

mahuja
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Everything posted by mahuja
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Steps to reproduce: 1 - Load external tanks 2 - Set external tanks to STOP feeding 3 - Fly Expected: External tank will retain its fuel until told to feed again. Aircraft weight reduced slowly with fuel consumption. Actual: Suddenly the fuel does not exist - as if the bottom fell out of the tank. Aircraft weight (ddi chklist page) also changes abruptly. f18 external fuel poof.trk
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It is my understanding his job description does not include a whole lot of coding. https://www.fighterpilotpodcast.com/podcast/028-air-combat-simulation-gaming/
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I've noticed that the brightness affects the text and the map differently, so it's worth a try - but it may be a bug that'll get fixed at some time. Most of the time, I just toggle the map. It's a double press on a single button, so it's easy to do.
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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
mahuja replied to shdwp's topic in User Created Missions General
"Start a new game" (still) says strike missions are only partially available in Caucasus. (From git, 1.4_rc6) -
What new feature of the Hornet are you most looking forward to?
mahuja replied to Wags's topic in DCS: F/A-18C
The hornet is the first full-fidelity fighter we have that can match FC aircraft. I'd like more a/g focus myself but it's unique position in A2A is a thing nonetheless. -
cannot repoduce and missing track file Turning off ADF
mahuja replied to Arakahn's topic in DCS: F/A-18C
With a weak incoming signal, such that the signal doesn't overpower the noise, it may be that the squelch logic in the radio doesn't detect it as a signal, and turning off the squelch simply means you get to hear everything including the noise. -
Startup clearance is AFAICT all about making sure there are no ground crew too close to the engines as they are started. I believe comair are far stricter about this. I'm guessing the normal operating procedures of the f18 includes a startup in close coordination with nearby deck/ground crew, probably employing hand signals. Thus you don't need radios to make sure ground crew are clear. This was probably a consideration in the electrical systems design not powering the radios from the batteries. To get ground power in dcs f18, you ask for it from the ground crew, you move the 'ground power on' switch to reset (it falls back to on) and then apply power to desired systems with the remaining switches. The first switch has to be held for 3 seconds. In all cases, the B position is all the systems for the A position plus some more, so setting all switches to B powers all systems. There was a bug that would allow you to keep your plane on external power all throughout a flight, landing and post-shutdown, but I'm not able to do it now.
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Recognizing the small element that is the ball became easier for me with practice. I found it became easier over time to spot the ball at longer and longer distances. I suggest trying to train it by watching landing videos in reverse - see how long/far you can maintain your sense of the ball. I experienced the same already back in Arma 0 where soldiers at range can be only a few pixels tall. With experience I became able to pick out targets few others could see.
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This is what I get for not reading the manual properly I guess. Thanks for enlightening me.
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The missile was designed with the expectation it'd be used against tight formations of russian ships. The group mode will therefore ignore lone perimeter picket ships, and also civilian ships happening to pass by. Group mode will also distribute the missiles among the ships detected. However, if there is only one target ship, the missile will believe it's one of the non-targets above unless switched from 'grupp' to 'enkel'. Your best indication is that it'll fly right past the target. Changing my previous statement a bit:
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Loading RB-04 on mid pylons and RB-75 on inner, the RB-75s are dead weight. The screen will never turn on. To keep the track file small, I've stayed on the ground, but I found this one in flight. rb04+rb75.trk
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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
mahuja replied to shdwp's topic in User Created Missions General
Smoke: - See frontline marker in app map - See mission planner before starting a mission They're placed there deliberately. Removing aircraft: Based on a quick look at the files; Removing them outright will be hard. They'll have references all over the place. I suggest trying dcs/db.py - the prices array, setting the price of the planes you don't want to 9999. -
I have had them work well so long as I remember to turn them off of group targeting.
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I'll turn the question around, if it's not ready now, when is it ready? In terms of Air to Air, what's missing? (For air-to-ground, it's not ready. I'd say obviously.) Full IFF simulation. If you're in multiplayer and have a GCI who can help with IFF, then using it right now should not be a problem. IFF has been described with words like unreliable by real pilots about their real airplanes, but what we have does seem a bit over-the-top. But it feels like making it this bad is harder than making it work well. It could be the "full IFF" we'll get is more about how information is presented (e.g. radar screen) than how it currently determines what is friendly or not. They apparently want to overhaul IFF in general, but I don't know if that'll be done before the F18 is 'released'. Datalink/SA A really big deal - if you have friendly assets around. May do more for IFF than what we have too. It might be an input for the IFF system, even. If you can expect friendlies to be displayed, and there are no friendlies where you have a radar contact, you know it's not a friendly. (But might be civilian, eventually?) Will our f18 be able to fire missiles on datalink contacts? AA Radar modes ...in particular TWS. HMD Makes the 9X quite powerful. Some increased SA in dogfights. Pure bonus, however. EW S/A AUTO modes We've had bypass mode since day 1, and manual right now. Jammer These don't do a whole lot of good in the current missile climate. ATFLIR or other EO pod ... which I presume can be slaved to a radar contact, allowing you to get a visual ID at BVR ranges.
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You'll be in visual mode if A) You don't have a target locked B) The missile is uncaged Caging is a toggle, so press the uncage button again.
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There is really only one thing that will prevent them from connecting to you. When they send packets to your ip address, it does not reach your computer. It could be that your router is not port forwarding to your computer. I don't know if DCS uses UPnP, in which case UPnP has to be enabled at your router. Or it could be (apparently common in germany) that you don't get an IPv4 address leading to your router in the first place. (See also mcfleck's post above.) If you can find the external IP address of your router (you'll have to log in on your router), and it is within the 'private IP' ranges (10.* 172.16-31.* 192.168.*) this is definitely the case. (The internal/lan address will most certainly be within those ranges, usually 192.168.1.1) Static IPs are not what you need. Static IP addresses give you two things: One, if it does change while under use (which can be a once-every-several-months) it will disconnect everyone connected right then. Two, you don't need to tell your friends the (potentially) new IP every time you're setting up for a game.
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My observation is that nearing 20 degrees AoA I lose yaw stability - presumably because the stabilizer is obscured from airflow.
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One reason you would not want to stick it on IFA and leave it there, is that this opens you up for some EW techniques (gps spoofing) that could for example introduce drift in your nav system. Thsi level of electronic warfare is not simulated in DCS, unsurprisingly. What will happen if I simply set it to IFA, perhaps even before it has power if that doesn't lead to anything worse, and leave it there for the duration of a mission? What if I then take off before it completes the alignment? My guess would be that, at worst, it could be somewhat inaccurate in the first few minutes. And if that is the worst of it, the whole INS align option discussion is moot.
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The comparison between F/A-18C and A-10C is fairly complicated. My TL;DR version is that the A-10C has more steps for any single task, but the F/A-18C will have a wider variety of tasks. The F-18 is a true multi-role craft with outstanding performance in many roles: BVR AA, WVR AA, Close AG, Standoff AG, Long-Range AG, Anti-ship, SEAD. (Only the first three applies to current early access.) That's a lot of variation for the price of a single module. The A-10, being finished, is best in class at Close AG, and quite good at standoff AG, with a honorable mention in WVR AA - Only warbirds can downright disrespect it in that domain. The A-10, in using more steps for a single task, can offer some more flexibility for particular situations, for example switching between multiple weapon profiles for a weapon setup rather than selecting the weapon and then the profile, allows quicker reaction against a target of opportunity that the F18 would otherwise fly right past. Also, the DCS A-10C has the CBU-97 SFW and its CBU-105 wind-corrected variant. The BRRRT is overrated in comparison. I'm no fan of the real A-10, but in the dcs ecosystem it certainly has a role to play, and I enjoy both. As for coop multiplayer where somebody else plays the FAC or AFAC role, or even JTAC with the combined arms module, that's soon going to be even more of a thing with the F-18 too when the LGBs arrive. The F-18 can't perform the controller role itself for a long while yet, though, so you'd need to play with someone who has A-10, Harrier, or Combined Arms modules who would do that for you.
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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
mahuja replied to shdwp's topic in User Created Missions General
Don't remember where I had it, but I think it was NW - Probably Senaki to Sukhumi. I think I had it for multiple NW-ly directions. (edit: confirmed Gudauta-Sochi) Maybe the last param needs to be wrapped in abs()? (Or whatever its python equivalent.) -
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
mahuja replied to shdwp's topic in User Created Missions General
Do you prefer error reports here or as a github issue? empty range for randrange() (12000,-11999, -23999) Frontline attack or frontline cap, either one gives the same error. V 1.3.3 with the aim120. -
At least one news source was talking about the shock wave being intended to throw (ground) clay around, but this may be "journalists" being "journalists" as usual. (Norwegian) https://www.nrk.no/urix/jagerfly-har-sluppet-bombe-ved-brannomrade-i-sverige-1.14139807
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Mutz, here's what I suspect you're doing wrong. You're most likely trying to enter a coordinate of the form (degree minute decimal) N 34°56.78' While it's expecting a different format (degree minute second). N 34°56'78" ...which is invalid because the "seconds" part cannot be larger than 60. When you do this it will reject your input. If you were entering .59 it would appear to work, but would be half a minute off target, and you may have remained clueless that you were doing anything wrong to begin with. The correct conversion is to take the .78, multiply by 0.6 (60/100) and use that number (49) in the seconds field. Usually I just approximate it (because my gameplay situation allows it), even using 00 seconds - that will guide me to the general area, but I know it's inaccurate and I know which direction from the waypoint it's at.
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In the video, total fuel is dropping faster than internal fuel is increasing, losing about 3/4 of the fuel. This is probably what's causing the weight loss. You should consider making a track file of the problem and posting. Such track files are useful in creating automated tests. I'm also seeing a probably related issue. Three tanks, I set the centerline tank to stop, and when I've looked back at the fuel display center is empty.
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Using different throttle, but with the default, linear, corner to corner straight line, it's working fine for me. First thing I suggest checking is if you have a full range of input from the throttle. Moving the throttle all forward and all back, does it go all the way to the edges? I suspect you don't, because of what you posted. If you have smooth input movement from the throttle but it doesn't go all the way to the edges, I suggest you start by checking if it needs calibration. Otherwise you can make it act right by tweaking the values. The idea is that you need the full range on the output, so I you need to be able to make the 'thing' hit (I think) top and bottom by moving the throttle. If the input is not smooth, or maybe even if it is, it may help to clean pots (potentiometers) in your throttle - google for G940 cleaning pots or some such.