Jump to content

Hippo

Members
  • Posts

    1055
  • Joined

  • Last visited

Everything posted by Hippo

  1. Not sure if it's down to my hearing or the speakers on my Quest 2, but what exactly does the AWACS say (it sounds to me like "rock")? Is it a bullseye call? Should I have been able to see the bogey on the SA page? (I didn't). EDIT: sorry. asked and answered a few posts below. EDIT2: sorry again. on kneeboard for mission: "For the exercise - don’t use SA page, check Magic calls on the radar" In the briefings, the "ATOCONF MESSAGE SETS". Is there an explanation anywhere as to how to decode this stuff? Enjoying this campaign, thank you.
  2. This should be ok for the most part, but there are certainly cases where the old clouds don't work as they used to:
  3. So I got on Google and found this: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&ved=2ahUKEwit2oulv6XwAhVVuXEKHQ1gAKAQFjAQegQIFRAD&url=https%3A%2F%2Fwww.globalsecurity.org%2Fmilitary%2Flibrary%2Fpolicy%2Fnavy%2Fnrtc%2F14313_ch1.pdf&usg=AOvVaw1bVnWPEQ806gN8bSQ6abbk And, er, it's complicated - but the document does give a good insight into what's going on.
  4. As true today as it was when the OP's very reasonable question was asked nearly three years ago. The manual needs to be much clearer on this, otherwise you just end up with forum speculation. That is not meant to be a criticism of the many interesting comments above, but delving into the minutiae of, for instance, model numbers of fuses doesn't really help in DCS; the manual should provide, at the very least, a layman's explanation of each fuse type and a table of what should be selected for each weapon, and for instances where there is more than one choice when to use each. The whole DCS fuse thing still remains a mystery to me. My best guess is that ED have an idea of what should appear on the MFD pages but much of the background implementation is just not there. With a few exceptions only one set of options will work for a specific weapon anyway and I just set those because Matt Wagner said so on YouTube, without having a clue as to why. If different options are available IRL that are set on the ground they are not in DCS (yet?) as they would need to be a mission editor option (similar to what is available for rockets). My request for the next YouTube video? Wags's Wonderful World of Fuzes. Pt I. Nose, tail or nose/tail: how, why and when.
  5. Pls see attached track. Go to 07:35:30. I turn on CPL AUTO SEQ, and the aircraft flies direct to WP2. If I understand the following correctly, the a/c should instead intercept the SEQ course line to WP2 first and then follow that. From NATOPS cpl_auto_seq.trk
  6. To add to this. Sorry if I've missed something, but if not using the new clouds should things have stayed as they were before with the old clouds? Following are screenshots from two missions (which I created a while back). The first used to have an overcast at around 1000 ft so I could practise case II launches. The other was a night mission with no cloud, for case III. They now both look very, very wrong. cont...
  7. OK. Track attached. Mission has the F-18 ready to taxi on the ramp. Notice that I press the HSI - AUTO button repeatedly and nothing happens. Once I start the aircraft moving pressing AUTO does work. I then bring the aircraft to a stop and AUTO continues to work - so it's not an issue of the aircraft being stationary on the ground. Evidence? Well, the same behaviour occurs in a mission where the aircraft starts on the runway (track not included, but trust me the same thing happens ;)). Evidently the aircraft has had to move to get to the runway, so AUTO should work in this case at least. The NATOPS says nothing about AUTO not working before the aircraft is moved. Surely this would be mentioned. It seems entirely reasonable to expect to be able to set AUTO and WP1 on the ground so that after the takeoff the aircraft is configured and the CPL A/P can be quickly engaged. I can think of no logical reason as to why it is not possible to engage AUTO before the aircraft starts moving. EDIT: Also, this doesn't appear to happen in missions where the a/c starts on the carrier. auto_wp_mov.trk
  8. I notice the post has been tagged as "need track replay". A track replay will show nothing as I will just be sitting in the a/c on the runway pushing the button for AUTO on the HSI page, and nothing will happen.
  9. Thank you. Sorry for wasting your time.
  10. As per NATOPS 2.9 The a/c (in CPL, AUTO, A/P) always overflies the waypoint, no matter whether OVFLY is selected or not.
  11. Whether it's a mission where the aircraft starts on the ramp, or on the runway ready for takeoff, pushing the button for AUTO on the HSI does nothing. It only works if pushed after the aircraft starts moving.
  12. I take off with WP1 selected, and turn on CPL A/P. AUTO is not selected. If I select AUTO the WP is changed to WP0. Is this the expected behaviour? Shouldn't it stay on WP1 (which is what was happening in the previous version of the open beta)? See track for details. I turn AUTO on and off several times and it appears to be ok, but it eventually happens (I think when I am far enough from WP0?). auto_wp0.trk
  13. The big question: which one is "wrong"? I think it's the one on the SA page.
  14. Pls see track. Just above 5000 ft in a climb with CPL selected, I select BALT. I would expect the A/P to capture the altitude; however it is too aggressive and the A/P disables itself. Also the HUD continues to show CPL WYPT even though the CPL mode is no longer active. ap_alt_cap.trk
  15. I was wondering what this "bug" was, as I'd never noticed anything before. I see a track has been requested so I've posted one. If you look at the RDDI, as I switch between the SA and HSI pages you can see that the A/C symbol is not in the same place (it's lower in the SA page). Hopefully that is the issue being referred to - if not, sorry for wasting everyone's time. hsi_sa_ac.trk
  16. However, I am now seeing another issue that I was not seeing previously. In the same mission I take off with WP1 selected, and turn on CPL A/P. AUTO is not selected. If I select AUTO the WP is changed to WP0. Is this the expected behaviour? Shouldn't it stay on WP1 (which is what was happening in the previous version)? See track for details. I turn AUTO on and off several times and it appears to be ok, but it eventually happens (I think when I am far enough from WP0). Interestingly, if I replay the track from the other day (above), this behaviour is now seen, whereas it wasn't with the previous version. auto_wp0.trk EDIT: Pls ignore, have opened a new post for this.
  17. I flew the mission again and this is now appears to be working correctly following the latest update. Thank you.
  18. Here it is. Go to around 07:45 (edit: SORRY 07:35) as I approach WP1. Note on the HSI how the WP symbol jumps and the A/P CPL can't deal with it (edit: apologies again, the A/P does deal with it, but because the WP suddenly jumps to being behind the aircraft it starts a 180 turn to the left - so the route cannot be flown correctly using A/P CPL, AUTO). I then disengage the A/P and have to set WP2 manually (i.e it doesn't automatically cycle). The issue is clearer as I approach WP2 and WP3 which should be on the "corners" of the route. P.S. Not shown on track, and I have posted about it before, but it doesn't appear to be possible on the runway to activate AUTO on the HSI before the aircraft starts moving. Thanks for replying, and thanks for all the fixes / additions in 2.7 (esp. the command heading on HUD now accounting for drift). Sorry the track is not "short", but hopefully not too much of a problem. Edit: This doesn't appear to be an issue in all missions. Perhaps it has something to do with the waypoints being at a high altitude for this one (34,000 ft)? hsi_wp.trk
  19. Thanks for the quick reply. I can confirm that I am still seeing this issue. Although it is a set of missions I created some time ago, so was wondering if it could be due to that. Will post track shortly.
  20. Bump. Is this still an open issue? I have several missions where I'm still seeing this behaviour.
  21. This I think is the cause of most of the issues, as I often get unwanted cyclic control "bounce" as the joystick recentres. Hence my suggestion of removing this arbitrary delay and giving control of it to the player instead. Your point re the AP being disabled is a good one, and I would suggest that it remain so until the button is released. Thanks for replying. Unfortunately I encountered so many other issues during a few hours of re-familiarising myself with the ka-50 that in the end I've had to give up on it.
  22. Many thanks for that, everything is clear now.
  23. Sorry, I can see why my post could appear a bit unclear, but I thought it would be obvious from the context. My main question relates to setting up a mission where the SAMs / AAA are not known about beforehand so should not show up on the SA page at all; it was a mission editor question, not a cockpit avionics question. I thought that ticking the ME option "HIDDEN ON MFD" for the particular SAM / AAA group would accomplish this, but as stated, it doesn't appear to. I then went off on a bit of a tangent with the other two options, as I don't think the descriptions in the manual are particularly clear, and I think there is some overlap in the options which I feel is a bit illogical, as I attempted to describe.
  24. Ticking "hidden on mfd" for the group does not seem to make any difference, so what exactly does this setting do? It doesn't appear to be documented in the manual. Whilst I'm on the subject, looking at the manual, the following entries would benefit from being made a little clearer: What does sentence (1) actually mean? Does it mean what is said in sentence (2) and is then needlessly repeated again in sentence (3)? If so, maybe just one sentence saying this instead of three would be clearer. What is the "briefing map"? I'm not aware of there being a map in the briefing screen. Does it refer to the mission planner? If so, we already have another option for that. My understanding is simply that it hides the object in the mission editor. But, if so, why not just state this? And isn't this is a convenience for the mission designer, not the player. I rarely use the F10 map, but if it does hide the object in this map, wouldn't it be more logical to have this as a different option to the one hiding it in the mission editor? These three options, and their description (or lack of) in the manual just create confusion, and a clearer explanation would be most welcome. Thank you.
  25. That's not what I'm seeing. What I see is that the controls are set when the button is released. I was asking for this to happen when the button is pressed, and for joystick inputs to then be ignored until the button is released. TBH I'm not sure whether this would be a better system, but I think it could be. I have tried the central position option, but this brings up other issues for me which I won't bore you with here. Thanks for replying though. With the wingmen it's not frequencies or anything like that, because they take off and start to respond after I've flown off for a few miles (but not always). I agree that they are a lot less useful than they used to be. For me this is a real problem as I fly single player and wanted to go do a bunch of campaigns. From reading other posts, and from my limited recent experience it seems to me that I will be experiencing a load of issues, and it's just not going to be worth the bother.
×
×
  • Create New...