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Everything posted by Redglyph
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DCS 1.5.5.60503.215 Refueling/rearming does not produce a "cannot comply" anymore, but there are other issues. Mission with 20% initial fuel, 80% initial ammo, cold start. At the beginning, - 20% fuel and 80% ammo in load window => OK - fuel indicator shows about 25 gallons Refuel/rearm request to ground crew: - no confirmation when refueling is complete - no confirmation when rearming is complete - fuel indicator shows 37 gallons (I thought the lower tank made 38 gallons? pp. 116 vs pp. 81) - after rearming, only 80% ammo => rearming not done? - after refueling, only 83% fuel, seems consistent with values above, but 38+47 = 85, where could 17 additional gallons be stored? I tried with other ammo quantities, it simply remains the same after the "rearming". What's the button "5CW/4187"? Is that the one that shows the fuel content? ;) (pp. 116) EDIT I tried the same, with 20% initial ammo, but this time I fired some rounds before rearming. - fired the gun (I'm afraid I scared the ground crew...) - window shows 3% left ammo - required rearming to 100% => got the "rearming complete" => window shows 100% ammo
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Some things were fixed like the PART OF GROUP IN ZONE and the FOLLOW TASK, but others appeared like the GROUP DEAD, and possibly other weirdnesses. Hopefully this campaign is not too affected by those newcomers. End of the year is hard on everyone it seems ;)
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Your best bet would be 1.5.5.59992, from what a few others have tried and reported. I'm tempted to revert too, to be honest, the M-2000C itself has some issues and despite the new features and some fixes, everything seemed to be rather fine with this version above. Perhaps the INS coordinates have to be checked, with the map and conversion to minutes.decimal instead of minutes' seconds".
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A2A's COTS 049 Constellation (no discussion) The Connie has just been released, for P3D (academic & pro), and FSX. Please no discussion here, as you know, but in their forums instead :) Features History comes alive: Experience a timeless legend brought to life inside a simulation. Every aircraft is unique: Don't expect all gauges to read the same values, just like the real airplane. And each airplane is persistent. Four crew positions: pilot, co-pilot, flight engineer, and navigator. Fully modelled and functioning positions constructed with down to the rivet detail. Intelligent crew and responsive passengers: - Your engineer can manage all the systems on the fly, responding to various conditions - Copilot calls out critical info - Navigator observes and posts findings - Flight attendent tirelessly works for both you and the passengers (just like the real world counterparts) Unexpected events possible: Engines along with other systems including heating, air conditioning, and pressurization can be problematic Captain's Career: Your performance is remembered and can get better, worse, or stay consistent based on your flying abilities and flight management Real time Load Manager: with the ability to load individual passengers, cargo, and fuel or select presets. Custom Navigator's Map: Zoomable map can be customized to show the desired information Default and Historic Sperry Autopilot: You can select either autopilot in the sim Authentic fuel deliver includes primer only starts: You can start the engines properly by using primer with the mixture in the OFF position. Auto-Mixture: that actually performs as intended. Now you can set for “auto-rich” or "auto-lean" and the aircraft fuel to air ratio will be automatically determined and set by the carburetor based upon various factors such as altitude. Custom Cockpit Systems and Gauges for the ultimate in realism taken far beyond what is available by default. Inertia starters: Start these big beautiful engines by the book using authentic inertia wheel energizing and engagment Feathering props and air starts: Custom physics allows for realistic feathering and air starts without using the starter Deep cockpit lighting: Flood, Flourescent, and gauge lighting modeled Dual speed superchargers: Proper supercharger physics and each engine can independently run in either high or low blower New slip and ball code from the Accu-Sim T-6: Enjoy smooth, custom physics in this critical gauge during turning maneuvers Authentic flight stability: The Connie was known for being a little less stable in pitch than other aircraft, which requires a little more finess and attention Piston combustion engine modeling Real-world conditions affect system conditions, including engine temperatures. Fully click-able cockpits: with authentically working systems and gauges. 3D Lights 'M' (built directly into the model.) Pure 3D Instrumentation: - Natural 3D appearance with exceptional performance. - Smooth movements. Fire Extinguisher system with fully functioning overheard panel and controls. Ground Power Unit (GPU) to power systems with engines off and not drain the battery. Cabin pressurization system controls. You control the target altitude and the rate of pressure change and the system authentically displays and manages cabin pressure. Three different liveries: including TWA, BOAC, and a C-69 cargo paint A2A specialized bump mapping and specular lighting on all models. Crew Reports pop-up 2D panel keeps important information easily available Custom Navigator's map: accessible via keystroke or the Navigators station. Manage temperatures with engine cowl flaps and oil cooler flaps High temperatures can adversely affect engine performance, Serious overheating can cause scoring of cylinder head walls including ultimate failure if warnings are ignored and overly abused. Spark plugs can clog and eventually foul if engines are allowed to idle too low for too long. Throttling up an engine with oil-soaked spark plugs can help clear them out Experience authentic asymmetrical drag when operating various flap systems in flight.
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Good to know, thanks!
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Ah, I missed that one. Yes, it does look the same, thanks! :)
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I tried to run mission 9 in the campaign - I did a lot of tests as mission, but I still have to run it in the campaign :D I noticed some strange things that I don't recall from running it once successfully before the breaking 1.5.5 updates. Once or twice I have the impression of missing a dialog (once I heard myself saying "Two" but there was nothing before). And the CAP mission runs in loop between waypoints 3 and 4 - more or less, lead is following the waypoints somewhat approximately. But it doesn't seem to end, no action for us (Saxon do their thing and go back). Maybe it has to do with a remark from lead saying red channel 2 should be put for AWACS, and green 3 for mission, so we're sure not to miss anything. I did that, and perhaps there were dialogs with a condition on red channel 1? Or it's one of the remaining DCS bugs introduced since the Spitfire udpate.
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DCS 1.5.5.60503.215 I noticed a lot of pitch instability when flying straight and turning, I have to constantly trim or adjust the pitch. If I engage the autopilot, there are constant oscillations, especially with a slight bank angle (straight with no bank is more stable). This is when trying to run mission 9 of the campaign at 25000 ft, in the CAP loop. There are no turbulences set in that mission, but there is probably some wind. The current bearing doesn't seem to impact this tendency to pitch down though, whether the wind is coming from 3, 6, 9 or 12. I'm not sure it's normal for an FBW aircraft, perhaps it is, but it wasn't like that before, I've only noticed that since this last update. Do we have to trim the M-2000C in turns? :huh:
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DCS 1.5.5.60503.215 The autopilot test switch can move through its cover when the cover is closed. This seems to have appeared on this very update. The test does not run, the switch has to be put back to off, and the cover opened.
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I had this problem once in SP without any mod. Launching the mission again made it disappear.
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You have to wait for those green lights, but it also seem you can't perform this test too early (at least since the latest updates), or you'll have to run them again. I had this issue several times when trying to save some time and doing the test during alignment, before the engine was running. I suppose that didn't make much sense if hydraulics are needed to perform the tests, for instance. 1) Still, the tests were "green", which was misleading, the tests were (probably) not properly done and had to be done again. 2) The information pp 53 in the manual should read "the FBW test warning light is red, or all the tests were not performed". 3) Also, simply switching the test switches without waiting for the result switches off the DECOL warning light.
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Thanks a lot for all the efforts to maintain this campaign in good shape despite these problems! :)
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Ran with DCS 1.5.5.60503.215. I had no problem with mission 1, and the registered score was 100.
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Mission 1, a quick check Kneeboard: - initial lat is 41°38.06', not 41°38.69' (according to M-2000C kneeboard) - initial alt is 1513', not 1509' (according to M-2000C kneeboard) - green ch. 1 is 139.50 MHz, not 139.9 - green ch. 3 is 249.00, not 243 Dialog: - [COTON 3-1] Zeus 67. Coton 3-1. Rread you five by five.
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The bizarre bug is still present in update 4 (1.5.5.60503.215), Saxon not booting if this is the first mission run in DCS. If run as 2nd or 3rd, it works. Seems more random than before, too.
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I confirm it's fixed in update 1.5.5.60503.215 :) The button version (antenna up/down) is very slow.
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You're welcome :D Let me know if you find anything I would have forgotten.
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The "follow task" is fixed with update 1.5.5.60503.215. However, I saw something else, the AI seems a bit lost after the switch waypoint (next command after the follow task). - proceeded to all waypoints until landing, the AI is following (I made sure to change cap and speed to make sure) - landed at Batumi => the AI is breaking left and not following anymore from the moment I land => the AI then apparently resumes the orbit West of Batumi, so not at all in any of its waypoints. This doesn't seem to stop, I've waited for two entire revolutions. In the 2.0.4 test, the AI correctly lands at TTAR. EDIT: scratch that, it seems to happen in 2.0.4 as well, perhaps it depends what type waypoint it switches to. Weird.
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Activation required for an already activated module
Redglyph replied to Redglyph's topic in Installation Problems
I just had the issue in 2.0.4 (2.0.4.59428.142). I think someone is trying to steal my aircraft ;) 00013.521 ERROR EDCORE: LoadLibrary failed for Ka50.dll: (0) 00013.521 ERROR WorldPlugIns: Can't load plugin module Ka50.dll : -
Let's wait until the update is actually out ;)
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Here is the fix, you can download it from the user files. Much better now, a right-click moves switches up, and knobs clockwise as expected. The few controls which were already correct were left untouched of course ;) It does not fix - the "Marker Far/Near" broken switch (it's possible to switch it, but the animation is wrong and you have to guess where the switch actually is), - the broken red flood light knob which turns the wrong way (and doesn't produce light in 2.0.x) - the navigation lights, since some people may actually prefer it like it is now - 1.5.6.3690 and 2.0.5.3889 fixed the red flood light knob, that's the only difference with the previous versions. - 1.5.6.4818 changed the localization and did some clean-up of the file.
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I don't know whether it's definite or not, that's for ED to say. Yes, I see your point. But it seems the emphasis in DCS is more on the combat and not as much on the study-level as aircraft by A2A, PMDG, FSL and so on, they keep that as simple as possible for the user (I'm not talking about the internal model). For instance there is no persistence, unfortunately, so you can't have a campaign in which you need to take care of your plane to keep it running from the first mission to the last, or minimize the number of repairs. It's not even possible (AFAIK) to store information from one mission to the next to emulate that with a lua script :( There would be a lot of interesting possibilities though, it's really sad. And so you can't live with used parts either, like a worn-out tyre on the B-17 for example, or with fouled plugs - those guys really have great ideas, and it's been there for quite a while, I'm surprised it hasn't caught up here.
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Engine primed even though the fuel lever is off
Redglyph replied to Redglyph's topic in Bugs and Problems
Hmm, I let it run a few seconds, based on how fast it shuts down when the engine is running and the valve is closed. Perhaps it wasn't long enough, but those delays should be similar, or even shorter when starting. Thanks for the info! :) The whole model should still be checked and fixed for the pumps that should have no influence on the pressure indicator, for instance. Probably just a few missing flags in a verification ;) -
Yes, for the B-17 you can select the tank configuration and have more control. But on the Spit, top and bottom tanks are just one entity. In A2A's Spitfires, rolling the mouse will fill the bottom tank, then the top tank, so the whole from 0 to 100 percent. It's really the same in A2A's and DCS'. It's not possible to fill the top tank if the bottom is not full, it's just the way it is. Currently there is no rear tank.
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Similar report (but regarding booster pump and pressure indicator) here: https://forums.eagle.ru/showthread.php?p=2993620 There is clearly something off, and while the behaviour seems correct when the engine is already running (indicator switches on and engine stops), it seems wrong when it is not running (indicator switches off and engine is allowed to start).