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nomdeplume

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Everything posted by nomdeplume

  1. The nose wheel is supposed to automatically disengage at G/S over 40 knots. There is a problem with takeoff behaviour with crosswinds, even reasonable crosswinds, which make the aircraft uncontrollable. Could this be what you're seeing?
  2. Just some more info... Starting coordinates are slightly off by design, within 10 km of your real position. You often don't need more precision for this, especially for air-to-air missions. Coordinates at the top left of the map screen are for the mouse cursor, you'll see them changing as you move the mouse around. This makes it easy to get the coordinates for any location on the map. The longitude being cut off from the info panel on the map view is annoying, yep, been like that for quite some time. You can just put the mouse over your aircraft position and read the coordinates from the top left. Or, use the info bar in the external view if they're enabled, as Rlaxoxo suggests. Also, if you're regularly starting from the same few positions, you can have a cheat-sheet with those coordinates. This is probably closer to real-life procedures where they'd have the parking spot coordinates for their aircraft. Hopefully mission designers will consider adding this information to the briefing. Another strategy is to taxi to a specific spot at the airbase with known coordinates, park there for a moment and then update your aircraft position. This should result in slightly reduced accuracy than you'd get if you did a full alignment with the correct position, but I don't think it means a difference in the sim at the moment. The airport charts that come with the game have several positions marked on the map along with their coordinates, which you can use for this purpose.
  3. What seems to work for the red axis indicators is to clear the controls so you no longer have any conflicts, then exit DCS completely, then start it up again and go into the controls menu. You should then be able to configure it as normal. Seems like it won't remove the red markers indicating a conflict until you restart the game.
  4. INS isn't powered when the QRA switch is used, see here:
  5. If you click on an airport in the F10 map it'll show the ATC frequencies (amongst other things) in the lower left corner...
  6. "Caged" just means the missile seeker is in a fixed position (typically boresighted) and unable to move. "Uncaged" means the seeker is free to rotate to track a target. In the F-5E, you acquire the target when the missile is caged, by flying your aircraft to put your target in the seeker's boresighted position (the gunsight symbology assists with this). Once you hear the tone change indicating the missile has locked a target, you can either fire with the seeker still caged (it'll uncage automatically), or hold the uncage button to allow the seeker to roam about and track the target. The benefit of uncaging the seeker is that you don't have to keep the target directly in the (fairly small) position where the caged/boresighted seeker can see it. The most common use is to allow you to pull some lead on the target before firing, which reduces the amount of manoeuvring the missile has to do upon launch, allowing it to use that energy to increase the pK. Another use is to deliberately aim above the target when it's flying very low, so the missile's initial trajectory takes it up, and it comes back down to engage the target. This can help to avoid the missile flying an intercept course directly into the terrain. On the other hand, fiddling with the uncage button while manoeuvring your jet in combat increases the likelihood you'll make a mistake and miss an opportunity to fire, so often it's best just to fire when you first get the lock in the caged position. The above is basically a loose and possibly misremembered summary of this thread: Aim9P To cage or uncage
  7. No, I use the TM Warthog, the throttle off position activates (and holds down) a DirectX button (as far as the game/any software is concerned). I'm a little confused about this part, particularly the "push and hold the start button ... before hitting the start button". :) The whole thing with having to move the throttle into the off position before the game will recognise it's in the off position is just par for the course. You might be able to avoid that with the 'sync controls at startup' option or whatever it's called, but when I tried that it didn't seem to make things appreciably easier. Basically, DCS doesn't scan for button states at startup so doesn't know the button is down until it receives a button press event. So, I just plonk the throttles into the off position when I first get in the cockpit as part of my standard routine, same with resetting the zoom to normal level. Your lines seem to be functionally the same as the existing ones, so I'm not sure why/how you're avoiding having to let DCS know your throttles are already in the off position.
  8. ^ I think the bindings I use are called: Throttle (Left) - OFF/IDLE Throttle (Right) - OFF/IDLE There are also separate OFF and IDLE bindings, but the OFF/IDLE are obviously intended for switches (i.e. the 'button' is held down).
  9. If you keep having problems, I would suggest posting a track of you trying it, preferably from an air-start to keep the track as short as possible. You might also find it useful to just watch the weapon fall (F6) after you release it - it might then be obvious if it's overflying the target and never picking up the laser spot, for example.
  10. Haven't tried it, but sounds like you just need to add the labels file to the mission file. The .miz file is actually a normal ZIP file with specific files inside. So you can open it in any program that understands ZIP files, e.g. 7-zip, WinRAR, etc. Or, you can rename it to end with .zip and use Windows Explorer to access its contents, then rename it back to .miz when you're done. I guess just try copying the labels.lua into the root of the mission archive?
  11. Just had this a few times as well. Hadn't seen it before because I normally restart the game between sessions due to the external sounds bug. Saved the track but the issue does not occur when replayed. Got in the habit of opening the controls indicator (RCtlr+Enter) before hitting Fly so the controls were displayed right at the start, and can confirm that the game sees the stick centred even when this happens. So: doesn't appear to be controls related, and doesn't get saved in the track. This testing was with the -M version, no external stores, 20% fuel load, air start.
  12. Are you actually using DCS World? Previously, each aircraft was its own separate game, which you downloaded and installed separately, so if you wanted to fly an A-10 you'd run DCS A-10C, a Ka-50 you'd run DCS Black Shark 2, etc. Some time ago they merged them into a single game called DCS World, which comes with the Su-25T and TF-51D modules for free (as well as the Black Sea map), and other modules can be purchased and installed within the game (like DLC). You can download DCS World from here: http://www.digitalcombatsimulator.com/en/downloads/world/ There are currently three versions. 2.0 early access is for the Nevada Test and Training Range (NTTR) map. This must be purchased separately. Unless you've purchased that map, you don't want this. 1.5 is the release version, and probably what most people want to run. It includes the Black Sea map as well as the Su-25T and TF-51D as mentioned above. 1.5 early access is also known as the "open beta" and is the same as above, but tends to receive updates a bit sooner than the release version. Can potentially break more often, but quite a few people (including myself) only run this in lieu of the release version.
  13. You can also use the nosewheel steering button to open the comms menu, as this button functions as a secondary/alternative mic switch in the F-5 once you're off the ground.
  14. Most likely it's weapons quantities. There is a "M2000 Fuel tank" item in the list, but it's for the AI Mirage 2000-5. So if they added that it won't do players any good. The playable M-2000C uses "RPL 522 1300 liters fuel tank" for the centre tank, and "RPL 541 2000 liters fuel tank" for the wing tanks. There's actually two entries for the 541 listed in the warehouse inventory; seems to be different tanks for each wing but with the same name.
  15. nomdeplume

    NO PSIC?

    Maximum lock range should depend on the target as type well, since they each have their own RCS value which should affect the maximum detection range of that target, and therefore the maximum lock range.
  16. As in an option to have the auto-hover always bring your aircraft into a hover regardless of your current parameters?
  17. Yeah, there seems to be conflicting information in the manual and I'm not entirely sure how the system works. On page 202 of the PDF, you have this: The is carried out until the fuel is completely depleted is what I seem to experience most of the time with LEFT LOW auto-balance. The automatic shut-off seems to work reliably with RIGHT LOW. After that, setting it to LEFT LOW also causes it to automatically stop. So my impression is that LEFT LOW will not stop on its own, but RIGHT LOW will, and neither will start if the tanks are already within the balance range.
  18. The orbit speed (if you're using an orbit task) definitely sets their pre-contact speed, like it does for all other aircraft. Are you sure you're specifying this as ground speed? The tanker-specific behaviour doesn't appear to come into play until you've requested rejoin.
  19. Not that I've experienced. You might want to try disabling force feedback support in the options menu, I think I've seen some references to this messing up trim for various aircraft. As for up/down, they currently are described as 'Elevator Trimmer Switch - PUSH(DESCEND)' and 'Elevator Trimmer Switch - PULL(CLIMB)'. I don't recall any problems when I set them up. In any event, "up" and "down" are weird descriptors for trim. Normally pushing the button up = "nose down" trim, to match pushing the stick forward.
  20. Liveries are limited to specific countries (part of the config file that forms part of the livery), so you might need to change the country of the aircraft. France is probably a good place to start.
  21. Yes, only slave Magic seeker to radar target. There would be very few times when slaving the radar to the Magic seeker would be useful. If you have the target in front of you within Magic range, use the close-combat radar modes to quickly lock it.
  22. For AI JTAC just using the mission editor functionality, check out this thread: http://forums.eagle.ru/showthread.php?t=138196&page=2 You can also look around the mission builders corner for scripts that provide lasing. I use my own script but CTLD apparently also has some auto-lasing scripting built-in. (e.g. look at this post.)
  23. If you're using static weather, you need to set the cloud density to above 7 or 8 to get the option for thunderstorms. Posting a screenshot of your weather settings would allow people to help a lot more than just guessing what you might have done...
  24. Not that I can think of. You can only stop the SAM from shooting at anyone, or make particular units invisible to all AI. I think destroying the missiles in-flight would be doable. I read a mention of a "smoky SAMs" script people were using for training purposes, which I assume deletes or explodes the missile before impact so you can practice evasion. Can't find it, but I imagine it uses an event handler to detect when a surface-to-air missile is spawned into the world and then schedules a timer to remove it after an appropriate amount of time. Main problem is that it will still cause the battery to use up its missiles trying to shoot at the "jammed" targets which will also result in it not being able to engage anything that's not protected.
  25. Haha. I/we wish! Polychop actually planned to implement something like this for the Gazelle, but ended up cancelling the feature because they couldn't get it to perform well enough. It's a shame as it's information the engine should already have (since it has render the viewport, provide distance to terrain for laser rangefinding etc.) but it's just something we don't have any access to. Would be really helpful though for a lot of mission types.
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