Jump to content

Viking_355th

Members
  • Posts

    31
  • Joined

  • Last visited

Everything posted by Viking_355th

  1. I vaguely recall hearing that the Harrier would get the APKWS rockets if possible. Any word on whether or not that's possible?
  2. It's about 98% complete. It still needs JDAMs, but those are already in internal testing, so we should have them shortly. It doesn't have a campaign yet. I think that's about it for things that are still missing. I'm sure there are a few bugs that still need squashing, but that's the case for almost every module. Edit: I forgot, the manual's badly out of date. They're working on a final version, but it isn't out yet. Use Chuck's guide and/or YT videos to learn how to use it, because the current manual's wrong or incomplete about many things.
  3. You can actually see what happens to the switches by looking at them. They're on the left.
  4. It's a one-way toggle. The paddle disengages autopilot (if enabled) and physically flips the pitch and roll SAS switches. You have to flip those two switches up again to un-toggle, and autopilot won't work until you do.
  5. I have a TM Warthog, and I just stick my finger in the trench. YMMV, but my finger is precisely wide enough that when I feel pressure, the throttle's at full mil.
  6. Everybody here seems pretty chill already. Did I miss a panicky comment?
  7. Great news, and great attitude! This is what we love to see!
  8. Slideshow I'm also having the slideshow bug in Mission 3. For most of the mission, I was between 30 and 75 fps. When I pause it, it's 75 fps from inside the cockpit and 130+ with an external F2 view. When I unpause it, it's somewhere between 4 frames per second and 2 seconds per frame. It happened just after I dropped my last Mk. 83 on a Tu-142. I was just about to quit out of frustration when an SA-10B Grumble blew my wingman to pieces and my frames came back. And then the MiG-23 following me shot me down, so I ended up failing. Tried it again, had the slideshow shortly *before* dropping my last two bombs (but I was lined up well, so I was able to get them off the rack and hit two targets), but again, things went back to normal the moment my wingman died. This time, there was a good 30 nm between me and the MiG, so I was able to light the cans and stay out of his WEZ for the trip home. That particular glitch notwithstanding, this has been a great campaign so far. Thanks Kaba/HB! Cheers! Note: I've attached the Tacview file, and I'm uploading a video of my perspective of the flight to YouTube. I'm posting this before it's done uploading, so give it a couple of hours (I have slow internet right now) from the time of this post for the video to become available. However, I didn't start recording the video until about 13.5 minutes into the flight, so you'll have to do a little math to match the timecodes. The framerate hit comes in at around 16:41 in the video and 30:30 in the Tacview Tacview-20190927-033820-DCS.zip
  9. Do we know how many parking spots the Forrestal will have? As in, how many jets can be assigned to it without any spawning on top of each other and exploding?
  10. Thanks Ragnar! Nothing does rocket attacks like the Viggen, so it's good to know it'll be able to do that again soon.
  11. If you're creating BX8 on the fly, BX6 & BX7 will get created automatically, and if you pass either of them before firing, then they won't fire. So, when creating BX8, immediately switch to BX7 and adjust it as needed, then the same for BX6. Every time I follow that process, I get successful launches.
  12. On the latest Open Beta?
  13. I'm guessing it's a bug, but if they want to fix some more serious issues first (being able to repair the jet ever, that rocket salvo thing from the other thread) I'm fine with this one being low on the priority list. :)
  14. @Svarthandske just put the video ID in the tags, not the whole URL. So, (YOUTUBE)MqIJswcpnrU(/YOUTUBE), except with square brackets instead of round ones. (I made this mistake, too.)
  15. Basically, when you disengage HOJD mode, you have to use the HOJD button, not the ATT button. If you use the ATT button, re-engaging requires two presses.
  16. My wings were blown off and about 1 second later, my jet exploded mid-air. I recorded a playback of the track and edited my post to include the video and my OB version.
  17. I can launch single rockets per pod and it's fine (edit: actually, no I can't, the fourth launch triggers the issue and destroys my jet) but if I flick the switch from Enkel to Grupp, it's suicide. Thoughts? Edit: I'm using the most recent Open Beta, 2.5.5.34644. This problem did not occur when I did the same thing four days ago, prior to the release of 2.5.5.34644. Here's a YouTube clip of the track replay. Only the last 20 seconds are interesting, but I included the whole thing on the off chance that it contains some useful information. Viggen_full_salvo_death.trk
  18. Thanks, Mike! I'll watch future patch notes for ASH and bombing instead of VV offset, now that I know what it's been filed under. Cheers!
  19. I did a test, and found an inconsistent result. I saved the track file, but it was corrupt. (This surprises no one, I'm sure.) So, here are the steps to reproduce it. In the ME, I created a Stennis and a flight of 2 Tomcats, one with a stored heading, one without. Hopped into the stored heading jet, did my usual startup with a fine alignment. When Jester said we were good to taxi, I went to the cat with my HUD in landing mode, so I could see the VV. It was dead center. After launching, the VV was displaced far to the right, near the edge of the pitch ladder. I changed roles to the jet without a stored heading, did my usual startup with a fine alignment. When Jester said we were good to taxi, I went to the cat with my HUD in landing mode, so I could see the VV. It was dead center. After launching, the VV was dead center, as it should be. Changed roles to the stored heading jet again, did my usual startup with a fine alignment. When Jester said we were good to taxi, I went to the cat with my HUD in landing mode, so I could see the VV. It was dead center. After launching, the VV was displaced only very slightly to the right -- enough that I noticed, but not enough to bother me, or make CCIP bombing difficult. The way I see it, 2 and 4 should have produced the same result, because they were the same steps in the same jet. I believe a slight offset when using a stored heading is the intended behavior, and accurate, but the substantial offset from Step 2 doesn't seem right to me. I think it's a bug. Thoughts?
  20. That's what I might end up doing, but part of the appeal of DCE is having progress carry over from one mission to the next, which won't be the case if I'm pre-generating all the missions. The good news is, this week's session just ended, and the next mission generated in like 4 attempts, somewhere in that 60-90 second range, which is great. It's possible that it's only the first mission that's giving me real problems. I'll check in again after next week's session regarding the subsequent mission generation, but I'm still looking for advice on how to get the first one to generate more reliably. I've done another 100 runs of the F-14 FirstMission.bat (two Tomcats, one Eagle) and still haven't gotten even one valid first mission. The bad news is, I was the only one who died. Crashed into the back of the boat. Very embarrassing, but I'll be able to fix that problem on my own with a little more practice. :)
  21. First of all, I just want to thank PB0_CEF for all of his hard work, I'm really impressed with these DCE missions, and he's being very helpful in this thread. The problem I'm having right now is with creating MP missions and the "not enough ready aircraft" result. I have a group of a few friends that I'm hosting weekly coop sessions for, and because the DCE missions seem to be usually in the 30-60 minute range, and our sessions tend to be 2-3 hours, I'd like to be able to generate the next mission in a relatively short timeframe. For Hornet over PG, it's not so bad, it usually only takes 30-60 attempts to generate the next mission for 2 Hornets and 1 Eagle, which is in the 8-15 minute range on my computer. With Tomcat Over PG-CVN, I've run FirstMission.bat for hours on end, and have yet to get a valid mission. It's failing over 99% of the time. Ditching the F-15 gets me there pretty quickly, but one of my group only has FC3 plus the PG map, and I don't want to kick out the Eagle driver or ask him to buy anything new. Is there anything I can do that might get the failure rate down to 95% or lower, so I have a decent chance of generating a mission in one set of 20 attempts?
  22. I had this same issue, and the problem (seems to be) that I hadn't turned on the pitot heat. Centre console, just above the warning light array. Hope that helps someone!
  23. The thing to remember about about the Vikhr is that it is a beam-riding laser-guided missile. Unlike many laser-guided munitions, the ordnance must not lose sight of the launching aircraft, or it will lose guidance. The Vikhr's laser sensors aren't mounted on the front, looking for a target we're painting with laser light. The sensors are mounted on the back, and they watch the launching aircraft's laser beam, riding it all the way in. Vikhrs follow desired-track, not desired-heading, where the DT is defined entirely by the guidance laser. So, if the target is stationary, but the Shark is moving, the missile will maneuver dramatically to remain on-beam. This will bleed off a lot of energy, and may even cause the missile to lose guidance. The answer to your question is a frustrating "it depends." At max range, you can't move an inch or experience a whisper of wind. At moderate range, remain stationary until the missile finishes burning, then move; because the Vikhr is so much closer to the target before you begin maneuvering, the laser will move less, which provokes less maneuvering from the Vikhr, so you're at less risk of missing. At close range, either use guns/rockets, or get your ass back out to moderate range. Sharks tend to lose knife-fights.
  24. It's applying weapons release restrictions, to improve your chance of a hit. You can override these restrictions with the appropriate toggle switch. Beneath your Master Arm switch is a nonfunctional button in a black "bucket." Immediately beneath that is a row of four toggle switches, and the override is the leftmost switch. Flip it up, and your weapons will fire whether they're out of launch parameters or not. For example, if you lock a target 45* left of you, your gun, mounted on the right side, can't swivel to hit it. With the override switch up, the gun will fire anyway. With the override switch down, you'll have to turn over 45* left, to bring it into the guns gimbal arc. This is how I take out Shilkas at 8.9km, when the Vikhrs normally won't fire at ranges over ... 7km? 7.5? It's been ages since I left that switch down for Vikhr employment.
  25. For console games 60-75* is normal, for PC games, 85-100* is normal. The difference is attributable to the expected distance between screen and eyeball; the closer you sit, the wider your brain expects the FoV to be. Values over 105 will seem distorted at any viewing distance.
×
×
  • Create New...