

paulca
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Everything posted by paulca
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Imagine a world where software companies actually worked together instead of Golum'ing their precious IP. Imagine a world where different games could interact online. You could have someone (or many) people playing CMANO creating strategic and tactical strike plans and posting the results to a tasking order board. People playing DCS (or other sims) pick up tasks which generate missions which they fly. Imagine the results go back to CMANO where you can watch realtime or send new orders down the chain of command. Flights not taken by players in any one of dozens of sims get AI to conduct them. Call it DUCT... Digital Unified Combat Theatre. But... unfortunately we don't live in that world we live in a world of Golum's..."My precious... My precious..." Out of interest, one of the greatest exercises that forced software companies to work towards a common goal is.... The Internet. Didn't do too badly, but in fairness it was started as a military project and conducted initially by Universities. If companies where left to their own way of doing thing (Golum) we would still have Microsoft Network, Compuserve, AOL and Prestel.
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Sorry dude but: http://www.oxforddictionaries.com/definition/english/architect From my line of work in software I feel it is an apt term, I won't speak for the others. Software designers design (duh) software components. A Software architect designs the bigger picture of how things fit together. Often called a "Solutions Architect". Typically, today, a 'Framework' is choosen and the components 'hang off it' to create the overall structure and form of the project(s). It's a bit like buildings. You give the plans to the engineers, but someone needs to create the plans. In software that is the Solution or Technical architects. Though they are sometimes called other things, the technical ladder progression is usually, Trainee, Engineer, Senior Engineer, Principle engineer various levels of architect.
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course deviation dots when flying waypoints
paulca replied to fitness88's topic in F-15C for DCS World
http://www.langleyflyingschool.com/Pages/CPGS%20Radio%20Navigation.html -
course deviation dots when flying waypoints
paulca replied to fitness88's topic in F-15C for DCS World
Typically you don't much care about how far off course you are and more on how to get back onto course. For that you use the direction indicator (the one that points directly to the waypoint). If it's a EGI/GPS/INS/whatever waypoint it will point straight to those coordinates as calculated by the nav system. If it's a TACAN it uses the radio signal to produce a bearing to the station. Typical intercept deviation is 30*, so turn 30* towards the deviation line/needle. If the needle is pegged on the extreme right or left you will need to use the directional needle. Turn until it is on the opposite side to the deviation. So if the deviation is MAX right, turn right until the direction to station/WP is to the left of your heading by 10-30*. If you are really concerned you are way, way off course and have no idea by how much you can always go for a full 90* intercept. Just turn towards the deviation and put the deviation bar horizontal across the HSI. This is the fastest way back on course, however, when the deviation needle unpegs you will not have the time required to turn the 90* onto course before you shoot through the course. Not without a 6g turn anyway. Not sure how much of this is simulated in the 15 though regarding bearing to station/tacan. -
Personally I glance at the message (or pick out the bits I want on the audio). I am listening for.. HOT ... if I don't hear that I more or less ignore it and think, "CAP's problem" Range ... if he's more than 30nm away I ignore it... less than 30nm I note the bearing... less than 20nm and I consider my options and start looking for friendly AAW flights. ... less than 10nm and I break for the deck. The trickier part is working out if it's just a helo flight. But when it gets inside 30nm and I start noting the bearing, if it's HOT and still 28nm away several minutes later, it's probably a helo flight.
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The trim changing with speed is not the big issue, it's the source of the yaw imbalance changes with throttle is what gets you. So you trim out the adverse yaw from the single engine while in the pattern at 180kts. All is grand. You start your descent reducing throttle and suddenly the plane is yawing again, away from the failed engine. So you adjust your trim to get back to pedals off straight. All is good. As you near the bottom of the approach you pop out the second flap which requires a little more power and now you are yawing back the other way again. Personally I just counter the yaw with roll and fly crabbed down the approach. Cut the throttles to idle slightly high and slightly fast and decrab it onto the runway. DO NOT get onto the grass, with one engine you can't get back out of it.
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So I have been reading through a few of the wingman issues threads trying to work out if my own issue has been reported, but it's very unclear. Is there a list somewhere of open AI wingmen bugs? 1. My first issue is this sequence which happens far too often. Me: 2, Attack armor at my SPI with (anything really) from the South. WM: 2, affirm WM: 2, rejoin WM: 2, RTB Following this he appears to rejoin and he will still accept new commands. Sometimes repeating the same call sequence and he will operate normally. 2. My second issue is the "False acknowledgement". Me: 2, Attack armor at my SPI with (anything really) from the South. WM: 2, affirm ... minutes pass.... Wingman is still flying behind me in formation. Doesn't bother to do what he was asked to. Sometimes repeating the same call sequence works. It seems that something somewhere is causing the AI to abort the task very early on, after he has 'affirmed' the request. He either panics and goes to "rejoin" and immediately "RTB" but settles on rejoining or he just silently rejoins. I don't think the issue is my procedures and radio setup as repeating the same command often works to get the wingman to actually run in. 3. My third issue is the never ending attack wheel dance thing they do occasionally. They orbit the target, slam the brakes on start to turn in on the target but turn back out and go to full throttle and orbit round some more. You can watch them do this for ages, I typically recall them again. IMHO none of these would be 'that' annoying if there was an indication of what was happening. * Proper feedback from the AI when he can't do something or when he aborts an attack. "2's off target, lost visual" "2's off target, no more mavs" "2's off target, it's too hot", when he spots AAA he isn't ready for ... or when he refuses a task ... "2, negative, no tally" "2, negative, no ammo" "2, negative, too hot" * Requestable feedback [2, give me a sitrep] "2, running in on armor at your SPI with mavs" "2, in trail" "2, rejoining 3nm out" "2, RTB'ing" It's also annoying that he doesn't respond when you tell him to rejoin when he already is rejoined. There is little way to know he is even there if you can't see him unless you order him to change formation or attack something. There are other anomalies that I can live with, like shooting a MANPAD with a maverick, fine, but firing another maverick at the comms guy stood beside him... really? "I think you got him!"
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In a few years you can probably buy a whole A10 for what it would take to build out a full cockpit.
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DCS World 1.5.3 A-10C ADI's Turn and Slip indicator question
paulca replied to maiochine's topic in DCS: A-10C Warthog
I think the OP is refering to the turn indicator which is below the "yaw ball". It's the two white bars with the other white bar (shown in the middle) as the pointer. -
Ah ha! Thank you. Any idea what is happening if the tanker says "Contact.... you are taking fuel", but you don't see the gauge going up?
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If the RWR sensor could give you a more exact bearing you could use ADF ranging to locate it precisely without too much effort. See: Running fix / distance from NDB http://www.pilotfriend.com/training/flight_training/nav/adf.htm Though technically it IS triangulation. Just note you will need the ground speed from the TAD rather than the indicated airspeed, unless you are on the deck and have a correctly temperature adjusted IAS gauge.
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I've been playing with the SA-11 site in the mission River Raider. I am wondering about some of the basics re SAMS. Do they have limited ammo? Can they reload, how long does it take? Am I correct in saying you can set them to wait until you are closer to fire on you? It seems at the moment in that mission anyway you can just tease the site to launch on you are the edge of it's range, turn and fly away from the missiles, repeat until it's out of ammo and then go and kill it with the gun. I spend an hour setting up a run on it from the mountains to the East. Got fired on as I "Went over the top" and unmasked, but it lost me behind a hillock and detonated them. But... then it just gave up completely and I had plenty of time to fire a few MAVs in on him, only hitting the radar by luck on the third shot, yet it didn't fire when it had plenty of opportunity with me at 2,000ft direct inbound, heads down in the MAV screen.
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If you look up at the top right of the HUD you should see the "READY" green light. After your disconnect it shifts to "DISCONNECT". You have to get it back to READY. I tried switching the nose port thing off and on again and that worked. The tanker may also say, "Return pre-contact", I believe you then also need to reply with "Ready Pre-Contact" again.
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I found that radio messages sometimes time out on active pause, the ones on the right do. I have taken to using normal pause and getting a pen. Shame no log. I miss calls all the time in the heat of a run in.
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Is there a message log for the radio message text? Or even a way to recall recent ones? Some of the coordinates in missions appear for about 5 seconds and it's not long enough to enter it in the CDU or write it down.
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You did that whole post and didn't use the words, "Synergy" or "Leverage" once. Are you sure you work in Business 'intelligence'? Anyway. Your own brain is doing this all the time. The amount of information you receive from all your senses is massive compared to what you are consciously aware of. Really you are aware of about 10% tops of what is actually happening around you. However this is not the same as saying you don't see, hear, feel, smell, taste it etc. You do and the information is processed, it's just that the parts your brain didn't think you needed are left out and the parts your brain thinks you need that aren't there are inserted. For a start the sky is NOT blue. You just think it is, cause it's convenient... and it's not really dark at night, it's just that our eyes have a narrow spectrum.
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I had my first go last night. Got contact on the first approach, but hadn't figured out how to hold it once there. Then I spent the next 5 minutes trying to connect again and then remembered I have to reset the nose thingie or it doesn't work. The boom was not moving to help me, but rather trying to move away from me all the time. Of course I took one tanker out running into it's tail and I shot one down cause I was frustrated and never tried the gun in A to A mode.
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I tried to make a track of playing dangerous games with a Zsu23 flying around it avoiding it's fire. I played the track back and the AAA hit me on the second shot and the plane went down. This didn't happen in the actual game! I have also watched back tracks of weapons runs where all 6 mavericks hit their targets, but on watching the track back 3 of them missed and I got shot down by the ZSU I had actually hit with the first missile.
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I use the throttle friction slider on the Warthog throttle for zoom (Grey lever on the right handside with INCR and DECR labels). It's a bit clunky, but the actual control works fine with "normal" zoom in the middle detent.
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Correct, because the switch has spring latches to hold it in any one of it's position. This is completely different than a keyboard control which is a momentary event designed to change something's state. In this sense a keyboard control is a transition event with no state, where as a 3-position switch is a reflection of the state itself not the transitions. The flap switch on the TM Warthog HOTAS is actually modelled as two switches. 21 and 22. UP = 21 on. MID = 21 and 22 off. DOWN = 22 on. As to how that is mapped in the joystick assignments I don't know, I'm in Linux so can't look right now.
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Be careful. As I discovered last night the AI sometimes brake heavily on touch down. If they are centred on the runway and they probably will be, it's very, very easy to run into the back of them... bad things happen.
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I think the switch is. UP OFF DOWN So, depending on your rotary switch you would set UP to 1, and DOWN to 3. I believe the game expects the UP and DOWN action to be held on and when neither are being held the flaps are in position 1 (7*).
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Not sure, but I believe the mission must have re-arming and refueling vehicles around somewhere on the base. I have had this once, but it was that the ground crew just didn't respond. When I move the switch to intercom then radio switch forward gives me "Intercom" at the top. But I don't have Nevada.