reported several times, but it seems pretty hard to reliably reproduce.
  23. CPG goggle in MP require you to join the slot, leave the slot, and re-join again. Once you load in the 2nd time NVGs will be available (assuming they are enabled in the mission editor). I think that bug is already reported.
  24. Any chance you could post a track, or screen recording? That sounds very odd. I'm 99.99% sure DCS doesn't model any shallow water rad alt effects, especially given that it's game engine coordinate system has a zero-plane at sea level which has always previously been a very hard floor to the sim engine (hence no below sea level terrain in NTTR and Syria even in area where this is the real elevation).
  25. Fakum, the other thing that might be useful here is posting a short video or track of what is happening to you. A few people have had issues (especially with the gun) due to thinking it is supposed to be more accurate than it is. The quote effective range against point targets is 1500m, and that's engaging with TADS. It's called the Area Weapon System for a reason If you are used to the gun on the Ka-50, or the A-10 the little 30mm under the Apache is going to seem like it's got all the accuracy of a blunderbuss from 1750...
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