

nomdeplume
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There's more info and a countdown timer available here: http://sa-sim.com/grudge-match-3-will-feature-upcoming-ajs37-viggen/ The Twitch stream will apparently be at: And there's also a betting thread, where if you make the best 'bet' you can win a Viggen (or at least a Viggen DCS module).
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Were you canceled out of DG/DM mode? I think that might inhibit A-G weapon release. At least I feel like it's been mentioned on the forums before. e: also if this was multiplayer, someone mentioned that the aircraft seems to think one of the dogfight modes is enabled at start, so you have to enable and disable it before the internal systems state is properly synced. Could also be something to check.
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If the AI Mi-8 takes sufficient damage to the cockpit, the pilot models can appear as dead but the helicopter continues to fly. First screenshot shows a helicopter with 3 dead crew members (and much additional damage, left engine inop) which returned to a FARP and landed. Second shows pilot and copilot have been killed, but the flight engineer is telepathically flying the helicopter back to base. I believe it's returning to base due to being out of rockets, rather than due to damage.
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You will need two separate DCS accounts, and each one must have its own SA432 module license. You are running two different computers with two instances of the game, connecting to the same server. Just like normal multiplayer. @gillesdrone, that cockpit is incredible!
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Haha, no problem. Glad you got it sorted. :)
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The training missions are set on the Black Sea map so won't show up in in DCS World 2 (map does not exist there). What does the module manager show in 1.5? Is the F-5E listed in the Modules section or the Installed section? Is it activated?
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I saw in the discussion of the Aggressor campaign someone say that it's because the F-5E is considered an Attack aircraft by the AI, so it uses 'boom and zoom' tactics. They're going to change it to be considered a Fighter instead so the AI will dogfight with it. I don't know when that change is going to happen though.
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There are 9 training missions for the F-5E in 1.5. Maybe try running a repair and launching the game without any mods? If you want to explore your game folder, they can be found under DCS\Mods\aircraft\F-5E\Missions\Training.
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Nope, you just press the trim button again. A real magnetic brake trim essentially just sets the 'centre' position of the cyclic each time it's pressed, i.e. adjusts the centring forces acting on the cyclic. AFAIK, in the Gazelle module Polychop have changed it a bit to specifically hold the helicopter's current attitude rather than the cyclic position, so if you're expecting the former it might feel like it's not working properly. See here for more details/discussion, most relevant part is probably this:
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You don't need to do the entire process again for right engine: 1. Connect. 2. Apply (perform left engine start). 3. Apply (perform right engine start). 4. Disconnect. Step 4 is strictly speaking optional, if you don't mind the "Hey, what are you doing?!" when you taxi.
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It's an IR sensor; it detects the heat from the exhaust plume from a missile launch. So it probably won't be able to warn of IR missiles that have finished their burn time, as they're unlikely to be producing enough heat to be detected.
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Probably better using Notepad++ or similar that will maintain the line endings.
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Do you have 'easy communications' enabled in the game options? Normally the menu options are white, and are darkened to indicate they're not available on your current frequency when easy comms is enabled. Possibly that implies the detection of whether you can communicate with ground crew is not working properly, but I'm not sure if other aircraft actually detect this or not. With easy comms enabled, the options should probably be shown in white when your radio is set to the ATC frequency. (Assuming it actually checks for that.)
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Autopilot, most likely you just need to run the test. Switch is on the left panel, has a cover over it (FBW & autopilot test panel). When left in the test mode for a few seconds you'll get a green light on the test panel, and the PA warning light should go off. Switch it back to normal and close the panel after the test is complete.
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AIM-9 seeker sound sounding when NOT selected??
nomdeplume replied to Ala12Rv-watermanpc's topic in DCS: F-5E
To add slightly more information, I'll quote myself: -
I think you're referring to page 121, and it's not saying what you have to do, only what the internal logic does if you have multiple stations selected. Sequencing logic provides the following store release priority: centreline; inboard; outboard; wingtip missiles emergency launch. NOTE: For example, in order to jettison the outboard stores, the armament position selector switches of the centerline and inboard stores must be set in OFF position.
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This doesn't sound right, as external tanks add fuel faster than the jet uses it, so activating the external tanks will just re-fill the internal tanks. Page 96 says: When external tanks are carried, use inboard tanks first, centerline tank next, and internal fuel last. (emphasis mine) i.e. use the wing pylon tanks first, followed by the centreline external tank, and then internal tanks. I think the reason for not using external tanks during takeoff is probably due to safety or reliability. This could be as simple as having fewer things to potentially go wrong, or might be for specific issues. e.g. a rejected take-off with full external tanks currently feeding fuel might be dangerous, or some other possible scenario. There's also a note in the manual which might offer some kind of clue to someone who understands how these fuel systems work: NOTE: During ground operation, it is not recommended to transfer fuel from external tanks when fuel quantity in the left fuel system is 1700 pounds or more, or in the right system is 2300 pounds or more. For the OP, are you setting only one of the CL or Pylon external fuel switches on at a time? I've not tried it and I don't know if that'd result in the behaviour you describe, but I don't think the system will work properly if you enable both at the same time. Also you can't repair a specific module, but you can repair DCS World using the shortcut in the start menu, and it will replace any altered or missing files for all installed modules.
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Yes it's intentional, there's a post here with an exerpt from what I presume is the flight manual. The short version is: with guns/missiles armed, you always hear the tone if you have a Sidewinder on your left wingtip. If you've fired that, then you should only hear the tone if you have a Sidewinder on your right wingtip and it's selected on the armament panel.
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I think the main difference is explained in the text below it - the 'Pointing Cross' (+ symbol which indicates the Maverick seeker's position) flashes/blinks when it has a target locked. Also if I recall correctly (been a while), the tracking gate tends to sort of shimmer or wobble once a target is locked. It's a bit hard to explain but it's pretty clear when you actually see it 'live', but not really something a screenshot can represent. You can see it in the video you linked at 2:30.
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Isn't it Shift-F10 to toggle labels? Or are you referring to something else?
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Look under ...\mods\aircraft\... now. There's also ..\coremods\aircraft\... but that's the stuff which is included in the base DCS world. I would assume the cockpit definitions would only be in the per-module folders (i.e. 'mods').
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No, it hasn't, and I don't think it's guaranteed that it will be. The last I heard is Zeus saying it can be done, but will be harder than expected to implement. Edit: link.
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I think the tail fuze is the delayed fuze for all bombs, so try setting the bomb fuze to only tail and see how that goes. I think the delay is around 2 seconds.
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Caveat: It's been over a year since I tested it so things might have changed, but at least back then the JDAMs did far less damage than LGBs and free-fall bombs. The reason is because their flight modeling is different and they lose a lot of speed during fall. The impact speed has a significant effect on the amount of damage done. During my tests I found the Mk-84/GBU-10 would consistently do around 2,500 points of damage to hardened structures (I was using a command centre and ammo depot to test). The GBU-31 would do about 850. The bunkers have 10,000 life to start with it, so to reliably destroy them took 5 hits from Mk-84/GBU-10, but around 12 GBU-31s.
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Not entirely sure what you're asking. The M-2000C selects CCIP or CCRP delivery based on the store, it is not something the pilot can select. Selecting low-drag bombs will enable CCRP symbology. Selecting high-drag bombs (clusters and Mk-82SE) will enable CCIP symbology. Direct-attack weapons (rockets, guns) are also delivered using a CCIP-like pipper. Your most common choice for air-to-ground attacks will be using TAS + RS (with RS just providing a fallback in case TAS is for some reason unable to provide the needed information for a solution). I don't think TAS is functioning entirely correctly yet, so you might have more luck with just RS in some situations at present. For the fuse options, it probably doesn't really matter. If you use the delayed fuse the game just seems to have the bomb land and then explode a second or two later. It's unclear if it actually does more/different damage as a result. It might be of some use in very low-level deliveries to allow you to get further away before it explodes.