Jump to content

frostycab

Members
  • Posts

    564
  • Joined

  • Last visited

Everything posted by frostycab

  1. You haven’t directly mentioned using up-short to get George to search for targets along your line of sight, though is he reports slave then I guess you did. You also haven’t mentioned selecting a target from the list he generates if he finds multiple targets. Could that be it, or was it just an omission from your post? It’s the most likely solution based on what we know so far.
  2. What headset do you use? I did try to follow a setup tutorial for opener, but it only had instructions for WMR which doesn’t work with my Valve Index.
  3. I’m not very technical, so cant advise on a lot of that right now, but things like the cyclic WAS switch may become available in the same was as the current clickables later in EA. None of the cyclic switches seem to be animated yet, so when they are it wouldn’t surprise me if it started to work.
  4. frostycab

    Dead Loop

    I managed it at around 100 knots. Pulled back on cyclic and as the climb started I dumped a lot of the collective. You need to keep some collective pitch on or you’ll have no control at all, but you don’t want loads as it’ll pull you in the wrong direction. Then just bring it back in fairly quickly as you pass through 90 degrees nose down to recover. Don’t overtorque it though. As I said, mine was more of a tight backflip.
  5. It’s a known bug. In fact it was even listed in the release notes. It’ll get fixed soon I’m sure.
  6. This is just pure speculation on my part, but if it’s only really noticeable with slow head movers then to me it sounds like the polling rate might be set too low. If the PNVS only gets your head position every 250ms for example, it’s going to look quite juddery with small, slow movements. The lower the polling rate, the more notchy it would appear.
  7. <soft voice> “Just a happy little accident. Now let’s give our tree a friend…..”
  8. frostycab

    Dead Loop

    Will you two please pack it in before they lock or delete this thread? I’d like to see where the discussion goes.
  9. frostycab

    Dead Loop

    Guys! Please! What exactly is a dead loop anyway? I've managed to "sort of" loop it, but it's more like a hippo doing a backflip.
  10. I've noticed that with the CPG HMD set as sight is becomes impossible to slew the TADS around using the MAN TRK controller. Is this correct? I'm not entirely sure why you'd want the HMD as the your sight with the TADS unless you were slaving to the HMD, but I just wondered if the slew should stop responding.
  11. Have you checked the wind? I've just done a test at 50ft and he's pretty damn good in calm air. I changed the weather and added a 12 knot breeze and he alternated between steady and a slight drift depending on the wind direction relative to the aircraft. Sometimes he'd slide right and sometime left, but never that fast that i wouldn't have been able to track a target. I saved the (very boring) tracks if you want to have a look. George hover test no wind.trk George hover test with wind.trk
  12. Just ran a test and confirmed it. F-15 was the only other unit present. Track attached. F-15 reports as SA-15 on ASE.trk
  13. I can confirm this is not a one-off. I had the same thing in MP the other day, but unfortunately I wasn't able to save a track. It would have been nearly 2 hours long before it happened anyway. I can try to reproduce it though.
  14. This has already been reported and acknowledged, so I suspect we'll see something in a hotfix at some point. It was listed as a known bug in the release notes: Rotor damage shake effect continues after the rotor has stopped.
  15. Just checked all my bindings to make sure I wasn't confusing things and hopped into the CPG seat. WAS gun from TEDAC: TEDAC trigger fires. Cyclic trigger fires (once unguarded!) Un-WAS gun. WAS gun from cyclic: Cyclic trigger fires, TEDAC trigger fires. Seems like it's not working as intended. Either that or I'm missing something.
  16. That's what I thought too, but I did a test flight earlier in SP and it seemed to work regardless. About to test again.
  17. The guard doesn't animate (yet) so you just have to try to remember.
  18. Using the cursor or by entering MGRS through the KEU? 50km sounds like it could be user error or an error in the kneeboard.
  19. I read that totally wrong at first and wondered what he'd done to annoy you that much!
  20. Regarding the CPG the first thing that inspired me to start looking at functionality within the SD was being able to quickly swap ACQ sources. Someone was talking about crew coordination, and mentioned a scenario where the pilot might call "Target, my line of sight!" It's a bit of a faff to quickly come out the TDU and change your ACQ on the MFDs, then get back into the TDU and slave the TADS, so I started with a single button that would act as a macro for the CPG's right MFD to go through the steps to change his ACQ to PHS. Then I just expanded the same functionality to more ACQ sources. While there are many great profiles out there for so many modules, I usually find myself ignoring most of the functions on them since I prefer to do a lot of things myself in the cockpit. Due to that my profiles are often very barebones and only include things that I find fiddly or too time-consuming to action with the mouse. Plus there are many switches that may only ever get touched during the startup, which to my mind makes an SD button redundant. One of my first profiles was for the Harrier, and I mapped every damn switch and button in the cockpit. It was an utter mess to work with, and having so many pages it was far more complex than I needed it to be. Most of the buttons never got used at all, but it was a good exercise in learning how to make things work. With that in mind I now build very differently. My top-level page will have buttons that are geared towards specific tasks rather than individual controls. For example, I wanted a button to set my DIR. I could have linked it to the entire KEU, but instead it goes to a separate cut-down version which only includes the required keys and automatically returns to the top level when you've finished with it. It stops me from fumbling with a whole tree of pages that have every button mapped when I need to use multiple things in the cockpit. For example, I'm considering adding a Boresight button, that will turn up the required lighting and then action the proper MFD buttons to start the process. As this addresses different areas within the cockpit it would likely mean several button presses to set the lights, change pages and then press the MFD buttons, so I cut corners and will probably just use a multi-action button to do it all with one press. I also tend to have many of the necessary functions bound to switches on my throttle base, which saves the need for SD buttons. In short, all my profiles are made very specifically for me and what I want to do, rather than having lots of functionality that would appeal to different players and their own needs. I understand what they do and why, but I don't know if they'd be of huge benefit to someone else without instructions. Your design so far looks amazing and it's clearly going to be very accessible and easy to understand for everyone, allowing them to do whatever they need, and I really looking forward to seeing what your profile is like when you've got everything you want in it.
  21. I hope it's a low desk. I think you might start to get some pain in your arm and shoulder if you use it too much. An even bigger consideration is the angle of the grip. These extensions are designed for mounting between your legs, and as such are made so that the grip sits twisted about 20 degrees or so to the left. When it's between your legs it saves bending your wrist back to hold it, but if you have it on the right of your keyboard you will probably find it rather uncomfortable to grip. If you're not in a position to buy proper mounts then I'd suggest trying to knock something together out of a few bits of wood. You'll feel the benefit, trust me. Some people (who are far slimmer than me!) even put the base of the stick on their seat and then sit with their thighs resting on top of the baseplate, which does work apparently.
  22. From the IRL cockpit videos I've seen neither crew member seems to shoot any weapons on their own. It always appear to be a coordinated attack, where one will prepare the attack, but the other must consent to firing. Imagine flying along and suddenly a missile flies off your aircraft when you weren't expecting it, or George fires just as you decide to make a turn that would mask the laser. I'd like to see George searching for targets autonomously, but only if he reports them back to you as the pilot, so that you can check his LOS and the TADS video to confirm that it's something you want to attack. For example, let's say you discover a SAM site. Without a degree of crew coordination George might spot the site and start lofting Hellfires at the launchers one after another while ignoring the radars. It's not as simple as saying "Look around and if you see something shoot at it."
  23. Sounds terrible!!! Do you fly in 2d or VR? If you're a VR pilot then I suggest trying with and without Motion Smoothing turned on in your VR settings (for me it's in the Steam VR app). For me turning it on caused a lot of tearing in the IHADDS when looking up, but a side effect of it is that the rotor animation changes significantly. It's much less pronounced and flickery with it turned off, at least for me. It might help
×
×
  • Create New...