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Everything posted by coolts
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Haha. And a "You're doing it wrong" section too. :doh: Cheers. I'll try that tonight!
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That's my feeling. Been doing it in Falcon for years. Pity there's no official master list of; Features not implemented yet WIP features That'd probably cut forum posts in half i would have thought.
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"Point your nose?" I hope this is a work in progress feature. If there are a lot of bandits on radar you would be like a toddler chasing bubbles :pilotfly:
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When reducing scan azimuth, the search "cone" is centred in the b-scope. How can i move it left and right to search specific areas? I've noticed when i command a lock onto a contact, the scope quickly scans a small area where the TDC is before locking. I want to do this without an auto lock.
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Aye, some switches are meant to be held down and some you can hold down all day and they only produce one virtual key-press
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That's a great idea. I didn't know trim was shown on the controls indicator OR the FCS page, (doh, takeoff trim is!). Turns out I've been trimming wrong, hitting up-up-up-up-up-up rather than just holding it up.
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Another problem i was having whilst practising the A/A radar was that of slewing the antenna horizontally when narrowing the FOV / azimuth to look at a particular area. It seems to narrow but centre on the middle of the scope.
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Rapid assessment? The A/A version of EXP? On my xmas wish list for next beta or whatever we're calling it nowadays :)
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Is the EXP mode implemented yet and i just cant find it? Trying to differentiate a close escort form a bomber is impossible in a BVR engagement without it, unless we can fiddle with other settings? How to switch from ACM back to BVR? the A/A radar starts in BVR mode , then you enter ACM by hitting SCS-FWD, but the only way i've found to get back is to hit the "un-designate" stick button. Is that right?
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Love the video! Yeah, more distance helps a lot.
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To give my self more "flapping" room, i extend to 3mn before turning to downwind. Once i get the hang of things ill shorten that. I like the idea off adding a ship in the ME 1.2 nm to the port side of the boat to give me a spacing reference as that is a critical part i keep messing up.
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The trimming too? But your lift state is completely different than when you are wings level. Unless you are trimming nose down in anticipation of the nose shooting up.......cunning!
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I'll try both those tips! I find that as soon as i come off my crosswind turn at idle and drop gear & flaps, the nose shoots up, i start trimming to on-speed then the nose plummets and i have to add power and so on... classic PIO but its bloody hard to stop doing it.
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I relax my turn a bit when approaching the downwind so as to hit 1.2 when abeam. That's not my problem. I did some analysis last night and my biggest issue is that by the time I've stabilised at 600ft, 140-ish kts and on speed AOA, I'm way past the boat, or i turn at the round-down, before i'm stable and end up in a climb going too fast and overshoot. I'm going to give myself another 2 miles on the downwind to get prepped for the base turn. I need to find a good throttle/engine RPM ballpark for 130kts-140kts wheels&flaps down.
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I've been having a really hard time getting this bit of the approach right. From Wags/Jabbers/Citizen Gamers, etc., videos I see the numbers and I can control my AOA now, but I seem to be coming off the 180 onto finals a good 1/4 mile to the boats starboard side. At first I thought I was misinterpreting the HUD bank angle guides but having re-watched the videos, I'm not. Then I tried doing tighter turns and sometimes that works but its not exactly correct procedure. I'm pretty sure its my speed. Due to the sluggish throttle, (and my inexperience), I tend to wallow when slowing to on speed AOA on the downwind, so have to add power to climb in the final turn rather than being at 600-ft and descending as I should. Thus I'm on speed BUT climbing when I turn to final..... tl:dr I'm going too fast and my turning circle's too big so I miss the boat. :joystick: Am I the only dipstick having bother with this? Loving the module though. Carrier ops rock.
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Yes but surely that means that at 100% throttle fwd movement you are only getting 85% in game? bye bye afterburners?
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A BUG/WIP list so we know what's been reported
coolts replied to BlueAngel's topic in Bugs and Problems
Aye, I fired 2 x Sparrows at an An-26 (or some other Russian twin prop) within Rne and it went defensive, (like an oil tanker goes defensive) and both missiles went ballistic and missed, all while I had radar lock well within gimbals. An Aim-9 spared my blushes! I hope the Aim-7 gets an eye test soon! -
Its not throw, (at least on the TM Warthog), as the difference between gaining and losing altitude whilst on speed AOA is about 2cm of travel on my throttle. It's engine response for me at least. The hornet engines as currently modelled make the A-10 seem quick to respond. I'm constantly wallowing during final approach and over-compensating. I'll get used to it....Then have to re-learn when patched. All part of the beta fun! It was the same during A-10 beta. It's only frustrating when we don't know whether its WAD and a "training issue" or its a WIP feature and we'd just better live with it for now.
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Wrong viewports on second screen
coolts replied to coolts's topic in PC Hardware and Related Software
missing a curly bracket at line 15!!!! -
Wrong viewports on second screen
coolts replied to coolts's topic in PC Hardware and Related Software
Based on standard "3 cameras.lua". "," after each section copied from original. I don't believe they were used back on 1.0 the last time I did any of this stuff. Interestingly the commented out section at the bottom seems to indicate ED have a new way of doing this but the example isn't complete. _ = function(p) return p; end; name = _('Colins Setup'); Description = 'Configuration with 3 identical monitors each with its own camera' Viewports = { Center = { x = 1920; y = 0; width = 2560; height = 1440; viewDx = 0; viewDy = 0; aspect = 1.77777; }, LEFT_MFCD = { x = 960; y = 300; width = 960; height = 600; }, RIGHT_MFCD = { x = 0; y = 0; width = 960; height = 1200; } } UIMainView = Viewports.Center --[[ also you can use "displays" table to perfectly match you configuration . it is generated by DCS automatically. displays table is contains information about all currently attached displays for example my setup is : displays = { [1] = { x = 0, -- note : x == 0 and y == 0 is always mark primary windows display y = 0, width = 2560, height = 1440 }, [2] = { x = -1920, -- mark that secondary display is on left side of primary display y = 0, width = 1920, height = 1200 }, ... for all displays } screen table also contain x, y members which mark top left corner of DCS window note about fullscreen : directx doesn't allow fullscreen applications with resolutions more than primary display can handle, so multimonitor presets in DCS will fall back to windowed mode if fullscreen initialization failed ( this info also will be printed to dcs.log) for reconfigure viewports setup for each unit type independently you can declare here function function reconfigure_for_unit(unit_type) --unit type is string with unit name if unit_type == "A-10C" then Viewports = ... define new Viewports table -- also you can define cockpit displays viewports here RIGHT_MFCD = ... define new RIGHT_MFCD viewport else Viewports = ... define default for others RIGHT_MFCD = nil -- remove for others end end --]] -
I've been getting back into dcs with 2.5 and forgotten all I knew about multi monitor setup. I've managed to get my own .lua outputting shkval and abris to second monitor (left_mfcd & right_mfcd), but they all show copies of the main cockpit view, not what they're supposed to. Not got code handy but thought someone might know what I've done wrong? Oh and what do you call the controller view( rt-ctrl +enter) in .lua speak? In the shark, that's handy to have on 2nd screen too. Sent from my SM-G950F using Tapatalk
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Has anyone got it working? Been away a while and I recall it being a right faff going back to BS 1.0. Had a go yesterday and it won't even recognise my custom monitor config. Is it just a beta thing or me being rusty? Sent from my SM-G950F using Tapatalk
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[MERGED] Normandy Map and WWII ASSETS, Not in Module Manager
coolts replied to coolts's topic in DCS: Normandy 1944
Ah, that'll be it then. Cheers! -
I have the keys for terrain and assets as a kickstarter backer. I've not fired up DCS in over a year and have "open alpha" installed. I updated this and the Spitfire module popped up which i installed but i cant see how to get the Normandy terrain or ww2 assets. They don't show in module manager. What am i doing wrong? From the e-shop "This product can be downloaded and installed through the DCS World Module Manager."
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Cool. I will try it. Cheers!