Jump to content

deathbysybian

Members
  • Posts

    101
  • Joined

  • Last visited

Everything posted by deathbysybian

  1. Can you use a track point offset to "lead" the vehicle?
  2. No, I was playing on TTI's server and the track file doesn't include the mission so it won't replay.
  3. Instead of tracking every bullet just track the path and use statistics to "detect" hits.
  4. Controller USB GUIDS change. Need a more intuitive migration tool.
  5. I set them all to fly at "low" and only one did. Some times they climb to 60k feet! I launched them from 25k feet and was using hptp.
  6. Try it and let me know if the results are different for you. It only takes 3 minutes. All the planes start out at the same altitude. It's just that the F18s get totally wiped out and their missiles are totally ineffective.
  7. But why are the AI F18 completely wiped out by the enemy AI every time? I don't think any of the friendly missiles hit, yet the enemy missiles almost always hit.
  8. I just did several F18 instant action : 8v8 BVR and was totally steamrolled each time. None of the AI F18 killed a single red. All the 18s were downed in a couple minutes.
  9. Ability to switch seats on multiplayer servers where multicrew is enabled, if you're the only one on board.
  10. Would be nice if the shadows were in sync for left and right eyes too.
  11. Uncoupled Aiming on/off under view/cockpit. I also prefer to use the face-aiming. It's impossible to fly with the joystick and throttle while aiming with your third hand on the mouse! Edit: r-shift T worked for me.
  12. Probably the most significant missing physics simulation from the model is that of low-G-pushovers. Because the helicopter is effectively "hanging" from the rotor blades and the tail-rotor thrust is above the vertical center of gravity there should be a strong roll during a low-G pushover. During normal forward flight the weight of the helicopter hanging from the rotors makes the off-axis thrust from the tail rotor insubstantial. However, if a near zero-g condition is created that is no longer the case. The thrust from the tail-rotor causes the body of the helicopter to roll away from the thrust. The pilot sees this as a uncomanded hard left roll. The incorrect response is to counter with right cyclic. This induces mast bumping (because the main rotor is still horizontal) and main rotor separation occurs. The correct action is to pull up, which re-loads the rotor blades and the body of the helicopter will re-orient itself upright. It's disappointing this isn't simulated because it's a real effect that has killed many pilots of the UH-1. The R-22/44 which has a similar head even has low-g pushover prohibited stamped on the cyclic.
  13. UH-1 for the feeling of flying, hands down. Simple, realistic handling. The only thing it really doesn't simulate is a low-g pushover roll.
  14. No such sweet spot exists as helicopters are not aerodynamically stable.
  15. I've been told this is fixed in the next patch.
  16. Fired 8 jsow and friend fired 4 harpoons at the same time. Ship spammed missiles and killed them all before they got close. Are you supposed to keep attacking until they run out of ammo?
  17. Ai craft, vehicles, scripts, projectiles could all be distinct threads.
  18. If you're flying with friends, discord. If you're on a busy server, chat and srs
  19. Is there any way to be a part of a flight group that stands out on the sa page from other contacts? I believe the f16 can do this. There are a bunch of parameters on the center console for iff and data link that I have no idea what their purpose is.
  20. I've updated the original post with some additional tips.
  21. There should be some small proportion of the direction you're looking added to the mouse position so that to look straight down you don't need to break your neck. If the mouse moved slightly towards the direction you are looking it would take the pain away from clicking any switches directly above/behind/below you. Some new setting like VR mouse sensitivity: 1:1 mouse stays center of screen. 1.5:1 Looking 45 degrees to the left and the mouse would be near the left edge of the field of view. Capped so it stays in the visible area. You would not have to look DIRECTLY at the switch, just more towards the switch which is much more natural and what people who enable the mouse do. I don't want to enable the mouse though because I like to keep my hand on the controls while I flick switches.
  22. Turn on the SA page. Assuming there is a waypoint where the target is, turn on waypoint designate. This puts a small diamond on the SA page where the waypoint is. The targeting pod also has a small dot on the SA page. You can slew the dot to the waypoint diamond to get pretty close. Failing that, get far enough away that you can bore-sight it, and designate the target as quick as possible, then veer away.
  23. You can now store up to 8 targets in TOO mode with the tpod without typing the GPS coords for each one. Leave QTY unspecified/none. Set each station to TOO mode by stepping through them. Enter jdam config screen, mission screen. Designate targets: TDC Depress Undesignate/NoseWheelSteering Step Find next target TDC Depress Undesignate/NoseWheelSteering Step Find next target TDC Depress Undesignate/NoseWheelSteering Step Find next target TDC Depress Undesignate/NoseWheelSteering Change to T002 Step Change to T002 Step Change to T002 Step Change to T002 TDC Depress Undesignate/NoseWheelSteering Step Find next target TDC Depress Undesignate/NoseWheelSteering Step Find next target TDC Depress Undesignate/NoseWheelSteering Step Find next target TDC Depress Undesignate/NoseWheelSteering Complete. Tip: You can verify the target is undesignated on the HUD. If the target is designated a direction and distance indicator will show up in A2G mode. When undesignated those will be cleared. Warning! If at any point you forget to undesignate and either step to or release weapons, all the hardpoints will be updated with the current target and you'll have to start over. (This might be inaccurate) What I am sure of is if you have not undesignated the target, when you release or press step the current target will overwrite the one you are stepping to. If you see the diamond target-designation on the HUD you have not undesignated the target and if you release they will all go to wherever the diamond was. So also, don't hit waypoint designate as that will update the target designation again. You can validate the targets are unique by stepping through them. (I tend to press undesignate a few extra times before I step through them) If all went well, you'll see the GPS coordinates cycle for each target. Now, you can release the first four (which will attack targets in T002) Switch all the stations to T001 by stepping through them. Release the remaining four bombs. You can switch up the order if you like. For example you could... Designate targets: TDC Depress Undesignate/NoseWheelSteering T0002 Find next target TDC Depress Undesignate/NoseWheelSteering Step TDC Depress Undesignate/NoseWheelSteering T0002 Find next target TDC Depress Undesignate/NoseWheelSteering Step etc The target (T001 or T002) will be wherever you left off. The point being you can populate T001 on all the stations, then populate T002, or you can populate T001, and T002 before stepping to the next station. Note: T001 and T002 are not the two different positions on the rack, they are just two memory slots. More like "Plan A vs Plan B" Either side of the rack can use either memory slot. It works like this: Hardpoint 1: Memory Slot 1 / Memory Slot 2 Hardpoint 3: Memory Slot 1 / Memory Slot 2 When you designate a target (or release to a target) it uses the currently selected memory slot on the current hard-point. etc. The only additional feature, which would be really nice, is if you could slave the tpod to the stations currently stored target so as you stepped through them it showed on camera what was targeted. Aiming tip: When you are far out and trying to find the targets you can use way-point designate to mark the target fairly accurately on the SA page. Assuming there is a way-point where the targets are. Then you can slew the camera over to the way-point. The SA page has a small dot on the SA page that shows where it's pointed. So all you have to do is slew the dot to the way-point target on the SA page. You should be in the ballpark. A manual way to perform "slave to way-point" Again, don't do this if you have already designated targets as pressing way-point designate is basically the same thing as pressing tdc depress and marking a target. If you do, press undesignate again. Your current hardpoint/memory slot has been updated with the value from way-point. Another aiming method: If you have at least one HARM you can put it in TOO mode. If any radiation is found you can use trial and error (tdc depress) to slew the tpod target to the harm target on the hud.
  24. I'm extremely skeptical that in real life they make pilots manually copy gps coordinates down and then punch them in by hand. I'd like to see any documentation that supports the current operation. It's more likely that they removed the feature because it was overpowered in game play.
  25. Anyone know how it actually works?
×
×
  • Create New...