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Everything posted by Bagpipe
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New Pilot - C-101CC Low Power, difficult to gain altitude
Bagpipe replied to knomie72's topic in DCS: C-101 AvioJet
Once you learn to win dogfights in the C101 consistently you should have no problem understanding how to win dogfights in any fighter jet really. It is such a solid platform to learn from although in terms of jumping onto DCS and dropping bombs and stuff it is one of the more involved aircraft as you have to calculate everything manually and fly precisely to achieve the desired results. -
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Flipping heck has it been a year since Christmas already, better get the shopping done pronto!
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Looking at the previous images I notice a lot of the avionics in the Mig-23 are similar to that of the SU-25. The autopilot controls look the same and obviously the flight instruments are of that period. Just thinking it would be cool if, eventually, they were used in a FF frog foot module. I would buy a FF, highly modelled frog foot in a heart beat Will be cool to learn this module when it does come along. Love the soviet stuff, all bells and whistles
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Glad I am not alone in this. The funny thing is too that I don't usually do hot starts in the C101 because one of my favourite things about the module is performing a cold start following the checklists believe it or not! It just so happened that mission 3 was a hot start and it started playing up
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It would surely affect other modules if this was the case? It doesn't happen anywhere else in any other module or other sim. Something about this modules throttle axis is not marrying up with DCS the way the other modules are. Hopefully the code change helps in the mean time
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I just followed the AI onto the runway, matched it's descent near perfectly. But when we got onto the tarmac, the AI aircraft seem to be capable of stopping extremely quickly. Generally when I land on tarmac in the hornet i raise flaps and apply brakes for most of the length of the runway, this guy was stopped and turning off within 50 metres or so. Question is, what's the AI's secret to stopping so quick and if there isn't one would it be possible to look at correcting this behaviour? And yes, I generally gripe about the more unimportant things and less about the important stuff!
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OK got a fix for now... If I switch off "synchronize controls with hotas controls at mission start" it doesn't cause this issue. Engine Rpm remains around 30% and i can accelerate off the runway. Which is weird how only this module is affected by that... Maybe C101 is not synchronizing correctly at mission start, who knows? I will leave it with you but please if you could look into that it would be great!
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Just tried that, deleted both EB and CC input folders and restarted DCS. Ran the mission and still the issue persists. Even on the default keybinds with no red !'s This is driving me barmy Tried just dropping it in the ME with a hot runway start and same issue so it's not a mission specific bug either
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Could you have a look at the log attached and see if there are any clues in there? It does not repeat across any other modules or sims so it's not hardware related. I have tried setting saturation of axis to 95% but it still does this on mission start. When I load the mission and open the controls indicator it shows my throttle at idle but the minute I press "Fly" it jumps to full power, stalling the compressor and only returns to idle when I nudge the throttle dcs.log
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I have now re-installed the module and still the issue persists. I have also tested my HOTAS in the Thrustmaster software and there is no issues there either.
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The peripheral is fine. It doesn't do this with any other module only the C101 I am afraid. The brakes are on because I am pressing them because the aircraft starts the mission at full throttle. I was hoping you could tell me why the throttle is at 100% because it only happens with this aircraft lol added a track of the F86 takeoff mission with no issue with the throttle. Its this module my friend, but why??? F86rpm.trk
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Another one demonstrating the issue followed by an engine restart I tried removing a couple community mod aircraft too but that hasn't helped either. I may try reinstall the C101 module if nothing else works This also rules out controller issues as it flies perfectly fine after the re-start. There seems to be some hot start engine logic corrupted somehow C101rpm2.trk
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Ok so it is something my end. I will run a repair and see if that helps. I don't have any conflicts as I sorted them previously. If I can't get it working correctly I will send over a track. Thanks for prompt responses EDIT: Attached a trk as repair didn't solve the issue. At mission start (hot start takeoff) the controls indicator shows my physical throttle being fully forward when it is in fact at fully back. What this causes is for the mission to commence with engine N1 at 97% or more, a caution appears and quickly disappears as the engine rpm drops. I thought the rpm was dropping when i moved my throttle slightly, as this would force DCS to recognize the true position of my physical throttle, but it drops instantaneously regardless of whether i move my throttle or not. It's very strange, i will keep messing about but if you could have a look and let me know what you think that would be great! C101rpm.trk
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Mission 3, I can't move. Its a hot start mission and parking brake is off yet when i push throttle to full it only reaches 51% N1 and doesn't go anywhere. What am I missing? Running today's OB patch EDIT: not just on the campaign. Any mission. If its a hot start, like instant action takeoff missions, if my hotas throttle is set to 0% then I start the mission rolling at 97% N1 (which is wrong) so I move it a bit and it registers that it is at the lower end of the axis and drops the engine power. But it never recovers and will not go past 51%... EDIT 2 : Tested a third mission and tried this fuel flow reset button which dropped the idle fuel flow readout a little but still can't fly this aircraft. Think it is broken EDIT 3: Shut down engine and restart fixed the issue but on hot start, because the mission is kicking off with the engine at full pelt when controls are at idle, it seems to be messing something up which prevents the engine spooling past a certain point. @Vibora
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There's quite a lot of footage out there already. Apart from cinematic appearances there have been videos iirc with the devs discussing and showing off weaponry for quite some time. https://stormbirds.blog/2021/01/09/new-dcs-mi-24p-information-translated-from-russian-interview/ Check SB's blog post, the video link has lots to look at from about 1:20:00 onwards and SB has re-stated the translation offered from Russian to put in context what they are showcasing Hope this helps
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Has anybody flown this campaign recently. I have in the past but this time around I keep getting wiped out by SAMs on mission 2 no matter what I do. Seems they have become more accurate since the campaign was originally made. May just have to abandon it
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Excellent Taz. You really are a handy guy! If i disable bra calls does the awacs still respond to bogey dope requests?
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Sorry dudes, I usually shut my eyes tight when reading through the "Known Issues" section of patch notes LOL Got it working by following someone else's fix and i believe it has been patched over now anyway so cheers!
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I agree that this has been an issue for a very long time and sometimes it is out with some users scope of ability or willingness to have to edit a mission in the editor to stop the perpetual wingman callouts. Something needs to be hard coded into the sim to allow it to decide when is appropriate to call out I guess.
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That right there is precisely why i didnt just automatically go post it as a bug lol Cos i knew it would be complicated!
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All good the gpu drivers needed reinstalling and it sorted it out. Prob a one off anomaly tbf.
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Hmm...yeah it might be the flight idle thing which borked the whole lot. So just leave it in low idle until he tells me to ramp it up. No sweat. Cheers!
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On latest OB 2.7.0.5659
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delivered Mi-8 Multicrew Forewarning
Bagpipe replied to jmijnen's topic in DCS: Mi-8MTV2 Magnificent Eight
Aside from the recent revelations regarding losing the slot system eventually, I think on some servers you can choose a Tomcat with a human RIO slot OR a Tomcat with a strictly Jester AI (seat switchable) slot. So I would hope it was implemented, or at least the option given to the mission makers, like so. They may also use the upcoming *forgets name* Russ AI from the Hind. But I am purely speculating at this point