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ike444

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About ike444

  • Birthday 05/23/1995

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  • Flight Simulators
    War Thunder, Rise of Flight, IL-2BOS/COD.
  1. The problem I am experiencing is that when I load into an armament-less Mirage F1BE and have the ground crew load sidewinders before or after starting the engine, the sidewinders are unusable in the air. Conversely, when the Mirage F1BE is loaded with wingtip munitions in the editor, after loading into the jet the sidewinders will work normally. This is true even if I rearm to swap the type of wingtip munition, or unload the editor loaded wingtip munitions in-mission and load them back on again. This issue does not occur with the other two Mirage F1 variants. The two track files I have included are as close to the same as I could achieve. The only difference being that the Magics are editor preloaded in the track with that title F1BE Load After.trk F1BE preloaded.trk
  2. There are lots of confusing things going around about what causes the alignment to fail, and I don't claim to understand it myself, but I do know that any micro-adjustment of the 3 control axis will cause the alignment to go to HOLD. No the brake-hold does not have to be on, the wheel chocks are optional as well, but one or the other has to be on since the jet will roll at idle. I have the same issue but in my case it's mostly caused by: input jitter, throttle position not completely to idle, or server/multicrew desync. You can retry even a failed SH alignment by flipping the INS off and then back to align until it goes to NO TAXI. I use this method to try fixing SH HOLDs and it works quite well. It will take a couple switch flips until it stops asking for PP REQD and goes to NO TAXI. Re-entering the coordinates when the correct coordinates are already entered in an attempt to clear PP REQD often causes the INS to fail its' alignment by either going straight to HOLD, or the especially frustrating count down of alignment error only for it to revert back to GC NO TAXI on finish.
  3. Here is another track file on a different map, 30,000ft, with 4 head-on allied contacts at different ranges. (left to right, F-15C, B-52, C-17, M-2000C), the radar suddenly loses all of them at the same time, and never discovers them again. Independent of the range of the contact. The problem occurs after about 20 seconds of flying straight and level without touching the stick in this case. f18radarbugshowcase1.trk
  4. 1. What is the bug: While flying the F-18 straight, the radar will detect a contact for 4-10 radar passes over the target (in any bar scan) and then never show the contact again if radar is not moved. Even though the contact is still in the detection area of the radar. 2. When does it happen. Any map. any size radar contact. any altitudes. The F-18 is flying without turning, climbing/diving, or rolling. the contact may fly any path as long as it remains head-on aspect. For me the bug eventually occurs 100% of the time those conditions are satisfied. Only the F-18's radar drops the unlocked contact. All other aircraft detect it the whole way in. 3. Track: The track file attached is an F-18 flying co-altitude, directly headon to an allied KC-135. After 8 passes in 1 bar scan the radar does not display the contact in any bar, azimuth, range, or memory setting, despite the 135 being in the scan zone of the radar. The contact can be found again by rolling the F-18, or maintaining a shallow turn, or gradually changing pitch, or using boresight mode to lock it. but as long as the 18 flies straight, the radar loses the unlocked contact after a few radar passes. This is in version 2.5.2.18307 f18radardetection.trk
  5. Ah that's all, at least there's a fix coming eventually, no problemo if it's not in next, as long as I know that it's the bug and not me dun goofing it, I can learn it a little easier.
  6. All the following is basically to say, I believe this is indeed a bug with the weapons and not user error in the Viggen. I have had similar issues after using ANY A-G weapon properly, after rearming it will not allow me to fire the weapon on the next flight I put on the safe, I configured the landing, no nav errors, made the references and fixes, no warning lights Even sometimes turned the nav system and the entire aircraft completely off and back on, inputting references and time so it would still work, it was just like there was no power to the weapon systems, the maverick sight wouldn't illuminate, RB04s and RB15s would range but not come off the rails, bombs refused to drop The hud symbology and NAV system would work, no warning light on the hud until I was out of parameters. They simply wouldn't come off in any circumstance except the emergency jettison. even the fast modes in the ASM's I also tested purposefully messing up the nav, taking off, landing, then fixing it on the ground, taking off again and the weapons would launch fine the first time, then the bug would occur. I didn't test A-A weapons the emergency jettison below the fuel tank release would still work properly though. Initially all the weapons work perfectly though :) with the Bk90 multiplayer workaround coming it'll be great.
  7. I got to signup and play the first of this Blueflag series and it was so much fun. I had to get ready for some new teaching work I do, I finally get a break and play blue flag and it's like this... It has only gotten better :thumbup: The NATO v RU stylings were perfect for my iffless F-5 (I'm sure I can deal with just calling people to "declare" in the future if it's another way in the future don't worry), comm arrays give the backbone GCI's a nice boost and the ED fixes to plane position during lag were just in time. Some US Navy fighters feel like they're right at the edge of the pipeline with their Link 4A and Link16 n stuff they'll have; however, I have absolute faith in you guys to figure out how you'll make balance work for everyone. But you know, coming to bridges, crossing them, and what-not. For now I'm just interested in what you guys have in store, lots of people have been recommending player limits, A-AF's, and Navy's. I'm up to try it all, everything you guys have done so far has been amazing. For me Blueflag is simply the best part of DCS, keep it up and uh, go blues!
  8. Wow I thought I could just sneak my hard work in when there were only 2 submissions and get a free module, but then you guys had to go and make tonnes of great videos, haha oh well. I hope you like my submission, especially the bonus clip at the end. I had fun making this, learned stuff too. Good luck everyone :thumbup:
  9. Awh yes, electrical fuses baby, that's how you know it's gonna be good haha. Amazing progress as expected Leatherneck sims.
  10. 7.8/10, Too much water. I still like it though.
  11. Something like this seems like it would be tons of fun, I'd like to try. Callsign: ike444 Preferred Aircraft: MiG-21bis / A-10C (no nukes I know)
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