

Bearfoot
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Everything posted by Bearfoot
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Could we please have a key-binding to ask Jester to put the radar in standby mode or go active? (To clarify: I do not mean for the pilot to "reach back" and flip switches, but shortcut keybinding to directly select "Standby"/"Active" commands for Jester to execute) (1) Switching between radar on/off is something in real life that can be done quickly with just a single word, but in the game requires lots of head-bobbing and nodding and button pressing. (2) Macros / voice-attack to navigate the Jester menu is sabotaged by the fact that the menus shift item order depending on whether or not radar is already in standby or not. So your external program / macro mapping must be aware of current state of the radar, or otherwise things get REALLY messed up (e.g., if you command standby twice accidentally or command active twice accidentally). (3) Switching radar to standby and on again is important to be "sneaky" in complex environments where task-saturation is already high. Sometimes we just want to turn on radar for a few seconds for a single or couple of sweeps and then off again while flying low in valleys. IRL, it's just a word. Here it takes a few seconds each time, and with all this crazy head bobbing, reading the menus, etc. It's immersion breaking if nothing else, and unrealistically difficult.
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It would be nice to see VF-84 at least to go with the CVN-71. And maybe tVF-31, to go with the Abe?
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Carrier Air Wing - Information Resources and Livery/AI Wishlist
Bearfoot replied to KingKenny04's topic in Mission Editor
Thanks! Did not want to pester you, so good that you remembered! -
Wow! Thanks! Does not affect me personally, b/c I use headphones for everything, but it really speaks to the teams commitment, passion, and work.
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Ok, update on the above. (1) It works (thanks!) IF and ONLY IF you use Chrome or Firefox to open the "WebGui/index.html". By default Windows will use Edge to try and open it. You have to make it a point to get Windows to use Chrome/Firefox. (2) Probably the more modern approach might be to use this: https://www.digitalcombatsimulator.com/en/downloads/world/server_beta/ This installs a dedicated server package that does most of the above --- after installation, just launch the server using the desktop icon and then go to the WebGui using the other desktop icon. The only complication is that you have to set windows to open all ".html" files in Chrome/Firefox by default to avoid the Web Gui opening in Edge.
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As per the title, can someone provide pointers on how to do this? I just want to be able to record tracks reliably, and it seems like this is the only way to do it. I have only once machine available for this, and want to fly in VR. I have the vague feeling I must launch DCS twice ? But that's about all I know. Can anyone help?
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AI F-14 Finds it Very Difficult to Trap on Supercarrier
Bearfoot replied to Bearfoot's topic in Bugs and Problems
Ok, here are the mission file and some track files. In the first one, the Tomcat makes a dozen or more passes before finally trapping. Which is still better than he was doing last night (didn't trap at all). The second track has him trapping on the second or maybe third attempt. Which is great. Same mission in both cases, so there's a lot of variation. f14-sc-trap-test.miz f14-sc-test1-01.trk f14-sc-test1-02.trk -
AI F-14 Finds it Very Difficult to Trap on Supercarrier
Bearfoot posted a topic in Bugs and Problems
AI F-14 (skill on Excellent, if that makes a difference), starting 1000 ft ASL 350 knots GS several miles behind carrier on BRC. Create a landing waypoint ahead of it. Aircraft approaches carrier and gets into pattern correctly (breaks, dirties up with hook down, downwind, groove, etc.). And gets waved off. Again, And again. And again. I lost count after more than half a dozen times. Restarted same mission. Same result. Tried 2-3 times, and, again, no trappings just wave-offs. Changed aircraft to F-18 (everything else the same). Trapped on first pass. Repeat the mission multiple times, and consistently trapped on first pass. Back to F-14. Fiddled about with starting and waypoint settings (speed, altitude, etc.) in various ways. Same result for a while, and then in one of the iterations got a trap on the first try. Aha! But :( when I reran the mission, again, wave off, wave off, wave off. Back to F-18 ... and yep, trapped on first pass. -
So, it seems like this has been fixed! At least, I could not trigger the bug. I tried: (1) giving some elevation and azimuth radar directions to Jester (2) launching a Phoenix and Jester did not go berserk and behaved really nicely. While the Phoenix was in the air the BVR Jester menu was restricted in options (cannot remember if this was how it was before or not_, presumably to keep the radar in TWS-A. Will keep checking, but so far, looking good! Thanks HB!
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Clearing 7nm for the Unrestricted Climb with an Odometer?
Bearfoot replied to Bearfoot's topic in DCS: F-14A & B
Thank you for clarifying this! I was not aware that there was a speed restriction, but took @RustBelt's comment in good faith. Managing the 10deg turn at 250kts under 500ft etc. was a lot of boxes to tick. Nice to know I can just focus on altitude and direction for this ... -
WIng unfold command from Supercarrier deck crew
Bearfoot replied to Bearfoot's topic in DCS: F-14A & B
Well, with the latest beta, you now get a wing unfold signal. BONUS: it seems to the the correct signal, as per @IronMike 's description! That is: arms crossed infront of your chest swept out to the sides, held on shoulder level. I once got it briefly just as I was getting over the JBD (which @IronMike says is the correct time), but more often and consistemtly I get it as I stop over the shuttle, just before the kneel signal / kneel. Anyway, love it, and thank you. Very minor, and in the grand scale of things, not operationally/functionally unimportant and trivial, I know, but still, appreciate the touch! -
Clearing 7nm for the Unrestricted Climb with an Odometer?
Bearfoot replied to Bearfoot's topic in DCS: F-14A & B
Sure. I guess I could also use maths for bomb release, given that we know our altitude/speed/angle distance and reasonable assumptions about the bomb as a Newton extensionless object. But it's good to have back-up instrumentation .... ;) ;) ;) -
Found the following sources about attack tactics: From Yefim Gordon and Vladimir Rigmant, "Tupelov Tu-22 Blinder/Tu22M Backfire: Russia's Long Range Supersonic Bombers" (Aerofax/Midland Publishing Limited): Missile strikes against carrier groups were considered the toughest and most dangerous of wartime missions. Such a mission involved at least four Tu-22R's, up to a regiment of Tu-22K's, and one or two squadrons of escort fighters. The 'Rs came first, identifying the aircraft carrier in the group and advice the strike group of its exact location. As they approached the target, two aircraft stayed at high altitude, jamming enemy radars and relaying intelligence until the strike group (including specialized ECM aircraft) came up. The other two descended and pressed on towards the target, skimming the sea at 100m (328ft) and trying to get within visual range of the target (10 to 15km, 6.2 to 9.3 sm). On sighting the carrier they radioed its coordinates to the missile carriers which launched acting radar homing Kh-22 missiles at 300 km (186sm) range. Then things would get really ugly for the Tu-22Rs, as they had to dodge the anti-aircraft gunfire and missiles, not to mention the carrier's own fighters. New tacticts were developed for the Tu-22M to increase its combat potential. Covertly apporaching the target at ultra-low level, the 'Backfire' received guidance from Ilyushin/Beriev A-50 'Mainstay' AWACS aircraft and airborne command posts (ABNCPs), with Sukhoi Su-27 'Flanker-B' and MiG-32 'Foxhound' interceptors flying top cover. And from Sergey Burdin and Alan Dawes, "Tupolev TU-22 Blinder: Supersonic Bomber, Attack, Maritime Patrol and Electronic Countermeasures Aircraft" (Pen and Sword Large Format Aviation Books), where the Kh-22 specs are described: Launch altitude: 10000-14000 m (32800-45932 ft) Cruising altitude: 22500 m (73820 ft) Maximum launch range against cruiser-sized target: 320 km (173 nm) Maximum launch range against naval area target: 450 km (243 nm) Minimum permitted launch range: 200 km (108 nm) The entire system (aircraft and missile) as designed for the launch of the AS-4 from altitutdes of 10,000-13,500 km (32,808-44,290 ft) and at speeds of 950-1,500 kph (513-810 kts) The Burdin and Dawes book especially is EXCELLENT. Rich with design, engineering, operational, historical and personal detail. Apart from all the technical, military, and other such information, you also hear from crews about how it was flying the aircraft, as well as training/war stories, their living and working conditions, with lots of humor and personal anecdotes.
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Until then ... https://forums.eagle.ru/showpost.php?p=3877480&postcount=118 Add to "C:\DCS World\Mods\aircraft\F14\Input\F-14B-Pilot\keyboard\default.lua": {pressed=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_pressed=0.0028, value_up=0.0, name=_('HSD: Course Knob [+1° very fine] - CW'), category=_('[19_CTR] HSD (Horizontal Situation Display')}, -- *** CUSTOM *** {pressed=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_pressed=-0.0028, value_up=0.0, name=_('HSD: Course Knob [-1° very fine] - CCW'), category=_('[19_CTR] HSD (Horizontal Situation Display')}, -- *** CUSTOM *** {pressed=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_pressed=0.0028, value_up=0.0, name=_('HSD: Heading Knob [+1° very fine] - CW'), category=_('[19_CTR] HSD (Horizontal Situation Display')}, -- *** CUSTOM *** {pressed=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_pressed=-0.0028, value_up=0.0, name=_('HSD: Heading Knob [-1° very fine] - CCW'), category=_('[19_CTR] HSD (Horizontal Situation Display')}, -- *** CUSTOM ***
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Clearing 7nm for the Unrestricted Climb with an Odometer?
Bearfoot replied to Bearfoot's topic in DCS: F-14A & B
Ah, thanks all! I use the TACAN a lot to go somewhere. It never occurred to me it could help get away (correctly) from somewhere! -
Yup, the Tomcat is not an SUV, I know! But when I drive one (the SUV not the Tomcat), I would use the odometer to telll me when I have cleared a particular distance. What do you use on a Tomcat?? After the 10 degree clearing turn, I now just sort of tootle along the carrier heading for, I dunno, "several" seconds before going, "I guess it's OK now??" and then doing the unrestricted climb. Of course, nobody stops me or pulls me over. But to get it Right, just for my own self-satisfaction, how do I know I have traveled 7nm (or ballpark)?
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HB (@IronMike) has indicated that they have not figured out how they want to add it with a spider detent, and until they do they are not going to add it. https://forums.eagle.ru/showpost.php?p=4343834&postcount=7 So, in the mean time you can mod it in following:
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IIRC, the poor performance of the Sparrows in the early days had much more to do with maintenance/storage/handling issues damaging components than design/engineering. As understanding of their delicacies (and, more generally, modern missile electronics) became widespread and a the requsite gentl(er) handling institutionalized as they are today, performance improved dramatically. Though, for sure, the earlier Sparrows also had inherent problems, these were mostly solved in the later models. A late-model Sparrow, handled with the newer SOP care from depot to rail was as potent as any air-to-air missile. This is what I recall from reading the EXCELLENT "Clashes: Air Combat over North Vietnam, 1965–1972".
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I usually set the callsign on the group (in ":OnSpawnGroup") using "::CommandSetCallsign( callsignNameIndex, callsignNumber, 0)". In any case, if it can be set on the spawner, I suspect that your "SetCAllsign" should be "SetCallsign" (case matters!).
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Are you using MOOSE to spawn the tankers? I had the same issue. Problem solved by using MOOSE to set the callsign number.
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Carrier Air Wing - Information Resources and Livery/AI Wishlist
Bearfoot replied to KingKenny04's topic in Mission Editor
This is very interesting and would be VERY useful! It must have taken a lot of work to put it together! Unfortunately, the file you uploaded is corrupt or empty. Would it be possible to upload a new one? -
Does anyone have any information on how Bears and Backfires would attack a carrier group? If no specific figures are available (or classified), then just general terms would be useful. E.g., would they launch from high altitude or low altitude? If they were to launch high, would they ingress low, and then pop up high to launch, or come in high and launch high?