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Everything posted by Dagobert666
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Thank you, I know what you want with your advice! However, the track is an attempt by me to artificially create the problem. But this has happened to me more often during the landing process (not only after I was already standing on the ground. Especially when landing with a heavy weight. Then I have to push the left rudder down 60-70% every now and then just so that the bird stays straight and not turning to the right. When I touch down, I have to be extremely careful to reduce the "anti-torque" synchronously with the colleciv, otherwise the Apache will immediately tip to the side. I find that extremely difficult. I avoid this by unlocking the rear wheel trouble now. Addendum: the 40% collective and 50% left rudder while already in contact with the ground situation also occurs during a normal landing. That's what I want to say. right now that's a death sentence in DCS. To avoid that, I simply unlock the rear wheel. This reduces the tilting moment to almost zero.
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I may have just found a workaround. If you land off-road then you should release/unlock the tail wheel during the landing approach. I've only tried it 3x but it seems to make landing in the sand much more stable. No more "Dynamic Rollovers" at the moment.
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ok of course if you say so. Thanks for looking/work! Can you tell me where the tilting moment comes from? The helicopter doesn't move. And the tail rotor is supposed to turn the helicopter, not tilt it?
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Yes, but if I do the same thing at an airport with the exact same values, then there is no "Dynamic Rollover" that only happens on the sand.. That's the weird thing.
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123 / 5.000 1. Click on the link 2. press the registration with the X away 3. in the top left corner is the download button
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ok, here's a trek from just the approach. After landing, the heli tipped to the side just because I gave it a little more left rudder. Although I'm already firmly on the ground. https://www.dropbox.com/s/m8iihfukuq3a7tz/Dynamik_Rollover_onSand.trk?dl=0 and here is a link to the mission, to recreate it. Select the SLOT: Lande-Übung-FARB https://www.dropbox.com/s/s3kk34fwi6lerrg/AH-64_Mission-1.miz?dl=0
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I noticed this with a F.A.R.B that I put on south-east of the LAR airfield in the Gulf. The ground there is pretty level and even. It's just desert and not concrete. The problem that is exaggerated there is the "dynamic rollover". If I don't touch down the chopper at absolute 0.0 knots, it rolls sideways. Additionally, as soon as I land and start reducing the collective, I need to bring the "Anti Torque" to neutral immediately. Otherwise, the thrust from the tail rotor is sufficient to tilt the helicopter as well. But if I'm standing at the airport, then I can give 50% "anti torque" with the rear wheel locked without any problems without the helicopter moving or starting to tip over. Landing with one or two knots sideways or diagonal movement is also not a problem. In my opinion this is somehow illogical and must be a programming error. I know that sand is soft and therefore gives more friction, but that only explains the tipping over with slight lateral movement. However, not the tipping over due to the thrust of the tail rotor.
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There is already a second discussion on the subject here. I am posting here the same thing I said there. yes I totally agree! in the list should be instead of AAA 1 tank 1 tank 2 tank 3 tank 4 tank 5 IFV 1 it would be better AAA 1 (SA-8) -12km Tank 1 (T72) -6km Tank 2 (T80) -5km Tank 3 (T72) -6km Tank 4 (T90) -2km Tank 5 (M1A1) -5km IFV 1 (M2A1) -5km it is perfectly sufficient if the distances are estimated at +- 1km from George. And only reflect the moment of target acquisition. But at least that's what a normal human CPG can do. I made a military camp in the editor and then I wanted to destroy Scuds in it. Between all the other units like tanks, trucks, normal artillery and so on, it was extremely confusing for me to order George to fire on the primary target.
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yes I totally agree! in the list should be instead AAA 1 tank 1 tank 2 tank 3 tank 4 it would be better AAA 1 (SA-8) -12km Tank 1 (T72) -6km Tank 2 (T80) -5km Tank 3 (T72) -6km Tank 4 (T90) -2km it is perfectly sufficient if the distances are estimated at +- 1km from George. And only reflect the moment of target acquisition. But at least that's what a normal human CPG can do. I made a military camp in the editor and then I wanted to destroy Scuds in it. Between all the other units like tanks, trucks, normal artillery and so on, it was extremely confusing for me to order George to fire on the primary target.
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I mean that the autopilot automatically keeps the helicopter on: a point, altitude and orientation. Is that already implemented? Will that come? Or does the AH64D not have that? I'm surprised that this isn't mentioned anywhere. As far as I know the Longbow has something like that. -In the "Janes Lombow1-2" simulators the Apache has something like that. -Even the comparatively ancient HIND has an auto-hover. -The AH64-D is a state-of-the-art helicopter. Planned in the 80s and put into service in the early 2000s. It must have installed something like that. Don't get me wrong, please. If Apache doesn't have something like that, then I don't demand that he gets something like that either. It just surprises me. I expected a highly modern autopilot system in Apache.
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New/Enhanced Faction (Insurgents) and better Infantry
Dagobert666 replied to Dagobert666's topic in DCS Core Wish List
as I see in the last AH64 video. Has ED already started work on, for example, the technical jeep. Thank ED for being awesome. -
Now that we have 2 awesome attack helicopters, both (Hind in the 80s and Apache in the 2010s) have spent most of their careers fighting insurgents. However, we have very few units of this faction in DCS (in my opinion). Dear ED team, it would be great if you could change two things at some point. 1) an insurgent faction with new units such as: -Soldier, in civilian clothes (with AK, M4, M16, G3, Mosin-Nagant) -Soldier, in civilian clothes (with RPG-7, FFV Carl Gustaf) -Soldier, in civilian clothes (with MANPADS) -Technical (Jeep) (at least 3-5 different types) (with different armament) -old Russian light armored vehicles. -Suicide bombers - Mines and IEDs etc etc 2) Now that we are very close to the infantry with the helicopters, they would have to learn a few new tricks (AI). So things like: more animations, looking for cover under fire, kneeling down, lying down. etc etc -Maybe at some point the possibility that you can get in and out of vehicles maybe even occupy houses. But of course that is a very labor-intensive thing. Because that is definitely not supported by the engine. Think about it, please. For me, that would make flying a helicopter a lot more fun. However, DCS is already so much fun for me. So thank you ED for DCS!
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Regarding the mission reload bug I only tested it 6 times in a row. But I am pleased that the latest update "DCS 2.7.1.6709 Open Beta" has solved the problem (at least on my part).
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The same here with me -> Steam, Windows 10 <-. Whenever I load or restart a mission with the F14 for the 2nd time. F18, A10, F16 are not affected by the bug
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I would also say that the "A" is flown much less frequently than the "B". But there are no reliable statistics on this, so it doesn't matter how often a certain model is flown. For me personally, the release of the A, before the B was feature complete, was a disappointment. I mostly fly the F14 solo. So for me the most important feature that is still missing is JESTER's LANTIRN AI. And to the topic: I personally think that a realistic trap model is by far the least important thing HB should be working on at the moment. To be honest, before I found your article, I never wasted a single thought on how realistic (or not) the trap is when I land on the carrier.
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@IronMike :"fixes for performance, aim54s, aim7s, etc..." This is music to my ears! Excellent!
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[BUG] Multiple AIM-7 issues with latest patch
Dagobert666 replied to near_blind's topic in Bugs and Problems
I can confirm that. Sparrows only track when the enemy is closer than 10nm and Jester switches to P-STT. -
ok loading profile worked :thumbup: now im Happy again^^
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DITO! Im a little Pissed right now :(
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Grim reapers vide showed “broadcast target” what and how?
Dagobert666 replied to KiwiOz's topic in DCS: A-10C II Tank Killer
ups sorry -
Grim reapers vide showed “broadcast target” what and how?
Dagobert666 replied to KiwiOz's topic in DCS: A-10C II Tank Killer
https://wiki.hoggitworld.com/view/HOTAS_Controls 1) Set a SPI 2) SOI to TAD [3) The Data Management Switch (DMS) DMS-Left-Long----->Broadcast SPI thorugh JTRS Datalink] = NOT CORRECT 3) Target Management Switc TMS-Left-Long----->Broadcast SPI thorugh JTRS Datalink -
Good morning. I'm currently creating a mission that starts early in the morning (about 30 minutes before sunrise). It's so dark in the cockpit that you can't see a single switch. The emergency Floodlights switch, finding it, is more luck than anything. F18c, F14b etc. all have a flashlight just for such cases. Please ED, I would be really happy if the A10c also gets a flashlight.
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I haven't tested it any further, but in MISSION 2 and MISSION 3 at least the AI WINGMAN spawn in vehicles like kerosene trucks. This causes them to EXPODE as soon as they move. I suspect that when switching from A10C to A10C-II all spawn points were automatically reassigned by the editor (in probably ALL missions). You often let the planes spawn with a free space in between. In this free field you have then packed "Ambiente stuff". Now all planes spawn close together. What they spawn within other units ...
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"AIM-7s will guide on your jammer if you dont turn them off" Whoooot? Are you kidding me? I've never heard of this behavior. Are there any other FOX-1 type missiles that behave like this? And does that mean that CHAFF are useless as long as you have the ECM on?