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Everything posted by BaD CrC

  1. Thanks. You are missing out. Back seat is a boring position in the 64 compared to the CPG.
  2. Ah OK. Thanks. Did you have ghosting issues too with your export?
  3. Would it be possible that flying multicrew is crashing the game when exporting displays? Anyone here flying MC?
  4. The screenshot was taken from a 5 or 10 ft hovering jumphigh.
  5. Completely agree with you Rick50. Some predicted the death of the 58 with the announcement of the 64, but after flying the 64, even though it is a totally awesome machine, I don't think it took the 58 segment and I and many of the guys in the BSD squadron will swap to the 58 from the 64 in a heartbeat. My hope is that the 58 will offer the amazing sensors of the 64 (minus the FCR) that the Gaz is lacking AND the fun of flying the Gaz that is lacking to the 64. I have high hopes that the 58 is coming this year. It would have been a mistake to release it at the same time than the 64, but we are already seeing the 64's buzz calming down a bit and pilots really reconsidering their choices about what they like about flying a chopper. Air Assault and tight hot LZ landing to bring up troops and logistics, hoping from one tree line to another watching progression of enemy convoys or dropping big ammo while sitting out of enemy weapons range? There is even different schools within the AH roles where 24 is preferred for being a more "man" chopper that requires to go in close contact with the enemy when the 64 is preferred by the more systems oriented pilots who enjoy doing some remote hellfire shots while typing MGRS grids in the TSD. All this to say the 64 is gradually finding its audience but it is not wiping out the competition as we feared at some point. 58 is certainly gonna make a huge buzz too at release.
  6. Hello Drahkken. As long as it works I will probably not open it again. Now the grip is connected to a small tube centered inside the handle, then this tube is connected to a pot. Note that the power handle is only supposed to rotate like maybe 30 deg. It's not a full rotation.
  7. Just reporting here the list of issues we are maintaining on our Discord server. Sorry for the long list. We are flying this beautiful module a lot everyday and always multicrew with a couple of IRL 64 pilots so it accumulates quickly. Understand ED is working on all this so just FYI - No mirroring of the DIRECT TO waypoint between the two TSD - Both PLT and CPG can activate guns and rockets at the same time. - there should not be Engine out and rotor low warnings during start up and shut down - In NAV mod, storing a waypoint should create a waypoint, not a target - DIRECT TO TGT using the cursor select does not seem to work, only via KU entry - Fuel boost pump fail indicator on EUFD during start up shouldn't be there - A negative G push on the cyclic makes the aircraft violently flip to the left (looks like a retreating blade stall, but it doesn't make sense to have one) - External damages not sync with internal cockpit view - Burning ground assets not shown as burning on TV feed on the TADS but shows burning in FLIR. - Unable to add targets or counter measure points to a route - RADALT doughnut is shown unchecked in hot start even though RADALT indication is shown on IHADSS. Can't interact on the display. But works in cold start. - Unable to set automatic ranging for guns and rockets most of the time (inconsistent bug) - Rounds seems to disappear beyond 2500m - HSI remains over own ship symbol instead of panning with you. - TSD map settings do not remember which scale map was set for a certain zoom level (not happening IRL) - Can't edit a stored point (to edit the IDENT) Thank you for this amazing chopper ED!
  8. CPG position for the 64 turned out to be the most critical and rewarding position on this chopper. It is most likely going to be similar for the 58 in its OH role. PC didn't plan when they announced the 58 to have a MC release but they are not so categorical anymore. Should the MC API be released to 3rd parties, I believe they will certainly have a go at it considering it is now hard to release a non MC capable chopper.
  9. Be mindful not only of your load but also the outside conditions like temperature and altitude of your take off point (DCS takes this into account). Heavy load, high temp and high altitude make it really hard for the rotor to push enough air and at some point, as you are pulling on the collective, the blades will generate so much drag and not enough lift that your rotor rpm will droop and leave you on the ground. Be also mindful of the direction of the wind. Hopefully we will get some performances charts in the final 64 manual to allow some calculations prior the flight. Also, there is a performance page in the AH-64 display that is calculating the max admissible torque IGE and OGE. I don't know how accurate they are, but it's always a good idea to do a hover check and compare those values to your actual torque at 5 ft (IGE) and 80 ft (OGE) so you know you won't get into troubles.
  10. No, I mean they won't add AA cap like stingers and stuff.
  11. You are probably right M1. My example was a bit extreme. I might have become a bit too intolerant with FW guys complaining about things that have nothing to do with their FW toys. Getting old... Anyway, pretty sure ED will never add this . So no need to worry and argue here.
  12. If you guys are ending up with bunch of fighter jets going after you in a mission with AH-64, it only means you have a pretty terrible mission design from someone who don t have the slightest idea on how to design missions for RW. If I am throwing a FW mission with the ground littered with long range SAMS and 100 enemy F-16 fighters loaded with long range missiles spawning from every direction, you shouldn't call for having more missiles on your aircraft and more ASE but you would be right to say that my mission is just plain stupid. Same applies when having enemy fighters in the sky during RW ops with no air sup.
  13. For LB1, I would be highly worried to pop up 100 meters from a convoy full of tunguskas and strelas in DCS, lol. Life expectancy would be way shorter than the time you need to launch a hellfire. For LB2, we need the Kiowa (and eventually the cobra).
  14. Lol. Another "why can't we get AA weapons" after the Ka-50? Don't loose hope though guys, maybe BS3 will get them after asking since 2009. My understanding is that AA loadouts were removed from Army choppers as, I guess for cost savings reasons, air superiority was assumed to be all the time guaranteed by the Air Force whatever the theater. So that's the assumption we are taking too in our RW missions. If enemy FW is supposed to be around, we are doing this mission multi squadron and inviting external FW squadrons to cover us while we are doing what is the RW job: dealing with what's happening on the ground. If you are starting your RW experience with the 64 and looking to shoot down planes with her, you are just misunderstanding RW operations.
  15. My understanding is that A2A capability was tested on the KW but dropped as the assumption was taken that US will always have air superiority on any theater. But of course I'd be super happy to have this in DCS. Yes, I have high hopes on the KW module. The 64 is nice but I am a bit overwhelmed at the moment by the amount of switches and buttons to press to do anything. It kinda kills a bit the joy of flying a chopper. Now, yes, the KW can shoot Hellfires but that would be used only for targets of opportunity or self defense since you'd probably have at most 2 of them, most likely only one loaded, with a max cruise speed of 90kt. A KW pilot was telling me that what you want is not to use your weapons but make the others use theirs. So the Apache really doesn't need to worry about being replaced by a KW.
  16. Thanks Sirrah. I think I also found a document with a chart of the Syrian helipads. Having the miz is nice too. But it's a bit of a pity that we have to rely on the community for this.
  17. Hi Nahen, Actually this capability is so critical for choppers that the community couldn't really wait after ED to implement this. For many years, all missions we are flying and pretty much all the public/private servers involving choppers that I know are running the CSAR script (that itself includes many variations and branches now). Crashed aircraft or ejected pilots are replaced with whatever infantry/pilot model that will then run towards the chopper that lands nearby and jumps on board (it doesn't show up obviously inside the chopper but it does add weight to it). Extraction can also be done with a virtual rope by hovering above the ejected guy. Finally, if the pilot ejects over water, he is replaced with whatever boat model you have (default or mods). You can also ask the infantry guy or boat to drop a smoke for approach and/or localization. Also, the moment the pilot hit the ground/water, an automatic emergency beacon is added with the freq announced by text. Why ED didn't choose to implement this in game is beyond me but considering the script has been working pretty well for years and patches didn't break it too much, I guess the community didn't pushed for it too much.
  18. ED tracks are simply recording key presses and joystick moves. Sadly. It has never been deterministic for any module. Always frustrating to see that the cool move you performed during a mission cannot be reproduced from the track for video recording purpose.
  19. Yes. Good point. Forgot about Mach 3+ lol. Deploying this kind of threat certainly makes sense only, as you pointed out, with proper recon prior with some solid intelligence to the OH guys. Then and only then, deploying the AH/UH guys behind with clear threat areas to avoid or deal with.
  20. Maybe not completely in line here with the 60 mod (sorry Skidjit). But it is pretty much in an alpha state right now and the FM is still weird on several points. I would stick with the Huey because, as MstrCmdr pointed out, the rotor turns in the same direction than the 64 and its FM is very mature. Yes, the Huey is very basic, but to learn the basics of helicopter flight principles, this is a very good machine. Apache pilots IRL start to learn on a B206 after all. Chances are, if you are a very good DCS plane pilot, you will most likely suck at flying helicopter by the way. Practice again and again. It's all muscle memory for RW.
  21. The idea was not to start adding NBC weapons, I think we already have a nice enough collection of conventional ones to do the job, but to be able to simulate an NBC environment in the mission editor in a simple way. Terrorist attack over LV on NTTR forcing helicopter evacuation of civilians or troops transport to a contaminated area. Syrian army about to drop or dropping chemical weapons on Aleppo on Syria map requiring NBC capable aircraft to stop them and provide evac/support on the ground, "Chernobyl" like mission for the Mi-8 where a secret nuclear reactor blew up somewhere near the Russian border on Caucasus map, ... Death of the pilot of copilot is already something on DCS. I took enough AK-47 rounds in the face or in my copilot's face through the Plexiglas of my Mi8, Huey or Gaz to know this is very real, but I don't think indeed that the pilot or copilot can have a damage/health level just like every other unit in the game. If this was the case, then applying a simple linear damage law to the guys depending on the intensity or radiation or type of chemical agent would be amazing, this of course depending on whether you have an NBC protection. Another way would be to use the blackout/redout effect that already exists and apply that with a time based increased level until consciousness is lost.
  22. Thanks Bignewy. Just in case you are looking for new ideas! This could be also easily and manually implemented in the mission editor if we had a triggered action that could inflict damage to the pilot.
  23. The use of those type of weapons are sadly a reality as we have seen recently in Syria. As DCS choppers are getting some love from ED, adding this dimension to the battlefield would be totally amazing now we have NBC capable choppers like the Mi24 and the AH64. Not by necessarily adding new loadouts but by allowing us to add, from the mission editor, N/B/C areas that would incapacitate or kill the crew of aircraft or vehicles flying/driving inside them if their vehicle/aircraft is not NBC compliant. The implications could be game changing. Imagine areas that would incapacitate pilots flying Hueys or Mi8, that would require to call some Mi 24 for support? Ground convoys where trucks and light vehicles suddenly stopping while keeping BMPs running? New reconnaissance tasks for choppers to size the areas and report them to the AMC? I could think of a simple implementation where non NBC capable vehicles/aircraft will start to have pilot/driver damage set when entering a designated area. What about having this on NBC choppers when pilots forgot to enable the pressurization or have a pressurization failure? This could also apply to the A10 by the way since it is the only aircraft sharing airspace with choppers. Then, in the future, as ED is working on dynamic weather, we could dream of having those BC areas drifting away with the set wind? What about linking the amount of pilot damage per unit of time to the level of NBC threat attached to a given area: N areas could be set with a user defined level of radioactivity, C and B areas to a type of agent?
  24. This report was so professionally written that I got lost into marveling the semantics instead of trying to understand your point. Lol. After second reading, you would like to see some pressurization failure for opening and closing the doors without depressurizing first, right? I think this would be cool, but since there is no NBC threat in DCS, it wouldn't make much difference. (actually wouldn't it be totally awesome to have areas with NBC threats where you must fly/drive in NBC resistant vehicles? Adding this to the whish list)
  25. Tunguska are so deadly for choppers that they are not anymore added as a threat in our missions. Optical guidance, smokeless missile and the short range means you have almost no time to react. So none of our missions designers are using them anymore because it usually turns into a slaughter.
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