

nomdeplume
Members-
Posts
2558 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Events
Everything posted by nomdeplume
-
RWR panel seems to be described fairly well on page 184 of the manual (186 of the PDF). Travel pods increase aircraft weight and drag. Not any real use in-game except for simulating deployment flights and similar (arrival at a new airbase). I think they're usually filled with the bits and pieces used for prepping aircraft for flight, e.g. all those flags they stick everywhere and remove before the flight. GBU-12s are perfectly functional though might take a bit of practice/experimentation to get high altitude deliveries right. They're not any more useful than a Mk-82 unless you have something lasing the target though (F-5 cannot self-designate), so unless you're into mission building you'll only use them if you're playing a mission designed for them. For online play an A-10C or player-controlled ground unit can do it, otherwise the mission needs to be specifically scripted to provide a JTAC or lasing support.
-
You can see range circles on the map. My usual technique when visualising is to place down only the launcher (often in a distance location) so you can clearly see its range circle, and then drag it to the area you're setting up the SAM. The radars also get range circles but obviously the actually engagement range of an SA-3 is much much shorter than the search radar's maximum range. Also - most of the DCS SAMs are capable of firing with only the tracking radar, if it's pointing in the right direction. That is, they'll track and engage targets that fly into the tracking radar's cone even without a search radar. The search radar will prevent the system from re-cueing the tracking radar. I'm not sure about the SA-3 specifically; but generally, the best way to render a SAM a non-threat is to destroy the tracking radar, which is required for missile guidance.
-
AI Task - Triggered Action / problem with waypoints
nomdeplume replied to rge75's topic in Mission Editor
Depends - if your AI WP 2 is a landing WP (at a FARP or airbase) then landing is forever. If you're using a "Perform Task - Landing" then it can take off from that. But only when the Landing task is finished. You can either use a duration - there's an "On land" thing where you can enter the amount of time it spends on land - or the usual stop conditions. Since it's a "Perform task" type of foreground task, it won't process the next waypoint commands until it has finished. So the switch waypoint won't be run until the task is ended. -
I experienced this with an AI Mi-8 as well. Only had the one missile though, spent the other three on two Su-25s. Not reading too much in to it, but definitely had good tone. OTOH, they've already updated the missiles quite a bit (all-aspect etc.) so I'm not sure there's much value in performing extensive testing of the ones we currently have.
-
How it works the polar coordinate system in the nadir ?
nomdeplume replied to edineygomes's topic in SA-342M Gazelle
My best guess: the commander is always keeping track of their current position on their (paper) maps as they fly around. When they spot an enemy unit or group, the pilot takes whatever defensive action is required, and then the commander works out (on the map) where the enemy they spotted is and pass it up the chain. So they'd use whatever coordinate system is annotated on their maps. Given they're an Army asset I guess it could reasonably be either? I don't know what French ground forces prefer to use. The NADIR gives the Gazelle's current position in L/L and the sight gives bearing and distance (in metres), but I don't think those are particularly easy to combine directly. They might be able to mess around with the polar coordinate system to input an offset, but that doesn't appear to be what that input mode is designed for, and regardless it's unlikely to be any easier than just looking at the map that the commander probably has open all the time. I think the sight is probably mainly used for either performing 'recon at a distance' of particular locations that are suspected to contain enemy forces, or to check out a town prior to ground forces entering it, or something like that. I don't know if they'd directly work with fixed-winged aircraft, but if they did I think the sight would be useful for providing direct observation from a safe distance, to provide visual talk-ons and/or BDA reports, and report on enemy reactions to air attacks, aim corrections, and that kind of thing. -
Pretty sure the leader of a ground/naval group is always the first active unit in the group. So if you kill unit #1, #2 will become leader, etc. So you can just get the list of all units and select the first one. <code>group:getUnits()[1]</code> or similar. For robustness, you'd want to make sure the group actually still has at least one unit before doing that.
-
Tried enabling the "User Curve" checkbox? (It could definitely be made easier, though!)
-
Just add it as a client as usual. It'll show the two positions in the slot list in multiplayer. Would be a bit silly if you had to specify whether a helo could be multi-crewed or not...
-
No, PID should not be any different to normal search. They'll see you as a 'spike' on their RWR but not get a lock warning. I'm not sure. Possibly. The first post of this thread does list NCTR as an upcoming feature still to be implemented, so I guess so. Don't know any details about it though or its limitations.
-
One thing to note is that paths are in 2D with x and y coordinates; which correspond to x and z 3D coordinates. For 3D coordinates, y is altitude.
-
There was and I think there still is a problem reported with radar in non-FC3 aircraft. Do you get the stutter at all times or only when your radar is on? I didn't have the problem at all, so I think it only impacted certain missions or something, but maybe it's related to that..?
-
There's a discussion here about similar behaviour: http://forums.eagle.ru/showthread.php?t=172310 And the S-530 has had issues with helicopters for a long time with the behaviour you described. Flares would've just been a coincidence.
-
Discussed in the bugs section, here: http://forums.eagle.ru/showthread.php?t=172289
-
Is this template still available anywhere. Couldnt find any Info about IT since the link seems to be down? Probably not... but it's a lot easier to do that now with the new trigger actions and conditions, anyway. The main relevant change is that flags are now not just true or false, but can also be set to integer values. e.g. you can do the above with the following triggers: MISSION START; (no condition); FLAG SET RANDOM VALUE (flag 1, min 1, max 4) MISSION START; FLAQ EQUALS (flag 1, value 1); GROUP ACTIVATE (...first scenario...) MISSION START; FLAG EQUALS (flag 1, value 2); GROUP ACTIVATE (...second scenario...) MISSION START; FLAG EQUALS (flag 1, value 3); GROUP ACTIVATE (...third scenario...) MISSION START; FLAG EQUALS (flag 1, value 4); GROUP ACTIVATE (...fourth scenario...) Note that for this to work, triggers 2-5 need to be after the 'set random value' trigger in the trigger list, so they are checked after the flag value is set. If you make them "ONCE" triggers then it won't matter where they are in the list, but they won't be run until just after the mission starts. Since this is quite trivial I won't attach a sample of that, but a slightly more general example which uses the same concept but with an additional flag which is used to start the random selection process. This allows you to have several of the options become active at various points during the mission, for example to have all four scenarios played out but in a random order each time the mission is flown. In the attached mission, a radio option (in the F10 menu) is used to allow the player to spawn one of four different groups (selected at random). The player can spawn a new group whenever they want to. You could of course use another trigger to activate this; radio triggers are just a very handy way for testing your trigger logic. The mission overview contains a brief explanation of how it works, but the triggers are pretty simple so shouldn't take much figuring out. I've placed a player-controlled Su-25T at Kobuleti (just to the north of the target area) since that's a default aircraft everyone has, and you need to be "in" something in order to use the F10 options; but feel free to replace it with another aircraft of your choice. 4-options-template.miz
-
I rarely do air-to-air so my procedure might be wrong or weird, but I just tested this out (current 1.5) and didn't have any issues. I didn't fire any missiles as I was just testing it on friendlies. I did use bombs before the rockets. So... Took off after two pairs of F-5Es, got them on radar, put the sight selector to missile mode, pressed the acquisition button to put the radar into the acquisition mode. Contacts disappeared from radar, consulted the manual, a-ha!, fiddled the elevation until it reappeared and locked on to the target. Opened guard cover for the guns switch, put it into the up position, activated left and right rail hardpoints, practised getting seeker tone and uncaging the seeker to maintain it while maneuvering. Eventually caught up to the locked friendly and got the in-range indicator, kept closing and got the minimum range indicator, felt satisfied. Don't know how to return to search mode properly, so put the radar to standby and back to oper; seems to do the trick. :D Switched sight selector to MAN mode and the pipper moved down (had already pre-set it at -100 mils). Friendly F-5Es that were supposed to attack the AAA near the target didn't because I'd set them to attack with rockets and they're afraid to, so they wandered off back to base. Oh well, I don't mind being shot at. Put the gun arm switch back to the neutral position, deselected rail launcher hardpoints, selected inner wing hardpoints (bombs), put the weapons selector to bomb ripple, made a bomb run on the target (missed badly). Deselected inner wing hardpoints and selected outer wing hardpoints (rockets), changed weapons selector to rockets, adjusted pipper to -15, made a rocket attack on the targets (barely missed). Returned to base with no damage to targets, skidded on to the grass after landing and flipped over. Everything went dark. All up, one of my better F-5E sorties. :thumbup:
-
I think that will make a lot of people quite happy. Thanks! On a related note, I've noticed that the cockpit seems to vibrate sometimes even from a cold start (i.e. immediately when you enter the system in, engine not running). Is this something that's known/fixed/being worked on, or do you require repros to nail it down?
-
Okay, I see - it's on page 90 of the current version (which is here). But a community created guide isn't "the manual" and can contain errors or confusing statements. (Mind you, the manual can contain errors too. :)) Anyway, where it says: Put diamond close to the target and press the “MAGIC SLAVE/AG DESIGNATE” button on your HOTAS. Target will be marked with a cross and will automatically be aligned to what is being lased by the JTAC. is worded in a misleading manner, making it sound like the JTAC lasing has something to do with the cross position on your HUD. To make it clearer, the cross appears on your HUD at the position you designate in the first step (using the diamond and pressing the AG DESIGNATE button). The JTAC laser is not involved in any way. The CCRP with Mk-82 description on page 81 is clearer - deploying the GBU-12 is exactly the same as this. The cross will only be aligned with the target the JTAC is lasing if you happen to designate the same target. You can convert MGRS to L/L, e.g. http://www.earthpoint.us/Convert.aspx Not super convenient and I think there used to be a mod to make the JTAC script provide Lat/Long coordinates instead of MGRS, but you could also use the F10 map to locate the position using the MGRS grid and then read the L/L coordinates. Won't be super accurate but with practice you can probably get good enough to put an LGB close enough to guide successfully. Depending on the mission design, you may also already have some idea of where the target is to be able to acquire it; the waypoint does not do anything special for you other than provide a cue to help you work out where to place the CCRP diamond to designate your target for the Mirage's system.
-
Which manual? I'm about as certain as I can be that the M-2000C manual says no such thing. I think the only aircraft this is implemented in is the A-10A (Pave Penny pod emulation). I think the A-10C is still the only high fidelity aircraft in the sim that can cue the pilot to a laser spot, by putting the LITENING targeting pod into LSS mode. To make sure it's clear: the Mirage 2000C is not capable of detecting laser spots, and therefore is not capable of indicating the position of such spots to the pilot. Releasing a GBU-xx in the Mirage is precisely the same as releasing a slick Mk-82.
-
Interesting, I noticed this on NTTR after the last 2.0 update. Perhaps it's dependent on weather settings or something like that? Haven't tried it on the most recent 1.5 as I'm mostly using the Tiger II and Gazelle at the moment given the recent Mirage issues. If I remember correctly, it was about 61% RPM for me - just over that and I'd find myself accelerating up to 60, maybe even 80 knots (didn't really let it go), and just a smidge below 61% RPM it'd pretty much stop on its own.
-
1.5 is more up to update than 2.0 and I'm pretty sure the binding was added to 1.5 before the update went to 2.0 as well. Are you using any mods/custom commands? That would be my first guess, if you're replacing the file you're not going to get the new bindings. If you're not, then you could try going into the game directory and deleting Mods\aircraft\M-2000C\Input, then run a repair of the game so it will re-download those files. Or if you'd prefer to just check, you could open Mods\aircraft\M-2000C\Input\M-2000C\joystick\default.lua in a text editor and search for "Designate" to see if the binding is actually present.
-
I get the motor sound if I watch the missile in F6 view or watch the target it's going to hit. There is a bug in the sound engine with many external sound effects only working the first mission you fly (so if you start another mission without exiting the game, the sound stops working). I don't think that applies to the engine sounds though. Are you using any mods?
-
Flare drop is in the SA342 Pilot Collective section as SA342 Start dispensing. Only trick is you have to remember to open the cover before the switch will work, I normally just click it on the ground before the mission but there's also bindings for it in the same category. (Not sure if the control names actually have the SA342 prefix or not.) No current way to reduce the cockpit shake, has been requested a number of times though.
-
Fantastic news, that was really doing my head in. And thanks @exil for figuring out what the cause was!
-
SP is just the start position, DP is the last waypoint. So, click the plane icon in the left side toolbar, click on the map to place the plane (= SP). A pane will appear in the right-hand side with the properties for the aircaft. You can select a different country, and select a task. If you set the task to CAP it'll add the default CAP task automatically, which will just have them engage everything they detect. Setting the task to CAP will also filter the list of aircraft to only those that can perform CAP (i.e. fighters). To add more waypoints, just make sure the "ADD" is selected in the waypoint properties section (it is selected by default), then click on the map to add additional waypoints. The last waypoint is the "Destination Point" just by virtue of being the last one. The new waypoint will have the same altitude and speed setting as the previous one, so it's a good idea to to place the aircraft, adjust its altitude and speed as desired, and then add the additional waypoints. If you want to restrict the area in which a CAP flight will engage targets (e.g. to have it patrol and border and only have it engage enemies that cross it), you can use the ADVANCED (WAYPOINT ACTIONS) button to get the task lists and delete the default CAP task and add a Search and engage in zone task instead, for example. You can find video tutorials for the mission editor on YouTube if you'd prefer to watch someone else add flights and configure the AI.
-
Maybe if you attached your mission we could find out what's going on. Here's a simple mission with client F-86 vs MiG-21 in one location, and client F-15 vs Su-27 in another. You can just pick the slot you want. Both AI aircraft just have the standard CAP task as well as an orbit waypoint. Black Sea map. dogfights.miz