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N22YF

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Everything posted by N22YF

  1. Hello! Are you following all the instructions in the mission briefing? Particularly: "If you encounter any ground or air threats, modify your route to completely avoid them, since you will be unarmed." (If the mission briefing does not include these instructions, then you are using an older version of these missions, and I recommend updating to the current version.)
  2. Thank you - so glad to hear this will be investigated! Regarding issue #1, I would be shocked if this were intended - I cannot imagine any situation where the value of MSL+AGL would be chosen to be displayed to the pilot, instead of the target elevation. But I've never flown a real A-10, so perhaps there's some peculiarity that I'm not aware of. Regarding issue #2, my understanding of the real-life LASTE 6 A-10A behavior (which could be wrong, again given that I haven't flown an A-10 in real life) is that the target elevation (for all weapons, including Mavericks) can be chosen in a few ways, including: the pilot can manually input a value; the elevation of the current waypoint can be used; or the pilot can press a button which records the terrain elevation under the aircraft at that instant as the target elevation. (This target elevation value is then used for all targeting calculations, such as where the CCIP pipper is positioned.) While the current DCS behavior is somewhat similar to the third method described above, I don't think it's in the spirit of the actual behavior, which is to record a value to use for later targeting rather than to continuously show the terrain elevation under the aircraft (which will not necessarily be the target's elevation when the target is being engaged.) To my understanding, to be more realistic, any or all of these three methods should be implemented (that would be awesome ) - maybe the easiest for y'all would be to simply use the elevation of the current waypoint. I was comparing the current behavior to the DCS A-10A manual which reads, "The second line indicates the barometric elevation, in meters, of the terrain below the weapon pipper." The current DCS behavior (i.e., continuously displaying the elevation of the terrain under the aircraft) matches neither the description in the DCS A-10A manual nor my understanding of actual LASTE 6 A-10A behavior. Regarding issue #3, my understanding of the real-life LASTE 6 A-10A behavior is that slant range is not displayed there in the first place, but I could be wrong.
  3. No need to apologize - it was a nice change from the robot voices! The accent was just an unexpected surprise Thank you!
  4. Just wanted to chime in and say thank you @MadDog-IC for all your work on this! I finally made it to the last mission of this campaign (with your patch) and it went beautifully! (Although I was quite surprised to hear the Kuznetsov come on the radio with an Australian accent! )
  5. I agree! As I mentioned in this recent post, it would be amazing if the nav panel could be animated to show the currently-selected waypoint, like it is on the Su-25. But even a waypoint number indication in the HUD would be drastically better than what we have now (which is nothing!). 4 months ago, BIGNEWY said: but given that it's been over 2 years since Wags said "it will be added back to the HUD in an update," I'm not holding my breath ☹ Yeah, I would love it if the MiG-29G would get the correct (English) cockpit with the proper units (miles and feet and knots) used everywhere! It's very confusing now with a pretty random mix of units, particularly since many are unlabeled or falsely labeled (e.g. the waypoint distance indication in the HSI is in miles but is labeled "km") and it's not documented anywhere which indications are in what units. There are a couple other differences: The voice message system is in German instead of Russian (which is cool!). The MiG-29G can't be assigned A2G tasks (even though it can be outfitted with A2G ordnance), which I guess sort of makes sense since I believe the Germans (and the Poles?) used them for only A2A, but I've never heard that they were incapable of A2G, so it would be nice if this could be done in DCS. (An additional difference should be that only the MiG-29G and MiG-29S should be able to carry wing drop tanks and not the MiG-29A, but that's an issue with the A.) And of course @FoxAlfa's list would be great to be implemented, particularly (IMHO) the countermeasures counter (so you can know when you need to be thrifty with your remaining expendables).
  6. Yes the number in the HSI course window is totally wrong ☹ Here's an example where I'm traveling towards the waypoint labeled "1" in the kneeboard map which is a course of 270, but the HSI course window reads "180": Hope this can be fixed soon!
  7. N22YF

    Mig-29G

    I would love to get a G! Fun to fly a BLUFOR Fulcrum, especially with a proper English cockpit The main additions/changes from the A to the G are: A new IFF/SIF transponder The UHF radio with fixed frequencies was replaced by a VHF/UHF radio with manually-selectable frequencies An emergency ratio TACAN navigation equipment Anti-collision lights Instruments and lettering switched from Russian and metric to English and feet/miles/knots Integration of GPS with the navigation system Wing drop tanks (Due to funding problems, not all Gs got the last two upgrades.)
  8. Alright this bug is a lot more general than I originally realized - I just discovered a symmetric loadout that produces it: 1. empty 2. LAU-131 M151 3. AGM-65D 4. LAU-131 M151 5. Mk-82 6. empty 7. Mk-82 8. LAU-131 M151 9. AGM-65D 10. LAU-131 M151 11. empty With this loadout, I am not able to select the Mk-82s on stations 5 and 7 until I fire either both Mavericks or half (14) of the rockets.
  9. I ran into the same issue on 2.5.6.61527.3. Checked out the mission in the Mission Editor afterwards, and the group is set to explode by themselves 40 seconds after spawning - maybe a debug trigger that was accidentally left in? Anyway, to fix, just delete this trigger (FYI @Snakedoc if you want to include this fix in your patched version):
  10. It's removed in the sense that you can no longer (as of about 5 years ago) pick it when selecting a weapon for a station, but it is still present in many loadout presets. This question was already asked in this thread, but the only answer was only that Wags said it was for "data base reasons" (??):
  11. Ah, the plot thickens - in this loadout, neither the Mavericks on stations 3 and 9 nor the SUU-25 on station 10 are able to be selected, until either both CBU-97s or one of the Mk-82s are dropped: 1. empty 2. Mk-82 3. AGM-65Dx2 4. Mk-82 5. CBU-97 6. empty 7. CBU-97 8. Mk-82 9. AGM-65Hx2 10. SUU-25 11. empty However, if you remove the CBUs on stations 5 and 6, it works fine: 1. empty 2. Mk-82 3. AGM-65Dx2 4. Mk-82 5. empty 6. empty 7. empty 8. Mk-82 9. AGM-65Hx2 10. SUU-25 11. empty But then if you mirror that loadout (swap stations 2 and 10), the bug is back and you can select the Mk-82s and SUU-25 but not the Mavericks!
  12. Hm, I just tried the CCRP tutorial and didn't have any problems myself. The instructions in the tutorial aren't super precise, so I would suggest reviewing the CCRP section of the A-10A manual (starts at the bottom of page 50) if you haven't already, to make sure you're not missing anything (it's only a page long, so it's a quick read). Also, could you post a track file? That would make it easier to see whether there's anything wrong in your approach.
  13. I just discovered that this issue seems to surface only if you take your hand off the stick while autopilot is engaged (which is typical, since you typically would need autopilot only when you want to take your hand off the stick). A workaround for the Sidewinder Force Feedback 2 is to just tape over the hand sensor (which is located under the trigger button).
  14. Actually, it's not just Mavericks, but anything on stations 3 and 9 that can't be selected in this bug (although who would carry something besides Mavericks there? ). Unfortunately I don't think I can edit the thread title to fix this (whoops). Here's another loadout that produces this bug - in this case, the CBUs cannot be selected: 1. empty 2. LAU-131 M156 3. CBU-97 4. CBU-97 5. Mk 82 6. empty 7. Mk 82 8. CBU-97 9. CBU-97 10. Mk 82 11. empty
  15. When carrying two pairs of two of the same type of Maverick, each pair seems to be treated as a different weapon. Pressing the weapon change command will switch between the left and right stations. The missile count in the bottom left of the HUD will (confusingly) read no more than 2, since it will be indicating the number on either the left or right side, not the total. However, the armament control panel will still indicate that both stations 3 and 9 are active. If stations 3 and 9 are both carrying three of the same Maverick, or one of the same Maverick, the behavior is correct - that is, for example, when carrying 6 AGM-65Ds, the missile count in the bottom left of the HUD will read "6" and not "3." See this screenshot for an illustration - both stations 3 and 9 active in the armament control panel, and the missile count in the HUD reads "2." So how many Mavericks am I carrying here? Surprise, it's actually 4, not 2.
  16. With some loadouts, pressing the weapon change command to cycle through weapons will completely skip Mavericks, making them impossible to select (although every other weapon is able to be selected). Once enough weapons have been dropped/fired, though, the Mavericks will become selectable. I haven't figured out exactly what loadout combinations cause this bug, but it seems to me it's related to carrying asymmetric loadouts on stations 2 and 10 (although that's not sufficient in and of itself). Here's an example: 1. empty 2. LAU-131 M156 3. AGM-65D 4. Mk 82 5. empty 6. empty 7. empty 8. Mk 82 9. AGM-65D 10. Mk 82 11. empty Once flying with this loadout, it will be possible to select the Mavericks after either firing all rockets and dropping all CBUs, or dropping a single Mk 82. Another example: 1. ALQ-184 2. SUU-25 3. AGM-65Dx2 4. empty 5. CBU-97 6. empty 7. CBU-97 8. empty 9. AGM-65Hx2 10. CBU-97 11. AIM-9Mx2 In both of the above examples, if you mirror the loadouts (i.e., swap stations 2 and 10), then everything works fine!
  17. The A-10A manual hasn't been updated since 2013, unfortunately - I imagine sometime since 2013 the autopilot implementation was improved, and the manual was never updated to reflect this. I haven't run into any wonkiness with path hold (which IMHO is appropriately named, since it holds your current flight path - as opposed to e.g. the Flanker autopilot mode that flies towards the next waypoint automatically, which is described as "route following") myself, but I also haven't examined its behavior too closely. I wish the autopilot mode switch animated too, but I would say it's more than just eye candy because, without that animation, it's impossible to tell what autopilot mode is selected when the autopilot is not engaged ☹
  18. Hm, I'm running 2.5.6.61527.3 (latest version) and haven't run into any issues myself. What exact problem are you having? Maybe you're thinking of the F-15C? The A-10A has altitude/bank hold, altitude/heading hold, and path hold autopilot modes.
  19. Thanks so much for letting me know! It appears the incorporation of the Spanish translations provided graciously by @andrey1989 somehow broke that I've rolled back to the English-only version for the time being until I can figure out why that's happening.
  20. The AUTO PLT caution light currently comes on whenever the autopilot is active - however, the correct behavior is for it to come on whenever either attitude hold or altitude hold autopilot modes disengages, and it can be reset by pressing the "MASTER CAUTION" button (not too different from the behavior of the "УПРАВЛЯЙ ВРУЧНУЮ" warning light on the Su-27). The ATTITUDE caution light currently comes on whenever the altitude hold autopilot mode is engaged (which doesn't make any sense and is at least slightly confusing) - the correct behavior is for it to come on whenever there is a problem with attitude sensing (I imagine in concert with the "attitude indication failure" voice message described on page 105 of the DCS F-15 manual). This problem was discussed a bit in this thread:
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  21. Alright I revisited this mission after finishing the rest of the campaign, and there is a much easier way to complete it. The reason it's so hard is that the IP (WP4) is pretty close to the target, and there's an SA-13 right between the two, so you can't really engage from WP4 without getting really exposed to the air defenses. Not sure whether this is against the intent of the mission designer, but you're much better off approaching the target (WP5) from the southwest, over friendly territory. Stay low after takeoff (~500 ft AGL), turn towards WP5 when you're somewhere between WP2 and WP3, and when you get about 5-6 miles away, quickly climb to about 3000-3500 ft. From this altitude and distance, you should be able to take out at least one of the targets at WP5 with a Maverick and turn away and dive before getting into SHORAD range at all, and without getting an SA-11 fired at you. (Probably want to dump flares while turning away just to be safe, though.) Then, put WP5 on your six, wait until you're >6 miles away again, and loop around and repeat. If you happen to run out of Mavericks before completing the mission (which means taking out at least 3 of the trucks around WP5), another tactic that works well is: approach from the southwest again, and at about 6 miles away, pop up to 1000-2000 feet for better visibility and designate a target for a CCRP CBU release. Then hit the deck and head towards your target at as high of an airspeed as possible. When you're, say, 1.5 miles away, pull into about a 20º climb for a loft delivery, and get out of there (while dumping flares) as soon as the bomb releases. This tactic a little sporty since you'll be exposed to AAA for a few seconds when close to the target, but you should be able to jink enough to avoid major damage.
  22. It was made a few months ago, but I'm still listening to feedback - thanks for responding! I think I will do a set of A-10A training missions, but I probably won't have them done until later in the year. I've never heard of any A-10A training missions (which is why I'm thinking about making some), but if you want to try out A2G, there are always the official training missions for the Su-25T, and the A2G aspects of the Su-27!
  23. @BIGNEWY it does function, actually, but incorrectly. Would you be able to see if this can be fixed in an upcoming update? Hopefully it's an easy fix This is important because it helps understanding what your remaining loadout is without having to cycle through the active weapon - also, displaying the wrong information is confusing and does more harm than good. As far as I can tell, here's a list of how various stores are currently, and should be, indicated: Store Current display Correct display AGM-65 FLARE E/O AIM-9 SPL DISP ALQ-131/184 DISP ECM CBU-87/97, Mk 20 CW CW Fuel tank GUN FUEL LAU-68/131 ECM RKT Mk-82/84, BDU-33, BDU-50LD LDGP LDGP Mk-82AIR, BDU-50HD LDGP HDGP SUU-25 LDGP FLARE
  24. Holy cow, I finally completed this mission! After getting fed up with flying back to the target area from the airbase every time I got shot down, I made an "instant action" edit of this mission that starts at the IP (WP4) so I could try it over and over. After literally over 100 tries (!!!), I finally got it! Here's the tactics I used - not sure if it's the optimal approach, but it worked for me! I was able to do this without changing the loadout or using the F10 map (although I had a pretty detailed mental map after flying it 100 times!). After first passing WP4, immediately take out the three most threating air defenses with Mavericks: the SA-13 between WP4 and WP5 (Unit #28), the ZU-23 emplacement between two armored vehicles just southwest of WP5 (Unit #87), and the SA-13 just past (northwest of) WP5, between the road and the river and near a couple trucks (Unit #29). You can check out their locations before flying in the Mission Planner. If you're handy with Mavericks, you can take out all 3 in a single pass before reaching WP5, and then get out of there to avoid AAA etc. and loop around for passes on the mission objectives. You'll hopefully have one Maverick and 4 CBUs left, plus your cannon, and you need to destroy only 3 of the trucks by WP5 for mission success. There will still be Iglas and more ZU-23s, but I found it more effective to try to just avoid them and concentrate on the mission objectives, rather then spending more time in the danger zone trying to eliminate all the air defenses. Make sure to keep your distance from the ZU-23s northwest of WP5 (Unit #29) and northeast of WP5 (Unit #86), though. You can ask your wingman to engage air defenses, but at least 9 times out of 10 he'll just get shot down before doing anything useful. Keep your head on a swivel to watch out for tracers and Iglas. Be liberal with flares when running in and out. Dropping the CBUs from higher altitudes is difficult in this mission due to wind - I found it most effective to drop from somewhere around 700 ft AGL, which is about 1000 ft MSL (using CCRP). When being engaged by AAA, keep flying in fairly tight turns until you're out of range. If anyone's interested, I can upload a video/track/screenshots of how I did this mission. (Thanks @71st_Mastiff for the advice!)
  25. What do you mean? Are you asking about an online multiplayer version for two players at once? If so, I don't think the format of these lessons would lend itself well to that sort of thing, unfortunately.
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