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xvii-Dietrich

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Everything posted by xvii-Dietrich

  1. Yes, but just be aware that many WWII airfields are short and rough by modern jet standards. There are only three paved airfields on the map: Evreux, Carpiquet and Tangmere (each of which has a maximum runway length of 1650 metres). That said, we have flown the Hornet, C-101, Harrier, A-10C and Viggen on this map a few times, although we have gone back to Caucusus due to the performance problems.
  2. The dial for the roof lamp is at the back of the light. The filter is at the front of it. If you mouse-hover over the dial, you'll get the "rotate" indicator. Use the mouse wheel to adjust it. Alternatively, you can use key-bindings. These are in the "Roof Console" section of the controls setup. Specifically, you will need: Roof Lamp Decrease Roof Lamp Increase Roof Lamp Lens White/red As I mentioned, you cannot move the position of the lamp (like you can, for example, in the AV-8B), but it does at least illuminate part of the mid-console.
  3. Firstly, I agree that the cockpit is extremely dark. However, photographs of a real Gazelle cockpit do seem to suggest that everything is black. Sure, you can see it, but it IS black. Example: https://upload.wikimedia.org/wikipedia/commons/e/e2/Cockpit_de_lAerospatiale_SA-342M_Gazelle_%283893718876%29.jpg So, in that sense, the DCS module is accurate... even if that makes it difficult to use. The thing is that we do not have the same dynamic range on our screens as we get in real life, so it does make things a bit awkward. Perhaps some fine tuning could be applied, to make it better match the photographs? Or, as an alternative suggestion, perhaps the little flood lamp in the ceiling could be pointed up a bit, so we could turn up that light and help reduce the abyssal darkness of the main console? However, that said, in the meantime, make sure you have all your internal lights turned up. What I use is: 1. Turn on the instrument/console back lighting. These also have adjustable brightness. 2. Turn up the UV light brightness to maximum (I find this the most useful and actually have a key bound for it). 3. Turn on the roof flood lamp. This points down into the centre console area and helps illuminate that area a bit. It also provides some general glow. 4. And make sure you are using the white (not red) filter on it. Attached are some screenshots to help you find these.
  4. I've seen a few comments about the difficulties in spotting aircraft in DCS. And, I agree there are a few cases where this is justified. :smilewink: This screenshot was of the standard USA paint scheme in use on the winter Caucasus map. Ref: https://steamcommunity.com/sharedfiles/filedetails/?id=1735980275 Not everyone spots the helicopter immediately. Although the AI usually does :doh:
  5. I use the Steam Store pages... you can see the Developer, Publisher and release date, as well as all the other details. The Steam store pages are all in the same layout, which makes it easy to compare. E.g. https://store.steampowered.com/app/411920/DCS_Spitfire_LF_Mk_IX/ -- Spitfire IX (ED) https://store.steampowered.com/app/1084210/DCS_I16/ -- I-16 (OctopusG)
  6. Okay. Good to know. Thanks for the reply.
  7. I've come across this this problem of no mistral missile tone today. I've tried all the fixes suggested in this thread, but nothing has helped. :helpsmilie: This the first time I've had this problem and it used to work fine for me. So I'm wondering if it has anything to do with the recent update to 2.5.5. (I know that there are some sound issues with some of the other modules.) Does anyone else have this problem? Or, is it working fine for you? Thanks!
  8. I do not think it is worth it. Sure, it is cheap, but I just don't use it. There are two main reasons. For the 3D version in the L-39, only fitted in the C-version (not the ZA-version, which is the version I fly). And, even in the L-39C, it is front-cockpit only, defeating the idea of having a dedicated navigator for multi-crew. However, the most significant for me is that the pop-up version suffers from a horrible bug, namely the reflections under hazy conditions (i.e. exactly when you'd want a GPS because visibility is low). Ref: https://forums.eagle.ru/showthread.php?t=230449 A quick look at the Store Page will show that it is not in Early Access or Beta. Ref: https://www.digitalcombatsimulator.com/en/shop/modules/ns430_l39/
  9. What I want to do is make a SAM site (or even a single SAM unit) that is inactive and will not fire at enemy aircraft. However, it would still be possible for someone in the Tact.Cmdr role to enter the vehicle and command it manually via Combined Arms. I can make an inactive SAM unit. I simply place it on the map, click "Late Activation" and set the time into the future and then click "Visible before activation". However, then the Tact.Cmdr cannot access it on the map. I have tried setting the ROE to "Weapon Hold", but it ignores that. Any suggestions? :helpsmilie:
  10. As "conventional-gear" aircraft (sometimes referred to as "tail-draggers"), neither the Dora nor Anton get to "rotation". "Rotation" applies to tricycle-gear aircraft only. Ref: https://en.wikipedia.org/wiki/Rotation_(aeronautics)
  11. References The A-8 Trailer only states that the pre-purchase discount ends on 05-Jun-2019. Ref: The A-8 Store Page states that the early access Fw 190 A-8 will be available in June 2019 (so, 30-Jun-2019 is still totally valid). Ref: https://www.digitalcombatsimulator.com/en/news/2019-05-17_Fw190A8/
  12. Yes, that works. Thank you so much! I had mis-understood the anti-ship task. That seems to cause the unit to go for any ship, and it takes precedence over the ROE. This behaviour is not present in a player-controlled aircraft, and none of the tutorials I'd seen indicate the distinction. Anyway, I've got it now functioning correctly in my main mission. Thanks again!!
  13. I have a slight preference for keeping it real. However... regardless of the choice, I would recommend mentioning it in the manual. Putting something like: "NVGs are only available on the M version as per RL" or "NVGs were never available on the L/Minigun in RL, but are included as a 'what-if' scenario" would be useful. It helps us understand the reason/history, or avoid frustration trying to figure out if it should work or not.
  14. Without a track, it is impossible to check. Some suggestions though... 1. Make a quick test mission yourself and use that until you've figured it out and trained. Don't learn on a live server, as flight times, enemy, etc. will be very frustrating. 2. On your test mission, leave icons, map labels, etc. on and keep the distances short to reduce flight time. 3. Check you are definitely at or inside 4.3km range to target 4. Check the laser distance is visible (the text is white by default, check it is not being obscured on a light background or something). 5. Make sure there are no obstacles (trees, etc.). The missile "snakes" vertically to target, so you need some clearance along the path. 6. "Lase the tracks"... meaning point the cross-hair at the base of the target to get an accurate range. For an armoured air-defence unit, that means pointing at the tracks of the vehicle, not the radar antenna. 7. Make sure the cross-hairs are not at the sky or something, which often happens if you try to lase through the antenna, instead of the tracks. 8. On firing the missile, do not change pylon or move the helicopter. That will cut the guidance wire. Instead just watch it fly all the way to target. 9. Use the F10 map (on your test mission) to watch the path of the missile. Check it is not hitting something early. I just built a quick test mission to try it (attached), and it worked fine for me. The SA342 starts engines on, so gently take off and put it immediately into auto hover. Switch on the TV, VCB, lase button cover, missile button cover, etc.. Set the weapon to Jour (day) and select pylon 1. Slave the helicopter to the Vivanne, and rotate it around to point at the Tunguska. Raise the helicopter enough to see the Tunguska and "lase the tracks" (approx. 4300m). Raise a bit further to clear the building, and fire. Do NOT move, touch anything or click any buttons during missile flight. Try that out, and see if that helps. But, without a track it is impossible to actually diagnose the problem. SA342-HOT3-Test-v1.miz
  15. Superb. Thanks for the info (and the other reference).
  16. Pohjoiskalotti!! I do so hope you're correct, but Sir Wags ruled out Kola (REF), which is immediately to the east. A few people are now suggesting Libya and they have a really good argument. Pretty much in line with all the others you summarised. Finland to the North Sea would make for a huge map, but it would be great if you are right!
  17. I'm trying to get an AI-controlled C-101CC to fly to a way point, then launch its two Sea Eagle anti-ship missiles against a single target. While it does fly to the waypoint correctly, it is then firing one or both of its missiles at other nearby targets. I have set the ROE to "Only designated". See the attached minimum-working-example of what I've tried so far. Could anyone please tell me what I need to do to get it to fire both missiles only at the single priority target? Thanks! C101-AntiShip-v1.miz
  18. Good suggestion. I see that there is a BBI-64, but it warns that not all software supports it. Does anyone know if it works with DCS?
  19. We can rule out: ... Strait of Taiwan, the Strait of Malacc, Vietnam and Kola Peninsula. Reason being that these were suggested in another thread quite some time ago, to which Sir Wags replied: Also, we can rule out any location where the SdKfz 184 "Elefant" was used. Reason being that NineLine said: I bet ED are having a blast watching our desperate attempts to guess. :D
  20. I just did a quick test. C101EB Sim mode 35% fuel Groom Lake Spawn position 12 Take-off RWY 32R I needed 1.3 km (approx. 0.8 miles / 4265 ft) to get airborne. Indicated airspeed was about 140-150 knots, or thereabouts. The 32R runway is 3.6km long, so you should have plenty of space, even without standing on the brakes during throttle-up. And there's even more space on 32L. My guess is still the control curves (throttle not max? wheel brakes slightly applied?). However, something else you could try is making a mission with a "hot start from ramp". This would then let you see if it is something with your start-up procedure (maybe something with fuel flow, or engine warm up or something).
  21. Which runway? (Some are rather short... esp. on the Normandy map) How much fuel? (Use the rearm/refuel to check your weight.) Any headwind? (Wind direction might be hindering things.) Brakes? (Use the control-indicator to check you don't have wheel brake input) That all said, the power-to-weight ration of the C-101 is not very high, so if you are used to some of the front-line fighter jets, you may need to allow for some extra things. Also, if you are still having problems, try posting a track and we can take look.
  22. Thank you everyone for your help and suggestions. It is greatly appreciated. The "Collective" idea is clever, and initially I went for that. However, it turned out a to be a little problematic, because the collective position can be affected by weight (fuel, loadout, etc.). This made it quite fiddly to set up. The LUA script idea turned out to be more reliable, even though it was more complex (I'd not tried injecting LUA into a mission before, so needed to do a lot of reading to understand what was going on). One change I made to the script that @Hardcard provided was to add a trigger.action.setUserFlag() function. local Gazelle_Client = Unit.getByName("Gazelle_Leader") local Event_Handler = {} function Event_Handler:onEvent(Event) if Event.id == 4 and Event.initiator == Gazelle_Client and Event.place:getName() == "FARP_Landing" then trigger.action.outText(Gazelle_Client:getName().." landed on "..Event.place:getName(),10) trigger.action.setUserFlag(10,1) end end world.addEventHandler(Event_Handler) This then allows me to have other things trigger off the landing (such as a vehicle driving over to meet the helicopter, etc..) These could be in the script too, I guess, but it was easier for me to keep the script simple, and work on the actions in the editor where there are no chances of me making syntax errors. Also, in case it helps anyone, the LUA script is activated at the mission start. So there is a "4 MISSION START" trigger, with no conditions and an action "DO SCRIPT FILE", into which you load the script you want. This is in the example that @Hardcard provided, but I just wanted to draw attention to how the script is started. So, it's all working now. Thanks again for the help!
  23. What I want to do Have a trigger activate, whenever I land the player's helicopter (e.g. an SA342M Gazelle) on a FARP. What I have done so far Place the FARP Place a trigger zone on the FARP big enough to cover the landing pads. Create a "3 Switched Condition" trigger Set the conditions as follows: - Unit inside trigger zone - Unit speed < 1 km/h - Unit AGL altitude < 12 - Unit bank in limits -3 .. 3 - Unit pitch in limits -3 .. 3 Set the trigger action (display a message) In case it helps, I've attached the "minimum working example" mission. Note, I am using plain DCS (no fancy scripting tools, external programmes, etc.) It sort of works but there are some problems. Problems A very-close-to-ground hover (but not actually landed) will set the trigger off. I know that I could get the AGL altitude tweaked further, but this is very difficult to do, especially when the FARP is on slightly sloped ground (so each landing pad will be a different AGL altitude). Also, when getting very close, the trigger will go off multiple times. I know that this is because the helicopter is right on the edge of one of the limits (perhaps speed lower-than) and as it goes in and out of limit, it keeps triggering. Any suggestions? Does anyone have any ideas on how I could improve the above or otherwise effectively determine if a helicopter is properly on the FARP? Thanks! FARP-Landing-v1.miz
  24. In the same way that videos of the Normandy map seem to only show the tiny slice of landing beaches and Caen. Prudentiae exercendum est necessitas.
  25. One of the developers (Coyote) was looking into an F-8 variant at one stage... Ref: https://forums.eagle.ru/showpost.php?p=3759886&postcount=292 And one of the newsletters mentioned an F-8... Ref: https://forums.eagle.ru/showpost.php?p=3774154&postcount=180 There has been no official statement from ED that I can find that says that the FW 190 F-8 will be included in the FW 190 A-8 module.
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