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FalcoGer

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Everything posted by FalcoGer

  1. I've noticed it as well that I get NAK but the other side received just fine, and me receiving just fine from them as well. Might be multicrew/sync related.
  2. I have had lots of success against helicopters, including MI-24 and MI-8 with both SAL and RF hellfires. They need to be either head on or fairly close (3-4km). And any closer, I would switch to gun. When engaging MI-24 you have to be careful about getting shot at in return. It's probably safer to avoid engagements and get someone else to kill it for you if able. It should be said though that george is utterly useless for A/A engagements as he takes forever to get the crosshair on target and even if he does, he puts the IAT somewhere where it doesn't work properly. As for flachette, I hope it comes with a fragmentation system that can also be used for other explosives. I found some info for the M255 here. Apparently you (the computer based on range) can set a time delay up to 25s by use of an RC fuze (Resistor-Capacitor), where the discharge of a capacitor triggers the explosive charge, which then pushes a pusher plate out of the rocket tip. Because the rocket is rotating this will disperse 1179 flachettes in a cone shape. Apparently there are also 3 tracers, though I have also seen some videos where it includes an orange dye powder. I wonder how DCS handles people shooting a full salvo of rockets, each containing 1179 projectiles that need to be tracked. I think the simplest solution would be to ray trace from the point of origin in a Gaussian distribution for a few tens of meters and create an impact on the first surface they hit. Ray tracing is cheap, while tracking thousands of 3d objects and calculating intersections is less cheap.
  3. the LOD model being non existent is a bug. there should at least be 2 intersecting polygons or 'something', not nothing.
  4. Well, I never said that. Of course you work to attack positions at the edge or that are vulnerable. That deep strike stuff is the job for cruise missiles and stealth aircraft. And when it's my job to attack an artillery position or an armor convoy, I won't run away just because there is an SA-15 sitting there or an SA-8 driving with the armor. If there is a position I can engage them from safely, then that's what I do. I take out the threats to my aircraft first, then engage the armor and/or logistics. I don't see how that wouldn't be realistic. Unless you are russia, you will put air defenses around anything that an attack helicopter would love to attack. And anyone flying an attack helicopter will have to deal with that in one way or another. And since I can't just call artillery on some position, or anything from AI for that matter, and sending fixed wing is putting them in more risk than I would ever be because of the SA-10 30 miles further in, then I'm in the best position for the job. Well, good luck trying to get enough people for a realistic mission, or getting the AI to do anything resembling that. Realism would mean communication and teamwork. And I have a hard enough time finding anyone to report a multicrew sync bug for 15 minutes, let alone find someone to put together a 3 hour realistic operation in the ME and then 20 people to fly it. On the other hand if the mission designer or some script decided that the SA-10 is just going to sit there and never move even if everything up to it is already smoking piles of scrap metal, then I don't see any issue in popping a few hellfires over a hill on the track radar either. Obviously I've never been in the armed forces, but from what I can see from DCS, DEAD with the apache is quite doable and even quite safe if you are careful and plan properly. Especially with poorly positioned air defenses. And attacking one or two ADUs that protect a target on the FLOT is just standard fare. You can outrange SA-9, SA-13, SA-19, AAA, ATGMs and manpads easily. the biggest threat is not seeing them and you get surprised. And when we already talk about realism, how about those RPG-7 guys being able to shoot a 90kt helicopter at 1km? that's ridiculous. When I play any game with a rocket launcher, such as ARMA, I can barely hit a stationary target at 300m if the projectile isn't guided. But I really suck anyway, so maybe everyone else can just do it easily. In DCS the options are limited. Even if you have other people, and say someone who is bored enough to do CA. You are in an attack helicopter and your job is to attack some artillery position. And they have an SA-15 guarding it. What options do you have? you communicate the position and then you can have an air launched cruise missile attack, say a SLAM. You can have someone lob a GBU from low altitude. You can have someone fly over the SA-15 engagement envelope, and probably get picked off by long range SAM or enemy air. You can have someone shoot a HARM and it gets taken out. You can have the CA guy try to fiddle with the terrible interface and get some cruise missiles from a ship over there, but they are 2 minutes apart because... reasons, and they get shot down. You can abort the mission. Or you can just lob 2 laser guided missiles over a hill and take that thing out and if it does shoot at you, you can duck behind the hill again and be completely safe. Given this situation, I don't see any reason to tie up additional resources and/or put others in a more risky position than you yourself would ever be. To get back on topic though, as I said the biggest risk is getting surprised. Even a BTR-82 can take you down in one hit. Having the radar pick them up will be an additional barrier to getting surprised. While the radar isn't perfect and an absence of contacts doesn't mean it's safe, I think it's a great way to enhance SA and it certainly beats slewing the TADS over every square centimeter of the next woodline. I would still do that, but I can skip that step if the radar already picks something up.
  5. According to the Changelog The documentation was updated to include the datalink However when I just downloaded said document from the Downloads/Documentation section, I would still receive the version labeled "Updated 14 August 2023", where the only mention of datalink is on page 2
  6. What do you mean by terrain points? Terrain points refers to the points T55 and T56 when the PLT/CPG put down a cursor acquisition onto the map without selecting any points. What would be nice is placing down areas, lines, fire zones (NFZs and PFZs, including assignments), as well as all type of points, that is CMs, TGs and HZ and all the different type of WPs as well, not just the default waypoints.
  7. I suspect it has to do with the target state estimator (TSE). When using the TADS, the aircraft uses a combination of the laser range rate of change and the TADS rate of rotation to track moving targets. So when you put in a new range with the laser, the TSE assumes that the target is moving because of the rate of change for the range is suddenly not 0. I'm not sure how long into the past the system looks. Though if that were the case, I would expect the range to be running away into the direction of change once you stop lasing after too short of a time, which is what I have observed before. I don't recall there being a situation where it tries to average the range over 5 seconds for me. It might also be a bug. Or I could be completely wrong. Who knows.
  8. You lase something at 8.5km and it will read 8500m. I don't know what you mean. I've done that plenty of times before. In fact you can stretch the laser guided hellfires out to 9km, which is helpful for some sam systems. Also last time I checked, the laser was still bugged in that Lasing between 0-9999m was working as expected Lasing between 10 000 and 15 000m would display 9999 as expected Lasing between 10 000 and 15 000m would allow placing down stored target points at the actual distance (rather than 9999m), the TSD will also display the laser line to be longer than 10km and show the laser spot at the actual location. Lasing the sky or above 15 000m would not update the range whatsoever (rather than display 9999m), it will also not update the range source. So when the previous range was N23.6 km, and you lase the sky, it stays on navigation range, when it should switch to laser range and display 9999m and act like 9999m was the range. The correct behavior is that anything above 10km or when there is no return, such as when lasing the sky, the aircraft should display and behave as though the laser has hit a target at 9999m. That is it should put a target down at 10km when hitting the store button for example. And the actual laser spot might be detectable by other aircraft or weapon systems.
  9. If it can see the laser spot, it will always go direct. The trajectory option is for obstacle clearance for pop up, LOAL attacks or for a 3rd party laser. Although it also works as a way to ever so slightly stretch the range for the hellfire, you just need to have the laser off.
  10. I have automatic handover enabled. I use george exclusively for hovering while I shoot at things. I fly with real people whenever I can, because george is just too limiting, and it's way more fun to have some actual crew communication, planning and doing maneuvering in a way that isn't 3 seconds delayed and robotic and completely ignoring incoming fire. Or doing pop up, LOAL attacks and rippling off missiles, which george simply can't do because he takes approximately 4 business days to get the crosshairs onto a target and then somehow manages to use IAT in the worst possible spot on the target 40% of the time. But what I noticed with the controls indicator is that when george is hovering, he resets trim to center and then holds the cyclic and rudder. When switching back and with my stick and rudder centered, the flight controls in DCS don't update to that same position that my physical hardware is at (0) until I move them. So what I do is before I switch back into the pilot seat, I make sure that my hardware is in the neutral position, then I switch to the pilot seat and then I hit the trim button before anything else. This sets whatever george's last input was to be in trim. Only then do I touch the stick and rudder. After that I match collective and I'm good to fly myself again. I have a spring loaded stick and rudder and I use the setting that prevents flight control inputs after releasing the trim button until the axis is centered again.
  11. When in a multiplayer server you can click select roles and then back to spectator and then reselect your aircraft. Otherwise there is a key bind, though I can't remember exactly what it's called. Also you can eject, you just need to open the door first. LCtrl + C or click the door handle, then LCtrl + E (3x)
  12. You don't always have the luxury of having air dominance. And sitting behind friendly ADUs doesn't get the job done either. And I found that SEAD/DEAD is often my job more than that of F16s or F18s. As a helicopter I can sneak under enemy fighter cover and with the ability to hide behind trees and buildings with ease, I can get into a position to engage air defenses from short range where an AGM-88C or a cruise missile would have been intercepted and where A10s would've been shot at from long range. Do a pop up attack with LOAL with the laser guided hellfires and you can take out SA-15, SA-8 and SA-19 with relative ease, provided you have a competent gunner/pilot in the other seat. The radar hellfires have made that even more easy. On the other hand, I can't do CAP (although I did manage to shoot down a Mig-21 and a Mig-29 with the gun once, which was a bit of a crazy thing). And I'd rather have the hornets carry the extra 4 amraams than waste their pylons on HARMs which will be shot down anyway. And if worst comes to worst, you can just pop up behind a hill, let them launch, and go back down, and repeat until they are out of ammo. Once I spent 20 minutes running a Type 055 out of VLS missiles and then called in a GBU-24 strike to finish it off once it couldn't defend itself anymore. Nevermind the 7 year old bug where when a Mig 29 locks up someone in syria with a 90° offset to you, you still get the spike for it when sitting in a hardened aircraft hanger in australia.
  13. There seems to be an issue going on when switching to manual elevation controls and back to auto. I read that the elevation is reversed or something. I hope they can iron out the kinks soon.
  14. When actioning the sight select switch to the FCR position, the FCR page should autopage on the left MFD. Should this also be the case when the TEDAC is showing the FCR page before actioning FCR as sight? As far as I know, the autopage logic does not pull up a page when it is already being displayed on another MFD, for instance when the engine page is already open on the right, and a fault occurs, it doesn't pop up on the left. I have seen the left MFD autopaging to FCR even if TEDAC is already on FCR, is that correct? Basically my question is, should the TEDAC be considered for autopaging logic? When the right MFD already shows the FCR page, does selecting FCR as sight autopage it on the left? If it does, is that correct behavior? I haven't been able to test this, but does it autopage to the other (right) MFD is the left MFD is showing the ADI, as flight instrumentation has the highest priority? Can this behavior be changed (no autopage) in some sub menus?
  15. Your starting point should be considered as well. And if it's the only point in the route then what you describe would automatically occur. Of course the most optimal solution would be to allow players to put down the routes and points themselves, sort of like a mini mission editor just after or integrated into the briefing screen. And while there, might as well add the radio, iff settings and everything else that goes into the DTC.
  16. It should be based on distance to the planned flight route and engagement ranges of those units. It should also automatically filer out units that have a route of their own, or those who have moved since mission start. Vehicles that are moving don't need to be populated on the map, nor is it realistic. And then units should be grouped, where clusters of units should be picked such that any unit within a certain radius, say 3000m, doesn't get mentioned again, and the CM type should be derived from some kind of priority list or unit type count to determine whether it's mech, infantry, artillery, armor or air defense or something more specialized. The center unit should be chosen such that overall it minimizes the number of those clusters and if multiple such units exist, then make it the most average position within that cluster. What I'm saying is, basically use the feature where units are grouped based on zoom level on the web gci interface for hoggit. Heck you could even set a target cap for control measures and adjust the "zoom" of that algorithm (the range in which to group units) to meet that target, say 35 CMs. So when there are few units you still get a decent resolution, but when there are a lot of units, you also still get relevant and useful info while keeping some slots open in the point database for your own stuff. You can also mix and match those approaches, such that you get higher resolution near your planned route and further out the radius in which units are clustered increases. All of that needs to be balanced against the effort to create and maintain such a system. But the lazy approach of "jam every unit into the CM database until it's full and put them in a seemingly arbitrary order" is not helpful at all, unless there are less than 50 units. Example of an algorithm that is clustering units, instead of circles, they should be single control measures: Zooming in has split the 24 into a 9 +15, this could be an approach to make sure that the number of CMs doesn't exceed some value < 50, to allow some slots for user defined CMs.
  17. Too much text. As a reference you might as well just read the manual beforehand, which is about the same length, just with more pictures. It's also missing rocket and gun engagement procedures using FCR as sight. Generally the whole process is broken into finding targets, acquiring targets and shooting targets, all of which can be done using different sensors and sights and weapons, but you can mix and match as required or desired. That you need to fly the aircraft into a position where you can do all of those should be obvious and doesn't need mentioning.
  18. Does slaving the FCR affect the antenna elevation? Does it do so when the elevation is in auto mode or just in manual or never?
  19. Made a request. But Core Wish list is flooded with 20 posts a day, so it probably never got looked at.
  20. Please only one bug per bug report. But most of that (probably) aren't bugs anyhow. Auto elevation can be re-enabled in the FCR util page. You can't select RF missiles with HMD as sight, you need to have TADS or FCR as sight. That is not a valid english sentence. And I can't even guess what you mean.
  21. cued search is for correlating RFI information with a radar track. it turns the radar towards an emitter and uses a smaller scan size to quickly identify a radar source. What you want to point the TADS to the FCR is LINK. LINK slaves the TADS to the NTS, or turns the FCR towards the TADS LOS, depending on your active sight before hitting LINK. Alternatively you can use CAQ on TSD or store your tracks as points and slave to those.
  22. I think he's talking about the mission editor that adding units doesn't copy the whole radio settings to aircraft added to a group or being saved when templating.
  23. The radar mode switch switches... the radar modes. GTM, or ground target mapping, is a PPI (plan position indicator) scope, meaning it's a top down view where angles and ranges are not skewed in any way. It can identify and classify moving and stationary ground targets and low flying aircraft. RMAP is the same, but in a B-Scope format, meaning that azimuth is distorted such that each vertical line is a separate azimuth line, as commonly found in fighter jets' radars. other than that, it's exactly the same as GTM. ATM, or air target mode, has the radar defaulted upwards by 3° and there is no automatic elevation control. It's a PPI scope designed to find air targets. the radar sweep is also not limited to 90° as with the ground modes and in the wide setting it will rotate all the way around, with a blind spot behind the aircraft due to the tail. Medium scan size is 180°, narrow is 90° and zoom is 45°. For all 3, C-Scope (elevation over azimuth scope) can project target symbols onto the HMD/TADS. TPM, or terrain profile mode, is used to detect terrain and obstacles, such as power poles or antenna towers. It has a NEAR mode which scans -3° out to roughly 1000m, and a far mode at -0.5° for 2500m. Weather, such as heavy rain, might limit you to near mode effectively (not sure if DCS will model weather effects on radar). In TPM, the scan zone is determined by the ground speed and it switches automatically from 180° to 90° if you accelerate past 55 knots and back to 180° when you slow down below 45 knots. On the radar screen you will see black for safe, dark gray for an altitude below aircraft but above the margin set on the FCR page (can be set to 20, 50, 100 or 200ft), white for terrain above the aircraft altitude, and bright gray for radar shadow/unknown elevation. Obstacles will be shown in yellow as symbols. C-Scope can also project terrain profile lines (none and up to 4) at different distances (different preset settings are available for those distances) and obstacles onto the HMD.
  24. From main menu on the right you click the replay track option and select the file. Make sure you don't switch skins (there seems to be an issue with the FCR being part of the aircraft skin or something, or at least it was before the FCR was a thing) and FCR is selected enabled in the ME.
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