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DrGarantia

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Everything posted by DrGarantia

  1. Yes, that is what I am doing, switch IFFCC to ON after changing to CM, then switch it back to TEST for changing back to HEI. That is only if you set ammo as HEI in the mission editor. When starting with CM you just rearm with HEI and change from CM to HEI and it will work, I think that is why maybe nobody seems to have noticed this issue before, I am probably one of the few "weirdos" that load the A-10 with HEI in almost all missions :music_whistling:.
  2. Found the problem, it only happens when you start with HEI ammo set in the mission editor. Basically, the default HEI pipper you get is giving the AP shell impact point instead of the HEI point, the picture bellow explains how to fix and reproduce the issue. Why would I get 1m from manpads and ZU-23 in the first place? The whole point of using HEI ammo is to get those, and trucks, from a safe distance, not really a tank busting loadout but much more adequate for the missions I am flying right now. :thumbup: Never really tried CM at those distances to be sure, I would expect them to just harmless bouce and maybe scare some birds here and there :lol: edit: oh, btw I am using 3-4nm just as exemple to exaggerate the difference between the two shells impact points. 2-2.5 is working great against soft targets so far.
  3. That was what I did. Changed in the ME, thanks for the info and the link, I think I found a bug, gonna do a few more testings just to be sure. If I chose in the ME the ammo type as HEI and then spawn on the ground or in the air the problem occurs, the new piper is in the AP position. If I instead chose CM in the ME, or just leave it as is the default, and then request a rearm on the ground for HEI, then change the piper it is on the right position. Just need a few more tests when I get some free time to be sure. So far spawning with CM, rearming, then changing the IFFCC seems to work, while spawing with HEI it will always be inaccurate.
  4. HEI pipper inaccurate? I am still learning the A-10C and having a lot of trouble hitting things with HEI ammo, rounds always hit short of the targets, with a cold or air spawn. If I keep the round type as CM in the IFFCC and use the lower dot to aim I get very good results, but if I change it HEI and use the now sole central dot in the reticle the rounds always hits lower than expected, at 3-4nm they don't even hit on the same postal code :doh:. All I am doing is changing the round type in the IFFCC or using the plane as is in case of a air spawn, is there any step I am missing? Does it happens with anyone else?
  5. Yes, happened to me yesterday for the first time. Got a new plane and then both radar elevation and the stores didn't recognize any weapon loaded, had to restart the game to fix the problem, I would post a track if it wasn't 100+mb and about 3h of gameplay before the bug. Mine was mapped to the TWCS paddles.
  6. Yeap, it always falls short here. On the other hand, the standard 2.5" rockets are accurate but have such a massive drag that they aren't really usable right now too.
  7. Update: After how many hours lost to this and a complete reinstall, problem Found. For whatever reason the game is enabling the "force feedback" option in the MISC tab, I own a TM FCS HOTAS that isn't a force feedback device and this option is somehow tied to the problem, my friends with the same problem uses the Saitek X-55. With the Force Feedback option enabled trim and autopilot doesn't work as described above, disabling it all is back to normal.
  8. You as a developer has a much higher chance of being heard than any of us "random forum users" could. I wish anyone on RAZBAM would put a list of those limitations somewhere visible, could save a lot of time and salt on the forums on those bugs/limits of the engine/thing out of your control that affects this module.
  9. Also please keep the current system as a option if implementing that, it works perfectly for the paddles in the TWCS throttle.
  10. Hopefully I can get some attention to this (uncommon?) issue. At least me and two friends are suffering this issue in the stable and beta branches on Steam for about a month at this point. What happens: Trim is not working, pressing the buttons does nothing, changing back the controls to default and pressing the default key still doesn't work. Autopilot don't work as in previous patches as shown in the video bellow(video track attached). When disengaging any AP mode the controls instantly goes back to neutral instead of staying in their last position. I tried deleting the "saved games\DCS" folder and forced a check on steam, still happens, also the problem was reproduced in two other computers/steam accounts. su-25t trim bug.trk
  11. DrGarantia

    AoA

    I can't give you a technical answer, going from my experiente try to keep the plane bellow 10° AoA for best energy conservation, above that the flaps will deploy quite a lot and you will bleed speed really fast, anything above 14º risks a stall and will certainly kill any energy you still had at that point.
  12. Will be possible to do the process with the APU and then start the engine for taxi/takeoff or you need the engine on during the entire process?
  13. I was practicing GBUs yesterday and noticed that after a while my GBUs weren't getting a lock or losing it mid drop, I had my laser on for a good while at that point, so my question is if the laser overheats or has a time limit of sorts? Second question, any way to enable it automatically when I launch a bomb/lmav like in the su-25t with vikhr? So far I am always clicking the fire mfcd button manually.
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