

Nagilem
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Everything posted by Nagilem
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I also had issues last night on PG map with a tanker tacan. the line on the EHSI pointed somewhere off into the ocean, and the range kept varying until I got within 10 miles.
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or just ovgme it and re push after every update.
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Jabbers was right - I was asking about idle detent because the implementation of it was quoted as a concern by one of the initial reviewers. I also agree with Jabbers that I can repurpose a switch for now to handle the flaps with one of the other less used switches.
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ok thanks guys. wasn't sure if I was just missing it or didn't have it configured.
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First - I don't drop 2 bombs from the same station sequentially, I ripple 4 using the preprogrammed sequence with coordinates I program for pp1, then cycle through again pressing pp2 before every drop. I plan the targets I want to hit sequentially as I program the coordinates. I've only used the step feature to program the coordinates because I don't want the extra overhead that comes with trying to find a particular station and coordinates while in hot. And as you've already said, DCS currently wants to enforce a sequence for dropping that cannot be changed or broken. From what I have seen, the coordinates are tied to a pp element and station, not to a particular bomb. So on station 8 I could have two jdam and have coordinates in pp1 and pp2 that could be sent to either the left or right bomb at drop time. The bomb knows only what pp is selected, and will use those coordinates if a pickle pulse is sent. If I leave pp1 up on the mfd on station 8 and go through the sequence coming back to station 8, I can choose to either drop the second bomb on pp1 if I leave it selected, or pp2 if I change it. unfortunately, I don't know if that is how it is in the real jet. I suspect it may be as the instability of having all bombs on one side would likely result in a unrecoverable state if one wing is totally clean with the other fully populated.
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@Wicked - thanks! One other question - where do I find the bulls of my cursor or the bandit? I think the bulls on the hud lower left is my position from bulls, correct? where is the info on my cursor on the radar or on the bandit once I either sam or stt the target?
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@jabbers - thank you sir.
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Actually I would like to see them move the dedicated server to Linux for hosting.. I would also be a big fan if they could start moving the dedicated server to containers on Kubernetes so we can distribute the load /scale to get more folks into one world.
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I definitely am - my only issue is MSAA or no MSAA. I do get frame issues in busy areas and around the tankers using the 148/138 mix. Does anyone else have issues spotting with the MSAA on? I may go back to no MSAA to see if I can get my eyes on target.
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for the reviewers of the product - were you able to use the finger lifts to start the engines or did you have to revert back to keyboard for that? Also does the idle / off detent work for shutting the engines down? If I spend $900+ on a stick and throttle, I want to eliminate the keyboard use as much as possible.
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I was having a very hard time with these until I realized that you have to setup every station regardless of what you do with the tpod. Want to drop them all in TOO mode? Go to every station and make them TOO before you hit the target area or be prepared to select the TOO OSB for every drop before selecting each target. I don't know if this changed or not, but I think you can only do 1 PP target per station per PP mode. So for PP1 you, you can only setup coordinates for 4 targets - 1 for each station. Then the other 4 targets must be in PP2, again 1 per station. These targets are tied to the station, not the actual ordinance so if you pickle twice on station 8 in PP1 mode, you will be dropping 2 bombs on the same target. To drop 8 on different targets, I have to drop 4 bombs via PP1 then drop the other 4 via PP2 pushing the PP2 OSB on every release for the second 4. Hopefully we get to a stable version of the GPS weapons soon. I like using them. but it isn't intuitive, and is very work intensive today with the extra OSB pushes.
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Thanks Harker - that helps. I guess I'll just have to practice with the funnel until another few updates give us more modes to work with. Will also try the no tracers in my F-18.
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I did as well and haven't heard anything. I want to and if they communicate am ready to give them my money, but until I see them actually deliver something and actively communicate, I just can't at ~$950 to start.
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Perfect guys - thanks for the responses! A follow up - is there anything additional that can be added to EEGS for more useability? Also, any way to set the tracers as a default? I like the challenge of no tracers, but it becomes hit and miss with the EEGS funnel. I think a pipper would make no tracers much easier.
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So working on A2A engagements in the Viper and found I am struggling with: 1. Once a target is STT, where do I find the range and closure to the target? Not seeing anything in the HUD that I would associate with range to target and my closure. I'm sure I'm just missing it. 2. Once I use the DGFT switch, how can I change missiles from 120s to 9s from the HOTAS? For some reason after the first use of the DGFT switch, the missiles on the gun / no radar mode moves to 120s and I have to look at the stores MFD to change back to 9s. 3. Is there an auto acquisition mode for the radar that goes out beyond 10nm? having to adjust the radar for both elevation and cursor for lockup is painful when enemy is between 10 and 20 miles. I usually end up eating missiles while trying to lock up the enemy. 4. having issues with EEGS without tracers - is there any other gun modes? I suspect these are WIP - LCOS and other radar gun modes. Thanks for any replies!
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reported CCIP with MK-84 and MK-83 falls short
Nagilem replied to yngvef's topic in Bugs and Problems
Completed some bombing runs on the north end of a helicopter pad last night with Mk 83s. I started my run at 25k feet and pickled at about 10k in a 37 degree dive. While I can admit I may not have been exact with the piper, the bomb pairs consistently fell short - like the piper is on the building, but the bombs hit on the plane side of the helicopter pad. -
Sorry guys, but I don't think the VoIP update makes much difference. SRS has been working fantastically for a long time, and those that want to communicate do via SRS. I'm not saying it's not a good addition, but in light of all the current bugs, it isn't that groundbreaking of news (at least not to me). Now if they'd add usability in the jet with in better mission planning tools and a data cartridge, they may have something. That looks to be a long ways off though. I just hope what they are about to roll out doesn't again break something that already works - either SRS or other jet functions.
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I have this issue too. The AI does what ever the hell they want without some serious customization per WP - and even then they take their WPs and TOTs as 'suggestions'. Also pretty frustrated with CAP flights as if there is any asset within 100 miles they immediately deviate from flight plan to chase it. Makes mission planning so tedious. Seems like they added too much 'thinking' to AI. They should follow the flight plan AND ONLY GET CREATIVE when they have to react to a threat. Tired of watching them blow off what they have been told to do to go after something that isn't even in the realm. I also have tried to setup Apaches to take out some ground forces. They start off great, then try to overfly the target after launching 2-3 hellfires (they carry like 16 of those), like they want to eat Manpads and tracer fire. So freakin annoying! /rant off :) I hope they rework the AI sometime soon. Getting them to do anything meaningful is painful and makes the mission less fun to fly when they don't follow the plan.
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I've recently gotten back into another game (ED) that has high fidelity flight models, lots of other computational complexity, and fast moving objects, and has the same or more graphics configurable objects, and I have seen no ghosting on my hardware. And yet, I get ghosting in DCS every dog flight. I think this is all DCS and not the current hardware or middleware issues.
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Yup - fixed it. Thank you sir.
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@Ataribaby - Thanks for the info! Will give these a try and see if that fixes.
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Here is the miz file. Tried several f18s and could not get the WPs to function after ramp start on the red side. JTF70 Training M1.miz
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I created a quick mission with USA vs USAF Aggressor on PG map. If I enter and ramp start a USAF aggressor plane, the waypoints do not function. I see them on the instruments and the bug on the hud, but the range never counts down as if there is some INS issue. If I start in the air, they work fine. Any thoughts on what I have misconfigured?