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Everything posted by Swift.
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You know I'd almost prefer an early AH-1 over a Whisky. Simply because I think there is more chance of them doing a Zulu if there isn't already a whisky. And it would be such a shame to lose such a fantastically interesting airframe just because we wanted to commonise across half a century of development. Other thing about the Zulu btw, identical (aside from the TSS Vs NTS) avionics to a UH-1Y. So one might reasonably hope for a UH-1H upgrade into the UH-1Y and then an immediate flop back into AH-1Z for a slightly reduced workload. FWIW, calling Zulu a 'longbow Apache with a slightly different flavour' could be considered equivalent to calling F-16 a 'hog with a slightly different flavour', when clearly once you know about both airframes the difference between them is stark and substantial.
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I disagree, but I've been spending long enough researching the Zulu to see it's intricate differences. I guess it would be the same way F16, F18 and A10 might all appear as very similar aircraft to an outsider.
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NVG and PNVS should have the same kind of depth perception issues afaik. They are both monocular. Its probably unit SOP, but consider having the pilot in NVS and the CPG on NVG. It helps having the crew split across devices so that if a situation presents that degrades the vision of one (ie cultural lighting changes) the other will still be able to see.
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There is a mechanism to do this in the real Apache (think about the UPDT bit of the STORE/UPDT switch). I'm not sure if it's implemented yet.
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I've personally never seen anything like that. Could it be a double binding issue?
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fixed Direct-To symbol doesn't appear in Pilot IHADSS if CPG is setting it
Swift. replied to _Milan_'s topic in Bugs and Problems
I can't confirm the bug will never appear in OB, but in my recent flights it has functioned properly. -
Could always do fixed guns aswell, if you must
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reported Symbology Select Up/Dn not working correctly in multicrew
Swift. replied to Floyd1212's topic in Bugs and Problems
Can confirm this is still an issue, and is impacting the use of the bobup box (inhibiting recentring of the box) directly impacting gameplay (unable to use the bobup box to clear the tail over an obstacle) -
Scripts/Aircrafts/_Common/Cockpit/ViewportHandling.lua line 81. comment out render_purpose.GENERAL Will remove the double render from all displays, will also completely remove the EUFD from the game window (so export only Im afraid). If you are also using the old AH64_PLT_LEFT_MPCD (iirc) viewports, rather than the normal DCS LEFT_MPCD ones. You can go to Mods/Aircraft/AH-64D/Cockpit/Scripts/Displays/MFD/indicator/LCD/MFD_LCD.lua and comment out lines 11-25. Which will remove the in game renders completely (and the universal exports, hence the need for the older ones). Which means you can fly at night finally!
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Involves commenting out a line somewhere. I'll compile something and share it.
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Comms menu and Active pause are gone after 2.8 update
Swift. replied to Moxica's topic in Bugs and Problems
If simple Comms isn't enabled, then using the simple radio button won't work. You need to use the actual aircraft PTT. -
Comms menu and Active pause are gone after 2.8 update
Swift. replied to Moxica's topic in Bugs and Problems
Do you have simple Comms enabled? -
Does the fix that we've been using before not work in 2.8?
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It does, the problem is the pilots at the controls keep moving said controls, causing issues.
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w.i.p Flight Model (FM) since [21.09.2022] DCS 2.7.18.30348 Open Beta
Swift. replied to Dagobert666's topic in DCS: AH-64D
Couple of things: 1. The flat pitch position of the tail rotor corresponds to the pedals being slightly right of centre. So by centring your physical pedals you are actually commanding a left turn 2. The tail wheel will only actually be locked when the light on the tail wheel unlock button goes out. Simply pressing the button on the collective isnt enough to tell you if its locked, even if the EUFD says lock selected. The tail wheel will only actually lock when it is perfectly straight backwards, so either by taxiing forward with enough speed for the DCS ground physics to caster the wheel, or by lifting off so the sprung tail wheel we have in DCS will spring it to the aft position. -
Perhaps the problem with laser terminology is its normally quite specific for specific meanings, eg laser on and lasing are not interchangeable. tbh though, not sure how much that applies to army aviation, idk if they follow joint laser terminology or not.
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As I said, lower pressure altitude will reduce required torque.... Lower elevation = lower pressure altitude Higher pressure = lower pressure altitude Lower pressure altitude = lower density altitude Lower temperature = lower density altitude Lower density altitude = less torque required Lower gross weight = less torque required QED Lower pressure alt = less torque required
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Lower pressure altitude will reduce required torque, yeah
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Mini keyboard for data entry
Swift. replied to markturner1960's topic in Controller Questions and Bugs
You can. Just bind the keyboard buttons to the KU as you normally would. -
So much of a helicopters performance depends on the environmental conditions. What temperature and pressure altitude were you operating at?
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Seeing as DCS currently only has a limited selection of chart scales (ie we dont have the 1:25k/50k etc). Perhaps we could see those scales populated with the DCS altitude map (as seen in the ME) as an interim.
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Its not all about vehicles. Flechettes aren't a point explosion like all the other warheads. Itll be a cone of death darts flying through anything in their way. Ripping into soft targets whether they be under a canopy or in a soft building etc.
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Flechettes will make it interesting, because those have a significantly different mode of damage to most everything else in DCS (big boom = big damage).
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Would be nice to have the ability to set custom colours for objects such as aircraft and their routes, initial points, statics etc.
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Awesome - Exported displays now switch when switching seats
Swift. replied to jonsky7's topic in Multi-Display
FWIW I think the original custom viewports might be the only way to avoid the in cockpit blinding displays. I've figured out a way to use the AH64_PLT_ etc viewports as the export and have the default rendering stream (MFCD_RIGHT) be invisible, so the incockpit displays go blank.