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Frag

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Everything posted by Frag

  1. Hi guys, after the latest BETA update, the altitude (air-ground) no longer shows on the right side of the IHAADS near the climbing rate gauge. I am surely missing something and maybe we need to call it up now. How can I turn it on now? Thanks
  2. Not in front of my computer right now to check this out but do you mean that the chopper getting unstable after the seat switch is due to the difference of collective only?
  3. Ah ok following you now. You were talking collective and I was talking trim (pitch,roll,rudder). My bad. Yeah for the collective you are right, it would be a bit messy if there is a difference of collective between the AI pilot and the player. Yes I do like this idea as well. I think that this, matched with imacken idea of the ghost would be the perfect solution. So briefly if we are all on the same page: 1. When the player is moved from the gunner seat to the pilot seat, the trim set by the AI pilot would be kept (pitch,roll,rudder). 2. However the collective could be locked (frostycab idea) as well as being ghost shown (imacken). I think that these 3 solutions are indeed completing each other out.
  4. mmm not following your logic but I may miss something. The way I see it ... When you are in the gunner seat, the AI pilot is maintaining a specific trim, which lead the chopper on a specific path while you are playing the gunner role. As soon as you switch back in the seat of the pilot, THAN you are that pilot. So the trim that was applied by the AI pilot become indeed the trim the player would get. We are simply replacing the AI pilot brain by the player brain, so everything that was set by the AI while you were in the other seat should stay for the player. By doing so, the chopper path would be undisturbed ... or at least not as much as simply cancelling all trim ... throwing the aircraft in a very unstable state.
  5. Yes I do have the same problem. Jumping back from the gunner seat to the pilot seat will send the chopper in a "I will roll the dice and wish not to crash state". I do also think that just keeping the current AI pilot trim would fix the problem. Things seems to be under control when switching from the pilot seat tot he gunner seat though.
  6. Hi guys, I did notice that the Apache commonly hold a crabbing stance even with 0 wind configured in the editor. Is it normal? I would say that a bit of crabbing should take place when we change direction, but it should correct itself with the air flow after few hundred meters. Am I missing something or it is normal to have the chopper behaving this way even with no wind?
  7. To this day, the Huey remains my favorite chopper. While configured as a gunship with rockets and door gunners with gatling guns ... you can deliver hell to light armored targets in no time. More time flying and fighting, and less time doing screen/sensor setups. DCS is a simulator. So in the end what does really count is the amount of fun you had during the time you spent in it. The apache is probably the most efficient chopper of the game and a nice module, but it does not mean in any way that it is the funniest to play with. I will still fly the Huey like crazy, and the Hind will be second.
  8. Interesting point of view!
  9. That is weird. - Make sure you did not kill the APU. The APU must run until both engine are fully started and ready to lift off. - Are you sure that you set your engine 2 throttle at idle after clicking the start engine button? You said you did but do you visually see it? Could be a hotas setup issue of some sort.
  10. Hi guys, I do like the Apache so far ... lot of fun with it. The gun is super effective when you get used to it. However I do HATE the rocket system and I really wish that I missing something. I hate it so much that I put my alarm clock at night to hate it more. The ole chasing of the vertical bar while trying to figure out if your head is centered enough is completely ridiculous. Is there a way to set the rocket in FIXED mode, like we can do for the gun. I did not find a way to do this but maybe someone can enlighten me. I do know that the rocket pod can tilt vertically, but I would be all fine having it fixed while having a target displaying where the rocket will hit (like all the plane and chopper we are used to). I find a bit odd that the option would be offered for the very dynamic gun while not having it for the rockets. Thanks
  11. Awesome! Just found it. Great work guys!
  12. A small thing I noticed guys. A very nice PDF was delivered with the chopper with the release 1.1. However, the PDF is not included in 1.2. We have all the book images though but having the PDF was so handy while having a pad by the computer.
  13. Awesome mod ... really! You guys should do the extra steps and do the full paid version with gunners. That would be AWESOME.
  14. Yeah, it would be cool to have a statement from ED about that. Again, not to put pressure .... but rather know if its under work or it will stay as it is.
  15. Same for the snow. It's gone. Yeah I would not expect it to be a big rush, but I would have liked to get a statement from the team saying if it is still under work, or it is not planned and will stay as it is.
  16. Hi guys, as said in the title, 2.7 is beautiful. But I do miss the rain and snow, which can bring lot of mood in the missions. Not sure if I missed something in the DCS news recently, but any words from ED when it should come back?
  17. Hi guys, I am flying the Mi-24 for few weeks now while having a lot of fun. But yesterday night, I removed the dust cover from the old Huey and had a simple flight. One thing I noticed on the spot is how the Huey became easy to control while close to hovering/landing. I used to struggle with this a lot with the Huey ...everything from hovering to slowly maneuvering. What was surprise when I realized that the Mi-24 is even tougher to control at low speed. All to say ... learning to handle that Mi-24 at hovering made me appreciate the Huey even better now!!! I am flying the Huey waaaaayyyy more effectively. Anyone experienced the same?
  18. Ok I will take it easy on cheeseburgers in the next few weeks. Oh I did not know that. To be honest I did not used the Yaw autopilot for long. I concluded that it was causing more issues than good. But I will experiment tonight by setting it on an easy access switch on my hotas to see if it help out.
  19. That does actually make sense. In that case, does turning on the yaw autopilot help resolve this (sorry away from my gaming machine right now LOL) Actually, after reading what you guys had to say. I do realize that the ground effect could in fact not be my problem. Like Rongor said, its probably the fact that I add collective to hover that start the spin. I never really felt this in the Huey, even though you feel the transition when entering hovering state. But that kick in the Hind while approaching a small landing pad scares the shit out of me. I get more nervous landing than fighting in that beast.
  20. Hi guys, there is another thread about the Mi-24 spinning uncontrollably to the left, caused by the yaw autopilot ... but what I will talk about here is different. First of all, I am not talking about a runway rolling landing here .... but rather a field straight landing. Let's say that you approaching clearing in the forest where you need to land. If I approach at a controlled slow speed, as soon as the chopper fall into the "ground effect" mode, it will commonly kick hard to the left and pitch forward ...making me losing control most of the time. My only way out it to put tons of collective to gain altitude to save me from crashing. Briefly, it seems that the transition from normal flight to ground effect at slow speed has a very violent jerk to the left and forward pitch. The autopilot I use are for pitch and roll. I do not use the Yaw and Altitude autopilot. Anyone else noticed this while trying to slowing descend to land on a pad or small area? Wonder if its a flight model bug. I find odd that a very well controlled descend turn out so violent out of the sudden. I do understand that the ground effect will apply forces to the chopper, but WOW it is quite aggressive! Am I missing something?
  21. Thanks for the recommendation Gargoyle. I will keep these in mind since I intend to release a new version of this mission as a part of a 3 missions small campaign. I will make some changes based on your recommendations. I had many nice comments thru personal message as well, so it did encourage me to release the campaign.
  22. Also if you donyour own mission, you can drop trucks everywhere that will broadcast messages for you to track on. I use these all the time in my desert missions where everything looks like sand.
  23. All about the Huey. It can also be used as a gunship. TONS of fun with it, and you will learn all the basic of chopper handling ...believe me. Scratch out the gazelle. Not worth looking at it.
  24. Perfect! Thanks for the update. I know where to stand now.
  25. Hi guys, it was probably been talked about in the past, but the kill radius of rockets are nowhere close to reality in DCS. Eagle Dynamic really should do something about this. As an example, the HUGE S-24, which as an explosive charge of 271 pounds and a proximity fuse that will make it explode a 10 feet over the ground has a kill RADIUS of 300-400 meters!!!! (984 to 1312 feet). If the stats in wikipedia are true, that makes that thing extremely powerful against soft target! https://en.wikipedia.org/wiki/S-24_rocket Playing around with that monster rocket this week made me realize how weak it is in the game ... barely scratching infantry that are close by. Because of this and their weight, it is a lost of time to carry these around. Am I the only one who thinks that the rockets kill radius should be revised? It seems odd that such an important stat seems overlooked while so much efforts are put on corner case missile path trajectory.
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