

Dugong
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Everything posted by Dugong
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R60M not working in MP either, unable to aquire any lock whatsoever.
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With the new update i can bring the kneeboard up and it displays the countermeasures page, but i can't go next page or previous page with [ & ] and the control settings page won't let me bind another command to it either. Known bug or any fixes i can do? Thx
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Okay so can anyone clarify this for me? I'm using the gunner mode where mouse controls gun movement and TIR controls head movment. In UH1h head movement is totally independent of gun/mouse movement, but in Mi8 my head centre axis is rotating with gun position (though TIR still controls head movement but not completely indepenant), which makes gunning more difficult than it needs to be. Is this the same for everyone or do i have a control setting wrong somewhere? Thx
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Malek, that was the same thing as i noticed at first, excessive speed loss in gentle turns. Going on Frederf figures, M1 to M1.3 should take 58 seconds, in 1.54 im getting 60 seconds and in 1.55 64 seconds, which is a fairly substantial change.
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Just run some tests at 5km altitude between the current version and 1.5.4 . Clean is with 50% fuel, Payload is with 2xR13m 2xR3R no drop tank. Acceleration is from Mach 0.6. It does look like it's got slower.
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I've noticed that this new FM requires loads more power to maintain speed or accelerate such that full mil power seems to be way inadequate and i'm using AB a lot more than i use to, anyone noticed similar or am i imagining things?
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Yes i noticed something very wrong with r13m1 in MP:- launch against non manouering F5e at 1km range results in many misses! How is this possible?
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I think the vitrol as you call it actually stems from the complete silence. People get frustrated that the module has seemingly made little progress since launch, and where there is progress it's hard to tell because there are either no, or very infrequent patch notes. I'm siting here wondering if the ASP and weapon selector will be getting the rework it needs, LN may consider fine needing no further work, but as customers we just don't know do we?
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The Détecteur de Départ Missile (DDM) - Bugs and observations.
Dugong replied to Zeus67's topic in Resolved Bugs
This is misleading, it is not a ground only device. This is like saying if you peak out of your letterbox you can only see the floor! the sensors can see to the horizon in the same plain as the wing -
They do still seem to be releasing updates to the flight model, the problem is LN seem to have adopted a policy of silence regarding both releasing patch notes and forum communication, so it can appear to be dead to some. Having said that the ASP is very broken and doesn't appear to have received any love in quite some time.
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The Détecteur de Départ Missile (DDM) - Bugs and observations.
Dugong replied to Zeus67's topic in Resolved Bugs
I have the same problem with the detection line being quite different from the Actual direction of launch. Also i have sometimes the warning sound with no line at all. -
Couple of questions on the new gunner functionality, 1.How does one get the gunner status (Ralt Rshift K) bar up? for me it only works when i'm occupying the side gunner and disappears when i switch to positions 1 2 or 3. 2.Is there now an option for the copilot to take control as per the Huey, to make it possible to player control the side gun without crashing? 3. Is there a key command to look down the sights of the kord? Thx
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It'd be nice to see a statement from the devs as to what is still being worked on and to be fixed. It's pretty difficult to help with bug reports and so on when we get only get occasional patch notes.
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Okay, As it currently stands in game the A/G guns solution is behaving as if it's in manual mode even though it's in auto mode, and the target size knob has zero effect, in contrast to the R/L manual.
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Ahh i see, so they just don't want to bother with adding realistic sounds then?
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Distance to target is dynamic so how can the above be correct? Or are you saying we can dial in a chosen range somehow?
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IIRC cobra said in the past that they are unable to change this, not sure how RAZBAM can if this is the case though?
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I know it's not strictly CCIP, but not sure of the correct term. Previously this worked for guns and rockets, now the pipper is stuck in boresight position.
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Air to Ground computation seems to have broken though, previously it computed impact point for guns and rockets (but not bombs). Now the reticle is stuck in the boresight position
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Frederf, No difference ibn tone detected between different targets.
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Having set the ARK-5 to the outer beacon frequency of any chosen airfield, flipping the NEAR/FAR beacon switch to near does not switch to the correct frequency. Example: Airfield -Suhumi B Outer Beacon 489mhz Inner Beacon 995mhz Setting the ARK-5 up for a frequency of 489mhz, once the NEAR/FAR switch is set to NEAR the ARK 5 jumps to 998mhz not 995. This bug is the same for most airfields and is always either 2 or 3 mhz out.
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Yes yes, we know all that kainhall. It's solely a problem with this module, all others we are able to turn the lock tone volume way up, but for some reason mig-21 requires completely different sound settings in main audio menu to be vaguely audible.
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Yes thanks, but it doesn't work in single player either for me though.
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As per the title, have LN toned down the roll rate again? I know it got very sluggish at one point, but then they corrected it with a subsequent patch but it seem fairly slow again,. Just want to check it's not a hardware/joystick issue at my end as i've been off DCS for a couple of months. Thank god the radar works now though :thumbup:
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Same issue here, the tone is very hard to hear over the general cockpit noise and the knob had no effect turning it up from the default position,but conversley it will turn the volume down turning it CCW.