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nomdeplume

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Everything posted by nomdeplume

  1. I just did a quick test and confirmed it with 4x HOT and the IR filter. Then I did another test with only the IR filter and still experience it. I think it might not be quite as bad, but might just be my imagination. I think the best way to experience it is to trim with nose down from a hover, which is fine, but as your speed picks up and raise your collective it'll bring the nose up. Pushing it down and re-trimming won't fix it either, it just refuses to maintain a pitch below a certain amount. Possibly drag from the IR filter brings the nose back up and the trim doesn't compensate?
  2. Oh... it's because helicopters don't follow their waypoints when they have embarked troops and instead go straight to the disembark location. Possibly if your helicopter was flying high at the 'embark' location it would fly high on the way to the destination... yep just tried it, and that's exactly how it works. Your alternative is to fake the embarkation by just despawning the group, and then spawn a new group at the destination. Then the helicopter will follow its waypoints and you can have it do whatever you want.
  3. Allows the AI to magically "see" the unit even if it actually hasn't yet. Sets the priority of the task, where lower numbers means a higher priority. If you set it to e.g. priority 2, and had other tasks with a priority of 0 or 1, they could "pre-empt" this task and be run instead, assuming the conditions they need are met. Sounds like the laser marking requires the distance to be less than 10 km, and/or it thinks the unit doesn't have line of sight. Though from your description of the setup it should be plenty close enough. Could be a bug. Have you tried with different unit types?
  4. Should be possible. Only time I reduce the fuel flow is when I'm shutting down after landing and what that feeling of completeness, but whenever I do that it always smoothly reduces the flow rate. Just tried it now and it worked fine. Connected ground power before reducing fuel flow to maintain NADIR and gyros etc., no problems. Possibly you had a bit of a glitch with your fuel flow axis?
  5. Yes, I experience this too, and like you I've been trying to work out how to reliably reproduce it. I have a feeling there's something in the mission itself, but when I looked at the mission lua I couldn't see anything that seemed like it could even remotely be related. I haven't tried the campaign for a while because the magnetic trim is never working properly for me in it. I had a test mission in 1.5 before the -L version was added and the magnetic trim was fixed for non-FFB users, and when I added the -L it worked fine but the -M already in it wasn't working. Deleted and re-added the -M and it worked fine for both. For last week's update to 2.0 I made a new test mission there with an -M and -L version and found the magnetic trim was working with the -M but not the -L. So I'm still thoroughly perplexed. I use the same startup procedure, and have even tried deliberately doing strange variations of the procedure, but can't seem to reliably break it during startup. So, I'm still leaning toward it being something to do with the mission itself. Absolutely hate trying to fly without the magnetic trim! :mad:
  6. If you want to show people something using a track, it's helpful to tell them what and where to look for. I watched this 27 minute track and didn't see any helicopters embarking infantry. Is it the right one? (MiG-21 bombing training.) Anyway, the default "reaction to threat" behaviour will cause aircraft to go low if there are any enemy units nearby. Could that be a factor? You can try adding an advanced waypoint action Set option -> Reaction to threat -> Evade fire to have them only react if they're actually fired at.
  7. Tested with 2.0 and the bug is still there. So, exit and restart between every mission is now a way of life.
  8. Bumping and confirming. Open beta 1.5.4.55584. Damage to right fuel tank resulted in leak. Managed to enable crossfeed and disable the right boost pump in time to prevent flame-out of that engine. Returned to base, landed, parked, repaired. After repair, connected ground power and requested refuel to 100% and re-arm. Left fuel system quantity needle climbed up to just under 1900 lbs as normal. Right fuel system quantity needle stayed at 0 during this time. Once the left fuel system was full, the right fuel system needle started to slowly climb (much slower than for the left system), getting just below 1500 lbs before stopping. "Refueling complete" message never comes and rearming never commences. So: looks like leaks are not repaired and the fuel will flow out of the tank as fast as it's pumped in.
  9. Yes, ground vehicles all have limited ammunition. Once they're out, they cannot fire any more. They will automatically re-arm if there are transport trucks nearby, but it takes quite a while. You don't have to do anything special to make that happen, but there's also no way of seeing it "in action". If their 'fire at point' task is still active once they're reloaded, they'll start firing again.
  10. I haven't seen any randomness to it, although for a long time it felt random and I thought I was going crazy. I spend most of my time in the mission editor, so I'd be playing/testing a mission and the sound would be fine, and then later I'd notice the lack of external sounds and think I should try to look into it more next time. Then next time the sounds are fine. So I was always confused about what caused it and for a while thinking I was imagining it. But, it's actually just because I had restarted the sim. First mission works fine, but if you fly a new one the external sounds are broken. I suspect something in the sound engine that deals with propagating sounds (so distance sounds are heard after they are generated) is not being properly reset between missions. That's just a WAG though. So now I completely exit and restart DCS every time I finish flying, and the external sound always works. I've been doing this with 2.0 as well, though I need to test if it's actually necessary. If it doesn't occur in 2.0 then we just have to wait for the Great Merge to occur. Fingers crossed.
  11. There is no way to make AI aircraft perform a touch and go, or take off again after landing. The closest you'd be able to get is having AI take off and land, and re-spawn new ones. There are scripts around on the forums to help you if that's a workaround you're willing to accept.
  12. Mentioned here: http://forums.eagle.ru/showthread.php?t=170978 Should be in the bug report subforum now that it exists.
  13. Probably just a technical difference in terminology. It just allows the jammer to emit more often (to the detriment of the radar), but does not increase its power. But, I don't think there's any reasonable possibility to simulate this in DCS at present. At least, not in terms of making the jammer "more effective". So if this was implemented, it would really be a "make my radar perform worse for no benefit" switch at best.
  14. Flight Lieutenant Todd ‘Woody' Woodford, an RAAF officer assigned to VAQ-135, launches an AGM-88 HARM from an EA-18G Growler during a live fire exercise off the coast of Pt. Mugu, CA. (From the Tailhook Association Facebook page).
  15. nomdeplume

    Gun Ammo

    HEI should be more effective for air-to-air, as punching a nice little hole through an aircraft (AP rounds) is less likely to do crippling damage. HEI is also best against thin-skinned ground targets like trucks. AP is most useful against tanks and other heavily armored ground units. CM is mostly AP with some HEI (4:1), and is reasonably effective against everything. As a general rule for A-A missions I think HEI-only would make sense as even a few hits with high explosive should do significant damage to fragile things like aircraft. For A-G missions where you might be facing BMPs or tanks (and you want to shoot them with your guns rather than just drop some bombs and disappear) then combat mix would be the way to go.
  16. Mostly it's just practice, practice, practice. I'd say just take it up at an airport and practice hurtling down over the runway and coming to a stop as quickly as you can, while minimising your altitude gain/loss. As you practice it the pedal inputs to maintain heading will become somewhat second-nature. It will vary a little bit based on altitude and temperature but once you've got the general feel of it those differences should be pretty minor and easily corrected. As for technique, what I normally do is dump the collective to zero as I approach the stopping position, and pull back on the cyclic to pitch up in order to maintain altitude. It's generally easier to use an out-of-cockpit visual reference for this if you're at low altitude, as the vertical speed indicator will lag a little bit. If you find yourself descending while you're still reasonably fast (80+ km/h) you can just pull back more to decelerate faster and maintain altitude. If you find yourself climbing you'll need to pitch forward a bit. Practice doing it a whole bunch and you'll develop a feel for how fast you can come to a stop without popping up. As your speed drops through 80-60 km/h, you'll need to start applying right rudder to maintain heading. This is just normal transition and you can practice until you get a feel for when and how much rudder you need to apply. Also as your speed drops below around that 60-80 km/h range you'll find yourself needing to pull in collective to maintain altitude. I'd suggest start practising at a hundred metres or so above ground level so you have plenty of time to recover. As you get more confident start doing it lower and lower, until you're racing along at 10 metres above the ground, then coming to a rapid stop. Another technique is to roll into a steep left or right bank and pull back on the cyclic - basically placing the aircraft perpendicular to your velocity vector, and rolling against it (picture it the same as pulling back to pitch the nose up in forward flight, only your tilting the helo left or right instead of 'up'). This feels like it sheds speed a bit faster (wind resistance against the fuselage?) and can be useful when you need to dash into cover and then turn to face the target. Also in some cases, you will actually want to gain a little bit of altitude - imagine if you're doing a ground-hugging dash to get behind a large hill or ridge line, you can then pull back back more than you normally would in order to stop faster and also gain altitude to put you just below the peak as you come into a hover. Again, mostly it just comes down to muscle memory or intuitive feeling - so, practice and lots of it. The nice thing is that Gazelle is quick to start up and really fun to fly about at low altitude, and if you spend an hour just zipping around the cities and skidding to a stop behind buildings you'll find yourself developing a really good feel for how it handles, and those rudder corrections will start to become automatic.
  17. Radar vertical deflection adjustment is done as well, so is pulse frequency selection. All third party developments use the "External Flight Model" (EFM) which doesn't really tell you anything - just that's external to the DCS code. It does not give any indication as to how accurate it is. They have obviously put a lot of work into the flight model, but there is a lot of tweaking still happening and sometimes changes to improve accuracy in one regime causes problems in other regimes. My overall 'gut' impression is that there's perhaps more guessing as to what the behaviour ought to be than in some other modules, just due to the nature of the aircraft and difficulty in getting good documentation and people with lots of flight experience in it. Certainly the intention is to deliver the most accurate and highest quality flight model possible, given the limitations inherit in trying to simulate an actual aircraft on a home PC.
  18. For single-player you can try the "Prepare mission" function in the editor. This will take you into the mission, and any changes you make to the aircraft state are saved with the mission. But big caveat of course: it needs to be implemented in the module, and I don't know what states the F-5E module saves and restores. So even if it does work, it may only partially work.
  19. ^ that sounds good, some kind of indication that it tried to lock but was unable to would be quite useful. Have you had a chance to look into the accuracy of target information when it's being tracked in PID mode? I haven't done any specific testing in the latest open alpha we have, but I'm fairly sure I noticed on the weekend when I was pursuing a damaged Su-25 that the closing speed reported in PID was very different to that reported in PIC.
  20. Yep, concur. Looks like it wasn't properly fixed. You can use 3 magic though! ;) 1st Magic (left outer wing) - fires no problem. HUD still indicates G and D for Magic (as expected). Cannot fire second magic (right wing) normally - perhaps it's still trying to launch the 1st Magic? Enable selective jettison, fire - 2nd Magic (right outer wing) will launch. Disable selective jettison. Remaining Magics (inner wings) work fine. Strange that the selective jettison picks up the next Magic properly, but the normal fire button does not.
  21. If you're using 1.5 then that's a known issue. You'll have to wait until next week (probably) for an update. Or, roll back to the previous version. If you have the NTTR map, then the open alpha version should be fixed. I think it was related to the Eclair countermeasures pod, so you could also try removing that from your loadout if you're using it and see if that helps. Don't know whether its presence actually makes a difference or not for this bug, though.
  22. Are you using Game Mode by any chance? I think I've read mention of this issue elsewhere here. Edit: discussed here.
  23. I think probably just not fully implemented yet. Do they actually do anything useful in-game? The changelogs don't mention anything about it so they might not have even been "intentionally" made available in our public builds. Only official mention I've seen of them is in relation to the WW2 theatre.
  24. Pic 2 looks like the bomb is still largely horizontal while over the green marker where presumably the laser spot is? If that's the case then I definitely wouldn't expect the seeker to be able to pick up the laser reflection. Keep in mind the M-2000C can release bombs at a much higher speed than the A-10 can, so they'll be travelling longer distances with a relatively flat trajectory. If the impact point was meant to be at the green smoke then the release trajectory is definitely a problem. It might be worthwhile practising with Mk-82 LD iron bombs to see how accurate you can get your bombing. Once you can reliably get the bomb within the vicinity of the target, then you can switch to using LGBs to benefit from the terminal guidance. The pipper in pic 1 looks to me uncomfortably far past the green smoke, but perhaps that's where the target actually is? I can't really see any targets in any of the pics, I assume they're lost in the terrain noise. What exactly is the JTAC lasing? Have you tested this mission setup with the A-10, since you're already comfortable with LGB employment on that platform?
  25. Are you pressing the NWS button before or after you apply the pedals? I've had no problems using it as suggested by others - press and hold NWS button, use pedals to steer (gently), straighten up, release NWS button. The plane's supposed to have a very tight turning circle at max deflection and as far as I can tell it only reaches the limits at 100% pedal, so anything done to reduce the response would either reduce the maximum deflection or give you weird non-linear responses.
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