

void68
Members-
Posts
198 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by void68
-
reported earlier Issue tossing bombs in 2.8?
void68 replied to breakneckPace's topic in DCS: F-16C Viper
nice, that looks promising for 2.8 -
reported earlier Issue tossing bombs in 2.8?
void68 replied to breakneckPace's topic in DCS: F-16C Viper
97's are messed up since August 22 or so. Still they are not able to fix it. CBU87 should work however. It's a problem with the container opening and the chutes almost instantly stop the bomblets to zero horizontal speed while the targeting computer thinks they fly towards the target on the unretarded trajectory. A shame it still exists in 2.8, I was hoping for a proper F16 update! And the devs haven't lost a word about it. Aim around 300-400m ahead, depending on your current airspeed and leave BA at 900ft. There are lots of posts about it. Do a similiar test with MK dumb bombs and you will see that the toss calculation for these work (at least <2.7, dont know about the actual patch, perhaps they messed it up, too). -
Also enable Parking Brake if on any inclined / sloped taxiway - and even if not, just do it! Even minimum, hardly noticable movement may ruin your INS' day. You not even can deselect classes, you even can go for individual SAM sites' codes (ALIC tables) to refine your search time to a 20s or so.
-
Mark point cannot be created in A/G visual mode and HTS
void68 replied to drsoran's topic in DCS: F-16C Viper
From what I recall... I am at the office and can't check the trk nor do a test: TMS up 2 times, first to ground stabilize, second to enter the data - or was this the condition just for HUD marking? I think there's a reason why this module still is in EA, lots of bugs in the logic - or it's a feature. But I think I remember once on a pure recon mission I had no AG ordnance, too, just the HTS and the TGP and I was able to set markpoints. -
You still can define the DF switch to smoke (usually not with a single use DX key, but a keyboard press instead) . And just exchange smokewinders with "no sidewinders loaded, smoke pods loaded" and you are good to go.
-
manual Chaff anf flare counter measures Dispense
void68 replied to cmbaviator's topic in DCS: F-16C Viper
In that case, as both situations do not occur at the same time, just stay with the usual programs and just disable chaff or flares on the CMD console. So in case the program 1 usually fires 5 chaff, 5 flares and you set flares to "off" to save them.. program 1 will only fire 5 chaff. Then, in dogfight, switch chaff to off and flares to on. -
missing track file Problem with targeting pod
void68 replied to KenaiPhoenix's topic in DCS: F-16C Viper
In Norm you have to confirm the Lat and the Lon line, in STOR you must not! Also if you are on a somewhat sloped parking slot with minimal movement, hardly noticeable...hit the Parking Brake and then do the alignment. Also I noticed that on multiplayer servers the alignment sometimes fail! -
Yes, I can confirm as I do this on a regular basis for SEAD / Wild Weasel: Stay in the outer 10-20% of the max engagement range of a known SAM with ECM off. SAM gets a lock on you and fires a missile. Get the ECM active to break the lock together with beaming or notching to get a moment to breath while looking for that smoke trail to reveal the launcher. Lure the SAM to fire at max engagement range and shake it off with the ECM. If it's active the SAM won't shoot till you are at burnthrough range. As with most things.. all the modes got their pros and cons.
-
Yes, of course I set the mission with zero wind. Furthermore they always fall short, no matter what direction (in case of any wind at least in downwind attack run the bomblets should fall long). They always fall short. The skeets perform as advertised. If the skeets / bomblets are close to the target they do shoot the molten "rod". It's just that the bomblets are not over the target - while the canister hits the target. Exactly, the higher the BA and the speed, the worse the deviation. 0 ft BA is a direct hit! But a dud, of course. What I do: CCIP "just" aim 200-400ft behind it, it's a matter of training, of course and not really satisfying. CCRP... well, do an evaluation of the situation and then plan from where you will attack. Do a (outside the engagement parameters of the SAM) short simulated attack run and place the SPI a few 100ft behind the target (3D on a 2D screen...), turn away, do a re-run and use the HSI steering setting for the exact radial for the attack run (a bit over-complicated, I admit). Usually it hadn't to be so exact, you can place the SPI behind the target from every direction with a bit of evaluation training or even do it while on the attack run if you do a short pop-up (and instant down) with the backdraw that fine tuning the SPI from low alt into "depth" of field is tricky as each pixel represents a few 10ft or so. Yeah, the CBU97 is IMHO the best against single type SAMs. You can carry up to 10 and take out everything, from high alt through the cloud layer to low level pop-up / lobbing and the bombs can't be shot down by the SA-15 or SA-10. Windy conditions can be a problem, though. But don't forget how adrenaline pumping and satisfying a 10-50ft alt attack run is in comparison to a boring "Magnum" employment... It's the most important part that needs fixing, ASAP!
-
So... putting the waypoint AGL+BA and setting the BA to near zero result in a dud, cause no matter at what altitude the waypoint is set, the bomb always refers to ground level, I forgot that. So, burst characteristics / flight path of the CBU-97 vs CBU-87: While the 87 behaves mostly like a non-burst - it falls like a normal bomb, rotates, bursts open at the BA and as the bomblets are not retarded they follow mostly on their predicted path - the 97 is totally different to that: it falls like a normal bomb, bursts open at the BA and the subammunition is almost instantly retarded, so it does not follow the normal bomb path but remains somewhere between the calculated impact point (of a normal bomb) and where it bursts open. The higher the initial bomb speed the bigger the deviation (as the computer calculates a faster bomb for the remaining distance after the BA). While I noticed around 200ft at 250kts it was around 400ft at 450kts. High speed pull up attacks where with less deviation of course as you tend to lose a lot of speed during a hard PU. So... they have to develop a totally new calculation scheme for the CBU-97 while all other dumb bombs (including the 87) follow the same glide path while the 97's is abruptly cut-off at BA. Anybody noticed they changed the bomb mode cylce? From CCIP->CCRP->DTOS to CCIP->DTOS->CCRP... why that?
-
hmm, it tells me "Grabing config ...DCSBHap started", Sim: DCS, IP 127.0.0.1, Port 4125, status green, Preset: DCS_F18. Log says "no fresh telemetry data". When I hit "Stop", bhaptics tells me "Client disconnected", when I hit "Run", bhaptics player tells me upon connection "client disconnected"... "DCS_To_bHap.lua" is in ...\Saved Games\DCS\Scripts\Hooks\ of course.
-
it can be me, but... yes, they fall short, so I aim ahead 200m. Sometimes they hit the 200m offset point exactly. Sometimes they fall 200m short and hit the target. I did not notice an overall constancy! However perhaps you noticed it too, the CBU97 container hits the target on spot! It's like the bomb's calculation is to reach AGL 0ft on the target, not to open the canister at burst altitude over the target. The higher the BA the worse the offset. What I will test, set the waypoint at BA exactly over the target and see what happens then. A shame they aren't able to correct this bug for over 2 months, makes low level SEAD almost pointless in CCRP / DTOS mode.
-
Damn, I don't get it... So I want a maintained switch for the Left Hardpoint ON an OFF. What I did to the default.lua: Problem, the 'LEFT HDPT Switch - ON/OFF NEW' entry isn't in the keybindings. I searched for "NEW", I checked the right consoles. none. Why doesn't it show up? I messed it up. The is still in the F-16\joystick\default.lua can't be defined under keybindings to keyboard. All other columns are grayed out. Damn, it worked before. Now all my boards are still visible but almost no inputs possible. 90% greyed out fields.
-
I haven't those. There is a Pull, but it's for the stop watch funtion (upper right), start, stop, reset. In the german localization I got two almost identical entries for Turn CCW, perhaps there's something messed up (none of them has the Pull function) Yes, it seems best to set it to a permanent switch like "pulled all the time out" as there's no reason in winding the clock. Concerning your .lua edit: Thanks for this one! Being totally unexperienced in .lua I just add these lines to anywhere (as long as it matches the syntax ofc)? Funny thing is I can add keybinds from each of my boards, but not from keyboard. Fine for me, but just curious. edit: yes, joystick.lua /= keyboard.lua. Read your 3rd post too late! Encoder is extremely slow, same problem with HSI course change, perhaps I change back to simple "hold to move up / down". In MSFS it was more convenient with Mobiflight's "fast turn" function.
-
I fail to find the Ejection Seat Arm keybind and right aux console On Board Clock Pull. If you turn the clock knob (lower left on the clock) with an encoder, it shows turning in the sim but the clock hands won't turn cause in the sim you have to pull / click the button and then turn the knob otherwise you just wind the clock. What's the keybind to pull?
-
Same here with CBU 87 and 97. No dropping line, just a second before or so. Holding the release button, it goes through 0:00 and starts counting up, as goes the drop line. Then it goes down and finally bombs release (or not - sometimes). Like doing a loft or so. I try to reproduce. Also there is that range marker on the right with a "release bracket" (??). So.. dump bombs got a release bracket when there's exactly one and only time to release? I think this bracket refers to loft possibilities, but where is that mentioned? Even in level flight, rel angle 0° the CCRP behaves quite strange. Edit: It seems rel angle / pullup is now simulated. First flashing with drop cue moving down is "get ready for pullup", even if it's 0°. The next countdown is the usual countdown to release, I think / feel / imagine that the bombs fall better the closer you are to the programmed PU angle, even better if in gentle and steady pull. 2nd interesting thing is that we already knew that point track tends to lose track after heavy manoeuvering or broken line of sight. Now you see that the "eye beam" really lose its point track target. With area track the SPI jumps back into the area track designated area.
-
Start parameters dcsworld.exe for VR / non VR
void68 replied to void68's topic in New User Briefing Room
thank you! -
I would like to have an "dcsworld.exe" with start parameters for either VR or non-VR. Anybody knows about the approbiate switches?
-
I noticed exactly the same. What I did: The INS seems to get confused if you do a lot of turns and very short bomb runs. Also, use INS/AREA mode, not point track (TMS right). Then, when running in hot, fly a stable course for around 30s, just litte control inputs and it should work. As this off-target-effect was really even worse when I do a low alt, pop up attack, also combined with a DTOS ("lob") manoeuver. So I fly a gentle course, do the pop up at around 20s from release point and climb with a very gentle pull at 20-30°, like giving the INS time to stabilize. When I run in, I also noticed that the vertical course line of the CCRP (forgot its name) was also initially way off the target (no wind!) but stabilizes the closer I got till it was perfectly over the target 5-10s before. Just my observance.
-
I am sorry to revive this thread, but I got exactly the same problem and the mentioned solution does not work. VR flying, F16, current stable version, in flight map F10 works fine with the mouse. Also mission planner, no problem. But when I replay an after flight "video" the mouse pointer is limited to the header portion of the map, with the possibility to go a bit down in the right corner where there's the 3 map view options. Then it jumps back to the header area. No way of choosing anything on the map. As the original post is from 2019 I wonder why it isn't fixed yet and for sure I am not the only VR pilot with this problem. Are there any solutions / workarounds?
-
Hello, TARGET software, FLAP & SPD buttons left alone: While the SPDB and SPDF (the speedbrake switches) are recognized as Button 31 and 32, I get by no means Buttons 21 & 20 working. The Flap switches up, middle, down are not recognized by the system. When I program keystrokes on the Flap switch they show up, so it's no hardware failure. The "FLAPS down/center" in the A-10II for example just allow HOTAS switches, no keystrokes so it is nearly impossible to program 3 states on it. For keyboard it's only "lower" and "raise" flaps, that's not the same as "up", "middle", "down". I'm getting mad...and I don't want to mess with .lua files, no plan with that. edit: ok, "Speedbrakes" is located under HOTAS in DCS controller settings while "Flaps" are located und "Special Joystick". That may be the difference but still... edit/solution: Define the buttons as DX22 and DX23 and define "hold" instead of "pulse", ofc somehow DCS has to recognize if either DX22 or DX23 is released then set flaps to mid. Please close topic.