

grandkodiak
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Start with user vehicle already started/aligned?
grandkodiak replied to grandkodiak's topic in Mission Editor
take off from ground... hot. wow. im an a$$. thank you!! -
Is there a way to have your unit already started in a mission like in instant action? I can't find where to do so. Thank you!
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damn thats a shame, what a sim it would be! i'd take that or an apache in a heart beat! or an f117 or b2, long overdue for a sim with one of those! i miss janes us navy fighters, even if it werent an "accurate sim", all the replay value came from the horde of planes and weapons available!
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Found this on google, looks like the lomac/dcs ground textures. what plane is this from? doesnt look familiar at all, def US or Euro no? http://oi45.tinypic.com/9014q8.jpg
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So I thought that counter rotating blade idea illiminated the action/reaction torque spin on the body, removing the need for a dedicated tail rotor system. Now, does the BS use engine exhust down a duct/nozzle system into its tail like civi NOTARs to have yaw control? second, im pretty sure that i still get a good amount of spin into the wind... even when no wind is present... does ground effect cause any sort of directional preferance? lastly, what altitude does ground effect come into play, and what determins it, the total rotor diameter and rate of collective?
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"or ask a KA-50 pilot on teamspeak for wind at ground level." lols
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Also check in windows to make sure the throttles are still recognized inputting for thier entire length... try recalibrating the joystick, make sure that full back is zero input, middle is middle, and full is completely full. double check the same in the sim and make sure the throttle position lines up in the game as it does on your real world joystick. you can also look in sim and make sure the turbine rpm's are going to max or if they are staying below the line. also check the toe brake constant on or parking brake/emergency brake symptom people have mentioned... if you can, go as far as unplugging just the rudder portion and see if it goes away.
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Getting back into it... autopilot and gun q
grandkodiak replied to grandkodiak's topic in DCS: Ka-50 Black Shark
its possible, i havent played in over a year and even then i didnt play often since it wasnt an apache or cobra :) only thing that makes me think that it SHOULD be like that, is because all the other planes are, and there is a seperate binding for firing the canon from weapons release, why would there be if you couldnt operate the canon at any time? -
Hey all, Just getting back into the series, and brushing up on my ka50. I'm experiencing a strange thing with the autopilots autohover feature though... sometimes when I enguage it, the helicopter rears nose up, and starts flying backwards at nearly 50-80 and stays like that, albiet level in flight and holding the same heading, just backwards...? I've experienced this a few times... ill be in all but a manually held hover maybe under 10kmh in any of the axis, press autohover and shes off backwards like it was a race! sometimes it works perfectly though... comming to a slow stop, leveling off and maintains a point position. second, ive been practicing in my own test mission agaist some cargo trucks parked in a field right at the airport so i can practice taking off, hovering, comming to target, shooting and landing without worrying about transiting along waypoints or getting shot down etc. so when i start, everythings already running, but im having a problem getting the canon to work. im in the right modes as far as i can tell, master arm is set... and i can shoot rockets/missles with no problems, but the canon trigger never works UNLESS i am in cannon mode with the "c" button pressed. I recall that the canon was like any other aircraft where it could be fired with its own trigger press even if other weapons where selected...? i can only seem to get it to do anything after entering "cannon mode". is that realistic or am i just missing a switch somewhere? :)
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I got around to installing DCS World today, but it didn't pick up any of my games? The icons all have money icons on them, and bring me to a hyperlink to the store. I already own everyhting but BS2, Combined arms and Mustang... which I don't want. I don't see any option in World to find the game installs? Is this not like the Steam program I presume? I tried running World with each retail DVD in the tray, but that doesnt do anything either. What am I missing?
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Getting back into DCS A-10, questions with laser
grandkodiak replied to grandkodiak's topic in DCS: A-10C Warthog
alright so i headed upto about 10k feet and the bomb couldnt have landed any closer, i think it actually impacted the vehicle itself! now, on to masterin inertial guided weapons! im still not comfy with setting/changing steerpoints, spi's, markpoints etc... but that video is very helpfull. thats tonights project, then ill be ready for some multiplayer!?! -
Hey, just got back into DCS this morning and was reading about DCS World. Looks like they are finally getting on track with merging all thier software like they said they wanted to back in the day! Anywho, I had FC2 and A10C already installed on my computer, have been there for months, just havent used em. I just booted A10C back up this morning for a few training runs as refreshers. (I also have the first blackshark which is not installed currently, because I was loosing hair over the f**king trim system and gave up on it.) I was wondering, do I just download and install DCS World and it recognizes the existing installs like steam, or do i have to uninstall, install DCS World, and install each one again? I only ask because I have alot of custom key mappings and graphic settings are finally where I like, wondering if I should save the configs before installing World. Thanks all!
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Getting back into DCS A-10, questions with laser
grandkodiak replied to grandkodiak's topic in DCS: A-10C Warthog
It's clearly centered on the truck the entire time, even during flyover and passing, so if it is on a point, it should be correct there too.... anywho, ill check when i get back home. im readin the 40+ CDU pages in the pdf manual too haha.... *sigh* -
Getting back into DCS A-10, questions with laser
grandkodiak replied to grandkodiak's topic in DCS: A-10C Warthog
alright ill do a higher alt run to check... im only low since i put the truck right in the middle of the airport to make it easy to find haha... i go out over the water on takeoff, turn around, and thats where ive been perfecting my guns, rockets etc... after i master laser ill start my luck with inertial/gps guided ones. the hardest part is just remembering the controls on my x45... i WISH someone would make a "low quality" affordable version of the a10 controller, I can justify $400 for it :( ps. thats the video i was looking for... i kept searching a1- dcs laser, jdam, targetting etc., forgot it was a targetting pod video and not just laser tutorial :) ill try again but after watching the video again, im wondering if thats my symptom though. im using a laser guided not a jdam, so it should aim at the laser designated point, so whether or not the mark point was off it shouldnt matter as long as the laser is on at the time and during the drop, no? -
I've watched a few laser tutorials on youtube and i have autolaze, manual laze and latch laze down pat, along with workign the targetting pod, and setting up profiles in the wep inv screens. ive even gotten pretty decent using ccrp for once (i avoided it since LOMAC first came out because I never had a need and never could fly accuratly enough to get a good drop!) but my problem is now, no matter what altitute I am flying, my bombs drop considerably past me laze point. i made a practice mission with a single truck in flat field just to make it super easy to get the hang of. if im 3k feet or 6k feet up, i seem to get the same result. the bomb travels maybe 5 car lenghs further then aimed. i tried zooming allllll the way in and aiming at the base of the vehicle before lasing like one of the tutorials teaches (it shows how the angle using the onboard systems terrain height database causes an overshoot) but i dont recall that being effected by laser, as the height data and overshoot wont occure, since its physically lasing the spot. any tips?
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multiplayer... where are you all? are there any hyperlobby type programs that all the dcs people are using? or teamspeak servers etc?
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So long time A10'er since Lomac/FC/FC2 and I'm just now devoting time to actually learn DCSA10 after regretting KA50 for months and months. I have most of the ground weapons down pat now, but I have some general questions about the handling of the hog in general. obviously the flight model has been made far more accurate, so ive been unable to perform some of my favorite and proven ground pounder manuevers. for example, i cant even seem to do a simple loop. before i would hit minimum target airspeed level of 200, then pull back hard, then ease it out and just be above stall speed heading 180 degree oposite direction stright n level. made clearing a column of trucks easy peasy after taking out its AA support. even at 250+ if i pull up in any hard manner, about 45 degees nose up, shell fall to the side in kind of a drunk fall down the stairs, anything but a wings level the entire way loop. also, what is the corner speed range for the a10 in dcs?
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Does anyone have an actual set release date for a10 on dvd yet? Its the better part of a year since its release and still no physical media? They list 2 USA sources, and neither have any listing of the game as released, or pending. I found only a listing for a paper manual for it...?
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you quoted the aim9 part...not following. i find it never occures in aa against another jet while in a10 a traditional combat "dogfight" style merge, usually they simple pull much higher on you on a direct approach, launch once or twice and then try to get in at your rear for guns, but they are much faster, usually much higher and thus pretty much own the engagement... you can cut tight circles but you lose all your speed and thus ability to corner later, but when you do get nose on and establish a valid lock, the launch authorization delay seems far to long, and i find it often times if i am even able to get nose on target and get a lock, they are moving out of any vector that i can hope to follow long enough WHILE keeping a valid lock for a launch, especially when you factor in the very important computer joystick factor! not to mention the fact that they always come in pairs, split up and encircle, and your wingman always refuses to engage air threats or cover your six 90% of the time! it might be accurate, i dont know, but no other sim nor plane, not even falcon series has such a lengthy delay time with the aim. i dunno ill have to do some experimenting but i was just curious if anyone else found the matter while switching from lomac/fc1 to fc2. i cant wait for thier dedicated a10 release!
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one circle flights meaning? that track doesnt work, in fc2 it just flies in a spiral down then shoots at nothing, then crashes right into the ground... and fc1 doesnt even open it.
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well about the aim 9 its not the lock, seek or hit problem, its a "i have to hold the trigger down to long for it to leave the rail finally to keep the target locked on the hud" problem. once its left i rarely have a problem, its pretty good against ignoring flares if you are behind trailing (which never happens in an a10 dogfight against anything but rotorcraft or drunk frogfoot pilots haha). i used to be able to do the shilka 1.1-.9 trick in fc1 and lomac, but no longer in fc2 simply because none of the rounds have a change in hell of hitting unless you have some VERY high aspect... i guess if you are going in for the initial run you might be that high up to get the angle down enough, but you cant tell what it is that far/high unless youve already passed and id'd, at which point i find im already well under 2000 feet alt. call me anal though, but i HATE just doing the mission. nothing satisfying about hitting 3 t80s, i kill EVERYHTING in the field that i can find. only thing ill leave along are the off distant sam sights as im usually already 40 minutes into a mission and dont feel like going back for a reload then head all the way back out. it is surprising however how easy they are to take out... a low approach skim of earth stright on and they never get a shot off, about a half mile in you can pop up and you are too close for them to lock and can just loiter around and pop them at will with the avenger. rockets seem pretty good for them too, they are pretty soft targets, and once you hit the central radar controller none of the independant launchers can launch at you, from any distance/altitude so you can take your sweet time. ill check out the track after work, i was always curious where the sweet spot is for t80s but at a distance its lucky i get 3-6 hits on at anything close then a half mile, sometimes i even get luck with aiming well low and having the ricochets splash up broadside on the tank, but that usually takes a few passes and/or WAY too much ammo for a single target. if i were just killing assigned targets then i guess it would be much more acceptable, but it still seems like a sad waste. internets says avengers good for 80% within 5 mil at .75 mile... 1 mil is about 1 inch at 100 yard so 80% of a burst at the same spot should land within a 88 inch circle, 7 foot. thats pretty damn precise, and a t80 is 32 feet long and 7 foot tall acording to wiki... so a broadside thats still alot of hits almost garunteed to hit with a center aimpoint. ah well ill check out the track im curious now haha
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So you cant select hi/low anymore in fc2 for fire rate, and the accuracy has gone to shit... but i also noticed that some t-80s are damn near impossible to kill!! sometimes ill make 3 or more passes... granted i always try to conserve ammo... but in some missions ill end up flying back to reload everything. just how many shots should it take to kill one? everything else in the game takes now even a quarter to half second burst at almost a mile off... t80's i can only garuntee one to pop at under .4-.2 miles at which point your 10 feet off the ground peaking 250+mph and getting shot by anything and everything around it! and i dont waste mav's on them, i use them to clear antiair cause you certainly cant hit THOSE anymore thanks to the new accuracy model of the cannon! second, what are the minimum altitude release points for the bombs? expecially 20's'... ive had some luck narrowing it down to around 1000 feet maybe? but sometimes im above it, sometimes im below it, sometimes they arm, sometimes they dont. i find im rarely above this mark when i get close enough to release unless im using ccrp which i rarely use, especially on a moving target... or when the sides or flank are coverd by an aa threat which means id like to stay on one side of the target as much as possible to pull a quick turn to bail away and make another run in at the targets where ccrp would have you right in a nice window to get shot at. third, how bloody long is the release with a sidewinder now! there were finally a pair of su25's in the mission i just flew in the first campaign and i locked on several times but broke out of lock without the damn thing ever going off the rail!! it seems like almost a second and a half or more to fire. its very hard sometimes, especially driven so close to the ground with a high aspect target zipping around to keep that small ass seaker window on target, not to mention while his partner is breaking around to come from your 6!! i need to lock launch and leave not get so preciese and long like it was going to be a cannon shot, whats the point!! also, whats the range for lock now? that to seems to be cut. i had 2 incomming at me before it would even get a launch tone! 4-5 miles it seemed on a closing head on target? it should be double that for an aim, no? wingman... my comment here, ****ing useless. he doesnt seem to want to enguge anything but the primary targets, always says cant comply if i say air or air defense (or runs towards the biggest sam out there miles away from posing any danger to the mission area) or if i say cover me, he usually runs in over sam or aaa and gets torn to bits like if they had cloaking devices and really really really really strong magnets aimed at him. not really a weapon related, but it has cost me 1 plane in the mission thus far. i had to delete the command it was getting so bad. if by chance you turn on the autopilot, on purpose or accidental brush with the a key, instead of following a waypoint course, leveling out or whatever, it goes into a diving banked turn towards the ground, cuts the throttles and puts out the airbrake, until you ground in. ejection is the only method of escape unless you are high enough to fight the horrible trim (which doesnt automatically reset?!?!) while hoping you arent being launched at by sam or another air threat from below! you can flip through any waypoint and it just spirals you down in the other direction while turning to the waypoint heading... but never levels out. what the holy hell is going on?