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fargo007

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Everything posted by fargo007

  1. I realize this is a kindergarten level question, but I have previously set up dcs-bios and dcs-interface for the streamdeck, but since the 24 came out none of the button ID's appear. Which underlying component do I need to update or reinstall to be able to get them to show up so I can map them? Thanks!
  2. The damage model is also a huge factor here. It's good that they're working on it.
  3. I love the auto sight for rockets but for the gun I use the fixed sight and just walk them in.
  4. Reverb G1, no issue.
  5. I can vouch for the technique he's describing here. I've seen him do it successfully many, many times in a row. I hope I get the hang of it soon!
  6. My understanding also.
  7. I'm not saying you cannot take off when overweight. You can, but it requires extreme care. If people are yawing to the left and don't have enough right pedal to overcome the yaw rate, it's not a broken helicopter, it's that you're too heavy for the type of flying you are trying to do. The issue isn't a bug or anything like that... It's simply that there's not enough torque available in the system at that weight people are trying to take off at. To prove it, drop some weapons and reduce fuel so you are now under 100% MGTOW and try again. It will be a completely different experience.
  8. What's the loadout and takeoff weight? Almost certainly you are overweight, and the helicopter doesn't have enough remaining torque to arrest the yaw rate when you're spinning to the left. With four rocket pods, two shturms and full fuel, you're at 108%. You would have to be down to under 10% fuel to get to a 100% MGTOW. In order to take off and fly that overweight, you would need to do a rolling TO, and your landing in such a condition would have to be equally careful.
  9. Simply: Yes. You need to check the MGTOW of the loadout you are putting on there. Four rocket pods, four Shturms and a full tank of gas will put you at 108% or so. In order to come down to 100% MGTOW, you will need to drop fuel to 50% with that loadout. You can still take off (e.g. rolling takeoff) and fly once you hit ETL, but at 108% you aren't going to be throwing her around like a go kart. This is also why people are complaining that they are out of right pedal authority when they pull power and it yaws left. You need not only enough torque to hold it straight, but in that situation you need enough to also overcome the existing yaw rate. At 108%, there's not enough torque remaining to do so.
  10. Yes, expected behavior. The Mi-24's rotors are tilted forward several degrees, so it will hover in a "nose-up" attitude. This makes it far from optimal to deploy ATGM's from a hover. What you CAN do is slow way down as you come off your IP toward the target. This reduces your closure rate with the target, and allows you to get off a second shot if necessary.
  11. Known issue I think. Have your front seater go back to spectators and rejoin and you will have them all operational. We also found an issue where it would let the front seater fire only four of the eight when going from station 1-8. Workaround: When fired from station 8 going down to 1, they all fired as they should.
  12. Short tap is where it's at. What you guys want to do is fire from one side only. There's a left-center-right rocket switch. If you turn it to a side and touch it off smartly, you'll get two rockets. Great for checking impacts and adjusting accordingly. Then you can spam the ever lovin' stuffing out of em. I've fallen into alternating left/right sides outright on each pass or engagement.
  13. While I agree it's needed for completeness sake, I still don't understand why people don't just bind the controls and use them. Every single control on the countermeasures panel can be bound. Off a cold start in a multiplayer server I have no problem setting up and using countermeasures. If someone is flying around with no CM active, they are doing so because they choose to.
  14. Does anyone know which version(s) of the 9M120 ATAKA will be added to the Mi-24? Thank you.
  15. You can bind all of those right now. What I use to see them is RCtrl-Rshft-keypad* to slide forward and look down and see how they are set. Or use voice attack to set them, e.g. "Petrovich - enable countermeasures!"
  16. That's fine, I'd like them to be activated along with the weapons, but all of this does work in MP, and I use the technique as a work around all the time. Multiplayer servers cannot limit which keys you can bind, or where you adjust your cockpit view.
  17. LOL - Oh yes, but you can't throw it around like a go-kart.
  18. It's a team sport. This is where having an OH company flying a Gazelle M or a Kiowa doing recon for you and talking you on could really help.
  19. It sounds like you have controls cross-bound to axes that shouldn't be. Double check them all. Frequently a new module will have every control bound to every axis and you have to remove them all. Easy test would be a hot start, and just sit there and move each control up and down and observe that no other controls react.
  20. Yup, that would be better but won't work for VR folks tho.
  21. If you are running out of pedal authority to the right, you're just overweight. Check your loadout & fuel in the ME. With full fuel, four Shturms & four rocket pods, you'll be 108-110% over MGTOW. You can still take off overweight with a very careful or rolling TO, but you're not gonna throw it around with pedals like you rented it with a gift card. You'd have to reduce your fuel to 50% to be 100% MGTOW.
  22. You can still bind all the keys yourself to make them work. And to see the status of switches, bind RCtrl-Rshift-keypad / and * to a hat and you can slide your view forward and look downward to see how they are set. These are also handy binds for managing your pit position. I like my own stick to match the one in the sim for the most part.
  23. How about those late-activation statics y'all asked about a ways back?
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