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Opalias

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Everything posted by Opalias

  1. I'm not sure if I'm causing it, but I'm attempting to use the AKG at night and the image quality seems to vary a lot and change based wide/narrow FOV. When in wide the image is extremely washed out and I have a hard time getting my bearings, but then in narrow the view is much crisper and has contrast. Though I've also noticed a difference between shots as well. Request if the performance shift from wide to narrow is as intended or if there is some sort of rendering bug.
  2. When entering a new airframe the UI layer bindings (I've mapped the Left and Right clicks to buttons on my throttle) don't work. After opening the control binding menu, and opening the drop down tab for UI Layer, the bindings are fully functional.
  3. In MP with multiple player controlled ground vehicles when one player attempts to engage with IR missiles, the tone is sometime heard by all players and may or may not stop once the missile is launched or lock is lost. This causes the locked or search noise to be played in all JTACs ears continuously until another IR search/lock is attempted which may or may not clear the tone.
  4. Dust trails are visible at extreme ranges and provide oversimplified cueing. When a vehicle creates a dust cloud they are actually easier to spot from far away because if you exceed the draw distance of the trees it is the only object rendered on the terrain. It can actually be harder to find the target with a TGP because the zoom normally causes the trees to render and obscure the target. Recommend matching dust render distance to tree/clutter render distance.
  5. Recently in MP on Syria map, RB15s would launch normally, fly to Bx7 and Bx8 normally with decent at ~Bx6 as expected but on the terminal phase after apparent target acquisition and an initial evasive maneuver rb15 descended into the water and destroyed itself. I don't think I'm doing anything different that I used to, and Bx9 was set WAY behind the target. Any troubleshooting ideas or assistance would be appreciated.
  6. I've had a lot of trouble getting over the 300-400kph hump climbing out at mil power even with what I consider to be a relatively like load (no center tank and rb75x4) Once the plane gets to 400-450kph and the AOA gets knocked down life is good, but even at sea level it's just felt anemic while trying to climb out.
  7. I'm trying to figure out the max take off weight for a dry take off. I've been experimenting but can seem to climb out without afterburner under most circumstances.
  8. The hot keys work for me, but not the clickable button, though I do get the cursor change when I mouse over it.
  9. The basic mechanics for being able to have a submarine dive and surface are so close to being complete. I have been waiting to build a mission where you have to find a submarine transiting on the surface before it hits the dive point, or that surfaces either after taking damage from a surface ship or something to that effect, but there are several problems the most significant of which are: The AI doesn't act on depth change orders assigned to WP, depth can only be changed as a game master The AI will continuously dive deeper regardless of depth ordered by game master, unless ordered depth is 0, then unit surfaces. Wake remains visible regardless of unit depth A nice to have would be to add some scopes and better control of which weapons would be used for attack.
  10. Very much looking forwards to this being added in the future. Is there a list that spells out the currently modeled capability/equipment of each vehicle? Once the M1A1 is on the scene, good chance that the GBU-12 isn't really needed anymore.
  11. Would be an amazing addition and a very unique mission set.
  12. It does seem strange to me that you can only monitor one frequency at a time, especially for an aircraft that is likely to be communicating with command, air, and ground forces simultaneously.
  13. I couldn't get it to work either, hopefully in a near future patch.
  14. I tried the settings as described above and was still unable to get water to flow. It may have been damaged as well, obviously its hard to know what is damaged, its probably also not a great sign that I get hit enough to retry this frequently. But not matter what settings I had, and even at very low weights, water was static and the J polygon hits very quickly.
  15. Does anyone have the casualty procedure for a JPTL failure? It seems to be a fairly common failure when damaged, I have been able to get back to the boat a few times with this failure, but have been unable to work out how to get enough engine power to land. The JPTL seems to be tied into the water injection system, though even dry I seem to start getting the J polygon at much lower power settings especially as drop airspeed during the approach to the boat.
  16. The GAU-12 seems pretty anemic since the update, not sure if this is a bug or just more realistic performance. The BMPs are definitely not scared of me anymore.
  17. The F-16 and F-18 are pretty close, the F-18 has more development complete at this time, though progress should be ramping up again soon. If you don't have strong feelings either the 18 or the 16 should be about equal. The F-16 is slightly more A2A oriented, though you get access to the CBU-97, and sensor fused CBUs are nasty. I don't know if the AGM-84 is available for the 16 and obviously the 18 can land on carriers. While the AV-8 is cool, I have not come across many situations where the STOVL has been a game changer. The harrier has most of the same capability as the F-18 now that the TGPs are maturing in development, and the Harrier has been plagued with development in fits and starts for a while now. But that Harrier can carry more bombs if you have the runway for it.
  18. Diving does work, kind of. If you use a game master slot you can set sub depth and the sub will dive, it just doesn't keep depth, or allow you to do it in the ME. And it thinks it goes down way below the bottom a least as far as what the F10 is showing. Subs don't have to go that deep to give you the full aircraft experience, surfaced PD and Deep would mostly cover it, we don't have the sensors to worry about subs that are shallow but below PD.
  19. I know that the DCS Subs are WIP. The diving and surfacing is functional but only as a game master. The AI can't go to a depth based on waypoint of ME commands, the boat also seems to continue the dive to or past the bottom regardless of ordered depth. The boat will only ascend if the depth ordered by the game master is 0. I understand this is WIP and am very excited to have this in the future. Request that the Waypoint be able to set depth and the depth keeping problem be corrected. Additionally there are some rendering problems with the wake. Recommend removing the wake if the sub is below the surface, at least until there is a periscope. I'm trying to build a mission where you attempt to find and attack a submarine leaving port before it gets to the dive point. Eventually being able to look for periscopes and the small speed depended wakes behind them would be a great mission, especially for helos.
  20. The F-5 is a very light fighter with somewhat under powered engines. Its easy to get behind the power curve if you are trying to drop too much altitude too fast. I would recommend being extremely careful about cutting the engines to idle until you are entering your flair. The "On Speed" Airspeed in the F-5 is highly dependent on weight, a full tank of gas or even a full load of guns makes a measurable difference. While having a target airspeed (manual offers calculations on this) is a good thing to keep in mind as you are setting up, I would recommend paying more attention to glide slope and AOA than airspeed. If you are on glide slope (VASI OR PAPI Lights are great for this if you are new to flying) and you have the green circle (I think 14 units for the F-5), you're pretty much good to maintain that all the way to your flair. Also on the flaps, they CAN be auto but they don't HAVE to be. Make sure that you check your configuration and that your controls aren't bound and overriding them, there is a slider on the throttle that controls Auto, Fixed and I think Emergency, obviously you want Auto, and there is a grey lever outboard the throttle that sets the position, you want that in the middle position. Then your flaps will adjust automatically in flight, and dump to full with the landing gear. I would caution against speed brakes, they complicate matters and could build bad habits, get on speed, on AOA, landing configuration, and trimmed out on the downwind leg. Once you get more comfortable you can start to move onto an overhead break. Also the F-5 is a VERY trim intensive aircraft, don't be afraid to hold some stick deflection on final, you have to prioritize your bandwidth during your approach, but when you have time, try to keep the "pressure" on the stick to a minimum to help keep things stable and allow you to focus on something other than fighting the airplane.`
  21. I overflew a Hawk battery after the latest patch and it just sat there, never seemed to switch on its track radar. I need to verify composition but I dropped it using the stock template for Iran.
  22. It would be nice to have a different FARP Helipad model that was much shorter and had a more gently sloping side. This would allow Mission Builders to create staging areas with the normal FARP capabilities for STO models like the Viggen and Harrier. Just place a staging area next to the road/runway or parking lot and planes could drive onto the helipad and rearm and refuel. A desert brown recolor might be a nice addition too, since the green always looks so out of place.
  23. Obligatory G.W. livery of course
  24. Since we are working to add torpedoes into DCS is there any plans or desire to add a player controlled torpedo bomber? Maybe a TBF Avenger?
  25. Seems to be a cold start thing, which is why I'm trying to figure out it there is a system line up problem. Can't dispense any CM after a cold start. There is a ground rearm in there too, not sure if that might be a factor.
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