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EinsteinEP

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Everything posted by EinsteinEP

  1. Looks like an ECM pod to me.
  2. http://www.barnardmicrosystems.com/L4E_accidents.htm
  3. I *try* to always make sure I'm trimmed so that the AP is "centered", so to speak, but I didn't find I had to do anything unique in your mission. I noted that in your mission, too. I chalked it up to the anti-ice protection on top of the the full weapons load and 100% fuel. What airfield was it at? - I don't recall. If it was high altitude, that would result in a performance hit as well. Also sounds like a trim/autopilot implementation issue. If you get it frequently, post a thread and someone will take a look at it for ya. I don't see how the problem had anything to do with patches, but the point is now moot: I'm glad your problem has gone away, bengo, and you can, once again, enjoy this great simulation! See ya in the virtual skies! :pilotfly:
  4. Hmm...I think it's the other way around: diamond centered horizontally and vertically is ground-centered, and slight forward is flight-centered (which would give you a forward roll in taxi with the wheelbrakes off). I had assumed bengo was referring to a horizontally centered diamond, since the issue is auto-turn-to-target and turn trim, and a diamond centered during flight would result in a strong backwards pitching moment with or without AP help! In any event, an actual track file would help, as there's nothing in the mission file that prevents auto-turn-to-target from working. In this spirit, here's my track file, showing auto-turn-to-target working.
  5. Bengo, Just ran your mission and auto-turn-to-target worked just fine for me. I agree with DarkEagle in that it sounds like a trim issue. Depending on your heading you may need some rudder trimmed in to maintain a steady heading. If you're trimming in ZERO rudder, the AP may be using its full 20% to just point straight and not be able to provide more rudder to make the commanded turn. If you can post a track with your virtual control display (Rctrl-Enter) on I can take a closer look.
  6. Hmm...no. In fact, we have several missions with wind where auto-turn-to-target works just fine. Track?
  7. Ugh. I read this "suggestion" all the time and it is a poor one. This leads to learning bad habits that will make it even harder for you to really understand the Black Shark autopilot and Trimmer later. All the more reason to spend time on learning how the system really works instead of memorizing workarounds. Just my $0.02USD, but I suggest that you: 1. Turn all four AP channels AND the Flight Director on. Leave them on all the time while you learn how the Trimmer works. It's not intuitive and takes some practice. 2. Fly often with Flight Director on. Learn how to use the Trimmer in all flight maneuvers - takeoff, acceleration, cruise, turns, climb, descent, deceleration, hover, etc. Note how it affects your rudder pedals and cyclic during manuevers. Practice "Trimmer Tapping" as well as release-and-hold. See which works best for you. 3. Once comfortable with 2., turn Flight Director off to enable autopilot feedback. Practice the same flight manuevers in 2. 4. Now starting turning on "modes" (auto turn to target, route, auto hover, etc.) and experiment again with the Trimmer methods. Step 2 is the longest and hardest step but with the most payoff. Welcome to the Black Shark, and good luck!
  8. http://forums.eagle.ru/showthread.php?t=34425&highlight=air+temp+gauge http://forums.eagle.ru/showthread.php?t=49628&highlight=air+temp+gauge The search tool is a powerful ally, my friend.
  9. The trick is to hit the ground really hard. I never bounce after exploding into a gigantic fireball. :) But seriously, the Earth-to-aircraft interaction in DCS could use some fine-tuning.
  10. Glad to hear I got *something* right today! Jim, I replayed the track I referred to above but without any time compression and experienced the same results: when my replayed-self encounters the AI Cobras, things go horribly wrong.
  11. Double check that you don't have any failures set in the mission editor!
  12. Jim, I have been experiencing a very similar problem in Black Shark that I believe is the same issue (correct me if you're seeing something different, Moose!): when I try to playback tracks recorded from a multiplayer session, they "go bad" after a few minutes. By "go bad" I mean that playback shows events differently than they actually occurred. For example, in one particular session, I took off from a FARP, headed into enemy territory, took out two enemy AI COBRAs with Vikhrs, took out another one with the cannon, but took a beating from a 4th and had to limp home, making a miraculous emergency landing at base. When reviewing the replay, everything seems normal up to the point where I intercept the Cobras: then, according to the replay, I lazily hover while the Cobras proceed to nail me from my flank, destroying my poor Shark while I don't react at all. This most certainly didn't happen in the online session! It *appears* as if the AI Cobras are behaving/reacting differently in the replay than they did in real-time, and, since the track is just playing back my recorded inputs, the mis-match destroys the accuracy of the playback, leading to the frustration that Moose expresses above. This happens whether I'm hosting or joining another server. The only tracks I've checked have been very large, and I've always used time compression to get from the start of the track to the juicy bits and wonder if something's getting out-of-whack during the speeded up bits? I'm playing Black Shark 1.0.2, patched over 1.0, no mods whatsoever. Panzertard has a good description of the problem (and what seems like a reasonable suggestion for a fix) here: http://forums.eagle.ru/showthread.php?t=42571
  13. Well done, GA! I enjoyed the sound delay as well as the wobble - felt like I was in a second aircraft watching the 'Hog have all the fun. The dark environment was also great. I wish I had 0.01% of the talent you have. Looking forward to the final project!
  14. snacko, I was able to create a carpet-bombing scenario with a USA B52H and Mk84s. It's hard to tell without looking at your mission, but remember that the waypoint associated with the target points has to be far enough away so the bomber crew can get lined up and ready to drop bombs. The AI won't open bomb bay doors, etc. until they're at that waypoint. If it's right over the target area, it's too late to release the bombs, so they don't even try. Attached is a .miz file I set up. Works fine for me (BS 1.0.2 no mods). Notice how far WP2 is from the target areas. You can experiment to see how close the WP can be to the target area, but remember the higher the release altitude, the more distance you'll have to add, to allow for the time that the bombs fall.
  15. Post a track! The GUI manual defines the equipment required to support refueling, rearming, ground electrical power, and repair at FARPs. It also indicates the distance these items need to be from the FARP to be effective.
  16. That Alpha One Six is one smart cookie! ;) I do not. Somewhere I read that the auto-hover system uses doppler velocimeter data to maintain position, and then I noticed that when I do a super fast start it takes a while for the groundspeed (which I knew came from the doppler system) to come up in the HUD, even after the HUD was up. I put the two together and tested it out. With no disrespect intended for ED (love you guys!), I find the DCS Black Shark flight manual is incomplete. Of course, a complete description of every system on the Ka-50 would take up thousands of pages, so I'm glad to have as much info in there as we do have! I've just learned to not expect to find all the answers in the manual. Test, test, test! And if you're still not sure, post your idea here and have folks flame it!
  17. Frederf, INU alignment is not modelled in DCS:BlackShark (i.e., alignment is instantaneous). The AP blink light problem you describe is, I believe, caused by the start-up time of the doppler velocimeter, which takes about 2.5 minutes. Without the velocimeter, you don't get a groundspeed reading on your HUD and, additionally, attempting to engage the auto-hover function before the velocimeter is running will result in autopilot channels disengaging (e.g., some of the blue lights blink). I know pitch and bank channels are affected, I can't remember if the altitude or heading channels are affected as well. You can test this by doing a normal start-up and then establishing a hover without using of Auto-hover. Turn the Nav and K-040 switches off, count a few potatoes, then turn them back on. The HUD'll turn off when you turn the switches off, but pop back in just a few seconds after you turn them back on: note that there's no groundspeed indication. Now try to engage auto-hover -> there'll be no auto-hover and blinky lights.
  18. Very nice, TrujilloSTM! Well done!
  19. Meanwhile, Tom headed to the rental office to see exactly what the "Limited Damage Waiver" covered.
  20. @airtom: all human players in those photos? Well done!
  21. Also remember that "re-centering your controls" means your rudder pedals, too! It's easy to overlook those guys, especially when trimming during a turn.
  22. http://forums.eagle.ru/search.php?searchid=2131184 http://forums.eagle.ru/search.php?searchid=2131190
  23. You can LAND the Black Shark, too?! Man, this sim does EVERYTHING! ;)
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