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Ich Dien

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Everything posted by Ich Dien

  1. Hey, the plugin & exports are functional as I can program lights and buttons using known IDs, but for all modules except Flaming Cliffs, the ID Lookup list is blank.
  2. How insightful.
  3. TOO will create a designation, but the number is at the users discretion via the scratchpad. T0 can be used, but will be overwritten by the system the next time the user used the TDC to designate anything. So I think they're saying TOO should create a mark point and a designation, but would that only be when the user submits their TOO as a TP using UFC ENT? Or would hitting TOO on its own create a MP?
  4. My guy, they named 3 specific missions they had tried. I was referring to those specifically. I managed to get through 17/20 with no significant issues.
  5. How do they not work? I've done all three of them recently and cannot recall any show-stopping issues.
  6. Yes I count 2, 4, 4, 4, 6. So it's probably certain there is at couple drops in there that aren't working as expected. AJ said above it's on the list, so hopefully they can use the info if they haven't already got an RCA.
  7. Regards the Plus, they also suggested it would also be treated as a new module rather than a varient of the existing NA. One would hope therefore that they put significant effort into laying new and more stable foundations for it, based off their experiences with the Mudhen, rather than grandfathering-in all the NA technical debt that must be a significant burden on the team at the minute. I see a lot of chat about how the existing Harrier needs to be "finished" before work on new feature should begin, but the truth is that at this stage that starting fresh with the benefit of experience may produce a better end product there. To the original point, it seems like a model update could be a possibility, as they included UK specifics when limiting the load-outs recently to somewhat fill the gap and they produced GR7 visuals for other products historically. But systems development from this point probably needs to be written down on some sort of Roadmap from them.
  8. Yeah I think that's correct. The first event should be 4, it's not always sensible about which stations the 4 comes from though, but that's a conversation for a different day. You're saying you got 6 in the first event with interval set to 080 presumably? Have you got a track/tacview file?
  9. I assume the bug still exists as we haven't had a change log indicating any fixes to the contrary recently. However as a sanity check, please share your ACP settings, as if you're dropping all bombs in the same event, it sounds like there could be a settings issue. For example, if M >= Q, the interval setting is ignored, which would produce the behaviour you have described.
  10. If you were to lose a digit every time you mention this, would you have enough left to operate HOTAS by the time the thing actually releases?
  11. There's already a thread here and in the MT subforum for this.
  12. You've paid for access to the product, when it releases. If you don't like the results, I'd suggest not pre-ordering things anymore.
  13. Reddit, the forum, discord servers, makes no difference. We're always in the middle of the never-ending cycle of hype.
  14. Having done all of them in the last two months TPOD material is really out of date. There are other changes to the module but none that really get in the way. Remember that you need to select INS Mode to move a way point with TDC... That took me over 20 minutes... Most of the weapons tutorials at Kobuletti were designed for the player to take off from the other runway direction. I believe the guns/rockets is the only one with a serious issue, as it requires you to fly through a trigger zone half-way to a waypoint on a undeclared heading thats natural for the intended departure but pretty much impossible to find from the other end. Can be fixed quite easily in the ME in a few minutes. The FLIR changes make some older mission setups with IR weapons much more impractical than before. I don't blame the mission creators for that. Other than that, I'm really not sure what people are referring to now regards the missions being useless or broken.
  15. 1). This assumes they actually know or have confidence in a date right now. Would people want them to publish a date with low confidence and then they end up being late anyway? 2). I take the post the other day to say at a minimum "we've scoped the first EA release". That doesn't mean they (and ED on their part) have finished any of development, integration or testing. It could be weeks, it could be months. They're not going to give us a view on that unless they chose to. 3). Sorry to be blunt but you guys decided to part with your money at this stage of your own volition. That entitles you to access the very second it's released, but no insight or privileges beyond that.
  16. Isnt the target altitude something like ~6700ft? That and with type 2 control and a thick layer, I think the mission was designed to make certain profiles impossible.
  17. Look at the released parts of the Harrier manual. Chucks Guide is still the only complete reference for the module, but even once the manual is complete, the format of Chuck's Guide makes it a lot better for revising/revisiting things. The Manual has more procedural depth/context and should align closely with any supplied training missions (kneeboards therein being 1:1) Additionally, I'd expect the manual to reflect the developers intent, while the guide will reflect the state of the delivered product.
  18. Hi, Got round to this mission now after losing the first attempt when I had a audio/script issue and stopped receiving any FAC audio or subtitles... that was frustrating to say the least. Tacview-20230501-100410-DCS-Kerman Mission 4 FINAL.zip.acmi
  19. I would %110 reccomend Tacview in this instance. The playback tools are much easier to use, more flexible and it records reliably 100% of the time, which IMHO is way better than having a full-detail cockpit view that CFITs before you get to any of the bits you need to review.
  20. The tutorial missions are still good for 90% of the content. One has a dodgy trigger zone that can be moved in the ME. Other than that, the only content that's seriously out of date is TPOD related, but it's all covered in Chuck's guide and hopefully in future manual releases, so still productive to use the missions if only for easy target setup/repeatability. Some things are easier than others, for example, FLIR isn't something you need to learn to use; it's not slewable or a sensor you can designate. But Hotspot detection can really save the day when finding targets for DMT, which has a fixed zoom. But those things can be learned naturally just by going out and setting objectives to cover. You only have 10 descrete target points, T0 being reserved for the current sensor designation. You can set or overwrite them at any time using the TOO function; change the number on the UFC scratchpad before hitting ENT. Deletion of points, be them Way, Mark or Target (and CAS messages) isn't really a thing.
  21. Hi, I'm really struggling to get dumb weapons to drop in singles over any significant intervals. With BDUs and CBUs, I could essentially only ever get the first drop event to work even if I held the pickle button way past the target. In the attached track file, I tried some Mk 82 Snake eyes and AIRs, and got the following drops to partially work: Snake eye, AUTO, NT IN, Q 04, M 1, I 015, which I'd expect to release 4 weapons spaced over a 600ft distance, but only one releases. Snake eye, AUTO, NT IN, Q 03, M 1, I 005, released 3 weapons which did separate as expected over the much shorter distance. AIR, AUTO, NT IN, Q 04, M 1, I 009, expected 4 again, only released 2 weapons. Based on many attempts today, intervals greater than 150ft would also only release the first multiple. What am I doing wrong? Is something not supported or working as expected? Are there speed/altitude windows required to make certain interval drops work? Thanks, ripplest.trk Tacview-20230423-164015-DCS-trickerharriertraining.zip.acmi it seems the track file is completely broken so will have to take my word that the ACP is set as described....
  22. What type?
  23. The toggle control for disabling the left and right hand controller works as expected, however if this function is bound to the hand controller being disabled, then it's not possible to re-enable the same hand controller using this binding; it has to be bound to a different device or it's only good to disable the hand controller once and afterwards there's no way to get the controller back. I can understand why the sim isn't listening for all button presses on disabled controllers, but it stands to reason it should be possible to at least disable/enable a hand controller using only one button on said hand controller. Currently the UX is awkward in my opinion. Thanks,
  24. The hot glue failed on my Hook Lever after having the panel for less than 2 days (less than 30 cycles probably). The handle separated itself from the splines of the switch. Would suggest being very careful with both levers; there's no material holding the assembly together laterally.
  25. The "Realistic ATC extension" plugin licence for VAICOM is not yet on sale...
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