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About normanleto
- Birthday 08/23/1980
Personal Information
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Flight Simulators
DCS A-10, Blackshark, F-18. Falcon BMS. Arma 3.
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Location
Warsaw
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Interests
Moviemaking, flying, painting
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Occupation
artist
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Here is the track. I am using Virpil stick and Orion throttle. Perhaps some conflict in the button causes a lack of arming? I don't know anymore. Sometimes switching the RIO square illuminated dial into WEAPONS helps, sometimes not. Of course, you have to be out of 5nm ACM radar mode by clicking twice the Jester context button. no arm for tv weapons after other modes.trk
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Hey guys. After about year of pause I decided to get back to F-15E. Today during GBU training I discovered this funny thing: this little pipper f..ker sometimes blinks without a reason during a bomb run. Could not find any online info about that. All parameters of LGB drop are correct. After drop - it starts to blink. 20000 feet agl, 420 knots, no negative G load, PACS config correct, ARMT weapon selected (like GBU12B) and sometimes before, sometimes after drop it starts to blink. Not lasing related. Not timeImpct related. It stops flashing only after pickling another bomb. The pipper isn't outside a HUD frame (in other jets it causes the blinking) - even if it's centered on ASL, this behavior still occur. I am not sure if it indicates anything, but the randomness of the thing itches me Best, nl
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so you just give some minimal dlc flaperons input to compensate for a-throttle overreaction and it hooks the line correctly? Like a one small input second before trap?
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Shrikes and Bullups practicality in dcs.
normanleto replied to normanleto's topic in DCS: F-4E Phantom
Do you know any details about current Shrikes bugs? Shrike is older gen missile than Maverick, even range-wise agm-45 is way worse from my experience. Too close for comfort. -
Hello, guys. After couple of months flying of phantom, do you guys find Shrikes useful at all? I cant find any reason to risk using 4 shrikes instead 6 very accurate mavericks. Same goes with bullupps. I played with them to learn but using them in MP cold war servers is rather asking for death in most situations. Also a supply or limited availability is rarely enabled in MP servers, so Mavs are usually there in unlimited stock. Am I alone in this observation?
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I am worried about so many bugs in this campaign it is hard to count. Most of missions start with AI exploding on contact with obstacles or trucks during initial taxi. Some trigger zones turn on in such an obviously wrong moments. I will not list them exactly, bc there are other posts about that particular bugs already there. What worries me is the general low quality of mission testing, especially after every map update. Syria got updated recently and all Syrian campaigns got really wonky (I also have the same problems in AH-64 apache and it's new, paid, syrian campaign). Is it really so hard to predict that adding too many changes to a map at once will break most of missions? Is there a way to cooperate between devs of particular maps and campaigns before launch of the update? I feel only HB and perhaps Reflected are the makers that can handle things at a really professional level, and their QC is at the best level possible in this persistent early access environment. I know we live in a constant early beta world in DCS but wasting hours on troubleshooting kills any immersion from Phantom (or apache) - even with as great product as only HB can deliver.
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Bugs and Problems
normanleto replied to Florence201's topic in DCS: AH-64D The Four Horsemen Campaign
Thanks for such a great reply. I will dig in. I wonder if campaigns like "MAD" are going to support it. Would be good to know your wingman position without radar in the MAD campaign. -
Bugs and Problems
normanleto replied to Florence201's topic in DCS: AH-64D The Four Horsemen Campaign
Guys, how is datalink usable in SP mission? I just set radios and TSD threat circles, but datalink? I was sure it is a MP feature only in apache? -
Thanks for your input. It seems that after last update things got better with "back to TV mode" problem and I dont struggle when switching different weapons and the going back to mavericks or walleyes. I would consider it as a solved with update. I also tested your file, but after yesterdays update, so I am not sure what exactly solved the problem.
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Thanks - I dont have problems using tv weapons or to lock them. Please read my initial post. I have problem getting back to a working tv mode after using any different dumb weapons beforehand during mission. So your quick test and tutorial links do not apply here, it has nothing to do with contrast lock and visibility for Walleyes or Mavs...
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The timer is not the issue. I tried to get back to tv weapons after 15 minutes and there is still no way. I'll record the track tomorrow. You can always try to reproduce it before on your side. Perhaps it is something with afghanistan map and the spawning in editor. What is interesting, the plane spawns itself with weapon selector already on TVs with such armament config.
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Guys... since two hours I struggle in mission editor trying to narrow down the following problem: I can't get back to Mavs or Walleyes video feed (or even their amber ARM state) after dropping dumb bombs or using rockets with other selector mode. When switching the selector back to TV mode, mavs or walleyes are unreachable no matter what. I am sure I know how to use TVs, because they work as advertised at the start of the mission if no other weapons are selected before them. Short video of the problem: It even happens after an unexpected AA fight during AG mission. Seems like some selection logic for TV weapons gets broken if you select/do something specific and then try to get back to your TV weapons attack config ofc I tried to reinitialize TV feed with jester menu, tried to turn the weapon and mode selectors around, cool off several mins to allow mavs or walleyes restore - but no joy. Is this a bug or feature?
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Ultra slow response from new MP spawn UI system.
normanleto replied to normanleto's topic in Game Performance Bugs
Like every spawn point is an icon and the map can't handle displaying of so many jets' icons - both on tarmac and in air spawns. Good idea, but very odd execution. I wonder if they tested it on public servers with hundreds of slots.