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Everything posted by WelshZeCorgi
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Especially if the sun is shining on the panels, the caution advisory panels are difficult if not impossible to read in VR. In the HB manual for the F-14, there is a picture with the warning lights illuminated but ingame it is not as readably bright.
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Thank you!
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Are there other ways to unhook a contact or waypoint besides the half-trigger/release on the HCU?
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Sure, I'm all for a death star ray gun that you simply shoot once at anytime, anywhere and automatically just... "win". Otherwise, commission a mod or something.
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Under What Circumstances Will AIM-54's NOT Fire?
WelshZeCorgi replied to Bearfoot's topic in DCS: F-14A & B
Look for the "hot trigger" light. If its not illuminated, something is wrong. -
Thanks for the reply. It's good to know. I am trying to figure out what exactly causes the warning lights to go on. In my experience, it turns on if I don't leave the WCS on standby (with AWG9/54 cooling on) long enough. How long does the WCS have to be on standby before you can turn it on? EDIT: found it in the manual. the green light next to the switch needs to turn off before you switch the WCS switch from standby to on.
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Aircraft repair - no reset to Emrg Hook, Gear & Canopy
WelshZeCorgi replied to F1GHTS-ON's topic in Bugs and Problems
I had similarly weird behavior in multiplayer. When I joined an f14 in midflight as a RIO, his flaps deployed uncommanded and jammed. We flew to a nearby friendly airfield to repair it but for some reason, while he would get the acknowledgment for repair, the repairs never came. In an effort to try and "damage" the aircraft to provoke a repair, I ejected, just me, leaving the pilot in the tomcat. He did get repaired, but that completely broke the aircraft. He couldn't start up the engines, none of the buttons worked and when I joined the RIO seat again post-repair, the entire cockpit was unrendered, missing the ejection seat as well. -
Has anyone else ever found an odd bug in multiplayer where the flaps deploy for the pilot when a RIO joins? Caused the flaps to jam because he was going over the limit at the moment I joined.
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On the TID, contacts within 2,000 - 3,000 ft of each other show up as a single contact. Occasionally the AWG will track the second contact on the TID and will pop-up momentarily or (rarely) permanently. Is this possibly a bug? Because I'm a little confused as to why such a powerful radar has trouble disserning contacts that far away from each other and what pilots and RIOs should do when you know that the single contact on the TID are actually two contacts.
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sometimes I rush RIO startups and get the awg-9 cooling/ 54 cooling warning light on the panel. I am able to get the warning lights to turn off by putting the WCS switch in standby for a few seconds then flip it back to on. But that's usually after I notice the light is on a half hour into the flight. and I noticed during a flight where this happened that none of the AIM54s I launched hit anything, even though some of them had a non-notching (but still chaffing) target. Does screwing up the cooling for the AWG9/54s during startup cause permanent damage to the system that will prevent correct guidance?
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Can we get a menu that makes jester select a specific target for next launch for TWS-Auto for 54? And can that menu label targets in relation to the radar picture? e.g: left-lead, right-trail, instead of how it is right now.
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I get it too on the index. Really disorienting barf material. Even LOD does this, where details, textures and shading are only rendered in one eye for some reason and it makes my head spin.
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+1
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not to mention better camera angles. TCS is a few degrees off nose, then you've completely lose track. With the LANTIRN, you can practically crank and still have the camera on target. (assuming you keep the target on the same side of the aircraft that the pod is on.)
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Has anyone got the backup and emergency ICS to work after a hit? I know you can still hear a muffled Jester sort of, but it seems that after getting hit and getting the normal ICS knocked out, backup and emergency ICS never works.
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Is the Tomcat the Air to Air King in DCS
WelshZeCorgi replied to CBenson89's topic in DCS: F-14A & B
I would say that the 14 is more like a grand throne. If the person sitting in it is a king, the throne is all the more intimidating and regal. But if you put the village idiot on it, well... -
I had a 4-ship flight last night and 2 of the crews in the flight came across this bug. I myself did not experience this but the other 2 members could not fire their 54s. According to them, when the pilot selected 54s, the RIO would not see the 54s selected on the TID, and pressing the launch button would not do anything. This was on a multiplayer, PVE server, where we had to select our loadout and rearm with the ground crew before takeoff. Not really seeing a pattern as to what causes it, but the bug is real.
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I believe simply ordering him to use TWS will cause him to use manual TWS. There is no selector for the auto.
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I'm finding an issue where TWS-A allows bugged tracks (ones going mach 5) to affect the centroid. It has on numerous occasions followed false contacts, slewing the radar to the point it is completely out of the correct area where real contacts are and then just gets confused and stops working.
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I was wondering if you could keep tracking a target with TCS and using the slave mode to keep the radar pointing on a TCS lock? When flying RIO, sometimes the radar drops the lock (notching or zero dop filter) but the TCS is still tracking the target. Is it possible to slave the radar to the TCS, then lock the target on the TCS back up in PDstt or PSTT?
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I think PAL, the ACM mode where the radar diamond sweeps side to side? For some reason, under circumstances that I'm still trying to figure out, hitting the PAL mode button doesn't engage it. VSL high and low still seems to work in the instances PAL doesn't. Is anyone else noticing this?
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It makes the boring things like AAR and carrier landings easier and the fun stuff, WVR combat harder. While it gives you depth perception and true scale that a flatscreen will never provide, resolution is no where close to "real life", which makes tracking visual contacts a frustrating nightmare. This is especially true for headsets with a small center, where the resolution is greatest. Which means if a contact gets anywhere near your six, he falls into the low-resolution peripheral vision of the headset and practically disappears into the ground clutter. You can try to keep him in the center cone where the headset resolution is greatest, but you'd have to be a trained contortionist to twist your head the 160 degrees to keep it centered. So until eye tracking for vr headsets is perfected, where high resolution is maintained where your eyes land on the headset screen, even when you're looking at the peripheral of the vr headset, (instead of current tech where the resolution is only highest in the center), you might find it as frustrating as I do, constantly losing sight of visual contacts during dogfights because of said poor resolution and losing the fight primarily because of that. That's a double whammy from being both unrealistic and harder. So in a nutshell, makes boring stuff (AAR, Carrier landings) basically a cake walk, makes fun stuff (dogfighting) frustrating. Also, would be nice if a near future headset provides both high resolution AND very wide field of view. Most headsets feel like you're putting a pair of horse blinders on, which again makes dogfighting unrealistically harder. Anyone saying how realistic it is is talking pure nonsense. Last time I checked, real life fighter pilots didn't put on beer goggles to knock down their 20/20 vision and a pair of horseblinders on to limit their natural FOV before going into combat. If someone makes a headset that gets really close to the real FOV and resolution of the human eyes, I would happily agree, VR is an absolute, hands-down, slap-yo-mama purchase, but we are not there yet.