

nomdeplume
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Everything posted by nomdeplume
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You shouldn't receive anything on your HUD from JTAC lasing, the M-2000C does not have a laser spot detector. Releasing an LGB is exactly the same as releasing a low-drag dumb bomb (only difference is the bomb can guide on a laser spot if it happens to see one on its way down). The cross marker on the HUD is your waypoint indicator; it's the "house" symbol until you get within (I think) 7 nm (somewhere around that distance) and then it becomes a cross. If you've entered the target coordinates from the JTAC that's where it'll be from, alternatively you may have a mission waypoint pre-set at the same location. If neither of those are true, then you may be delivering the weapon nowhere near the JTAC's intended target. Was 2,000 feet over target correct? That seems awfully low for an LGB delivery. You'd probably need to release in a dive for the bomb's seeker to be able to acquire the laser spot in time to guide.
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Very nice, almost enough to make me wish I had friends! Who was hosting the session and what sort of latency (ping) did the other player have?
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This seems like a fairly good thread for minor/edge case bug reports, so: F-5E's set as "start from ramp" with "uncontrolled" ticked will play their engine start sound effect at mission start, despite the fact they're not yet starting. They will also play it when actually sent the start command. (This has been present since the AI F-5E-3 was added.) It appears that if you take damage to your fuel tanks that causes all fuel to leak out of one set of tanks (easy to do :)) then land and request rearm/refuel, the refueling will never complete and the ground crew will not carry out further requests. Fuel goes in, fuel goes out... I'm also not sure it refuels properly after repairing either, but I need to properly test that to confirm.
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Campaign won't be free, it's being developed by another third party (Maple Flag). Don't know when it will arrive. I haven't tried any of the training or quickstart missions yet. A quick look shows 9 training missions, so it seems pretty comprehensive (four air-to-air, two air-to-ground, one cold start/takeoff, one landing). Quickstart folder has 6 missions: air to air; cold start; free flight; ground attacck; intercept; takeoff. So, probably a bit lacking in the standalone missions at present. If you don't like making missions yourself and the SP missions are important to you, it might be worth waiting to see what other people think of the campaign when it (eventually) arrives, and what sort of user-created missions are produced by the community. Also, Belsimtek might add additional canned missions further down the road. Anyway, you've asked this before and still nobody will be able to tell you what to buy. Since you like the MiG-21 then you might enjoy flying its natural competitor. The F-5E systems are very simple and it's a very "hands-on" type of aircraft, like the -21. I can only really suggest checking out videos of people playing both modules on YouTube and see if you find them appealing enough to want to buy either one now. If not, you could always wait it out until they eventually go on sale and pick one of them up cheaper.
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Well, DCS World itself is free. You need to buy the NTTR map to do anything useful with the 2.0 alpha, but the Black Sea map comes with 1.5 for free. Module serial numbers work for both versions, so if you don't want to wait for 2.0 to be updated then you can install 1.5 and us any modules you've purchased.
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They also need value_up = 0, otherwise the cockpit switch stays in the left/right position after you release your button. It doesn't really hurt anything but looks a bit weird.
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Best bet is to post a track, preferrably a short one. Also if you're using 2.0 (NTTR) the that hasn't been updated in yonks and there's likely more than a few radar-related bugs that have been fixed since then. The usual suspects are 'notching/beaming', i.e. the target flying perpendicular to your radar and therefore being filtered out by the 'doppler notch' the radar uses to discard ground returns; and potentially chaff breaking your lock. Main way to counter notching is to lower than your target so the radar is only looking up over the horizon, and therefore doesn't need to filter out ground returns. It's never been clear exactly how the M-2000C module determines when to enable/disable the doppler speed notch though, or even if it actually does.
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Not sure about 'standard', but there's an air-restart switch to the left of the throttle, which seems to work if you have enough airspeed. Otherwise just doing a normal engine start seems to work fine. There may be some limitations (altitude/air density, speed, temperature..?) but the very few times I've tried it I've had no issues.
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Coming up with coordinates for newly spawned group/unit
nomdeplume replied to 609_Relentov's topic in Mission Editor
x/y/z coordinates are in metres. Or meters, if you prefer. If I recall correctly, x is north/south (positive -> north) and z is east/west (positive -> east). y is altitude (positive -> higher). However there are some functions that take 2D coordinates, in which case x is north/south and y is east/west instead of being "up". The heading is in radians. You can use math.deg(radians) in lua to convert from radians to degrees, and math.rad(degrees) for the other way. Lua 5.1.5 Copyright (C) 1994-2012 Lua.org, PUC-Rio > print(math.deg(2.0943951)) 119.99999986288 >To offset units you use standard geometry, multiplying the distance you want to offset in each direction by the cosine or sine of the angle. Lua's math functions use radians. function translate(position, heading, distance) local hdgrad = math.rad(heading) -- assumes heading is in degrees local vec = { x = distance * math.cos(hdgrad), z = distance * math.sin(hdgrad), } return { x = position.x + vec.x , z = position.z + vec.z , y = position.y } endYou might want to experiment with this a bit to verify it's translating in the correction direction. e.g. translating {x=10,z=10} 10 metres at heading 0 or 360 results in {x=20,z=10} which is correct if x -> north. -
Is timer.scheduleFunction working in 1.5.4 stable?
nomdeplume replied to 609_Relentov's topic in Mission Editor
Nope, you're doing it right. You definitely don't need to call timer.scheduleFunction() every time within your scheduled function, the return value will re-schedule it automatically (or not, if you return nil). The OP's issue is they only had the one parameter: local function testFunction(time)but the timer function calls it with two: func(uservalue, time). The user value being passed to the function was nil, so their return value: return time + 5was becoming return nil + 5which won't work; so the function is never called again. -
The currently available (English) manual just says: GBU-12 Release WIP. But like Flagrum and QuiGon, I'd be surprised if the sight (it's not really a "HUD") had special symbology for GBUs. Maybe there'll be extended bombing tables allowing for higher release altitudes than what's currently available in the manual, albeit with lower accuracy making them only acceptable for guided bombs.
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Screenshot would be helpful, you should be able to get one just by hitting the PrintScreen button on your keyboard and looking in Saved Games/DCS/ScreenShots. Also, what screen resolution are you using and what video card? Might be relevant.
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That's (probably) what it's supposed to do. The heading bug is the course the AP will follow, so if you move it (with the trim hat) then the AP will turn the aircraft to the new heading.
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Edit: too slow :). Oh well. Part 2 of Rlaxoxo's video shows inputting coordinates. If you're super impatient, skip to 2:00. For startup you modify the position of "waypoint" 0, the aircraft's current position. Set the parameter knob to L/G so you get the coordinates displayed. Your PREP waypoint should be 00 - it'll start there but you can always get back to it if you've changed it by hitting PREP, 0, 0. To edit the left parameter (for L/G, it's the latitude value) press either 1 or 7 on the keypad. When you begin editing, the selected parameter will be blanked out (--:--.--) and both direction symbols will be displayed. So for the left side, it'll show both N (north) and S (south). The 2 and 8 keys have "N" and "S" on them which should be your clue that pressing 2 will allow to input a latitude north of the equator. So, press 2 and the "S" will disappear. Now you just enter the degrees north in decimal format. So for 41 degrees 36.60 minutes north, you just enter 4, 1, 3, 6, 6, 0. If you make a mistake, you can press the EFF key to start over. Once you've entered all digits correctly, press the INS key to commit it. Now you've entered the latitude, you can enter the longitude value in the right side of the display. By pressing either 3 or 9. For the right side, it'll show both E(ast) and W(est). You'll note again the W and the E on the 4 and 6 keys, so press 6 to enter a longitude east of the meridian. Note that the longitude field is longer, as it allows for 3 digit degrees (---:--.--). On the Black Sea map you'll be between 37 and 45 degrees east, so you need to enter a leading 0 to get the required number of digits. So if you're at 41 degrees 47.35 minutes east, you'll enter 0 4 1 4 7 3 5. Then press INS to confirm your input.
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All you can really do at the moment is make the tanker fly at its maximum possible speed, so it's unable to accelerate further. Try mashing 9999 into the speed field, might have to experiment with different altitudes too.
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Try creating a new mission and placing a 342M. Or, deleting and re-adding it to an existing mission. That worked for me with the open betas. Weapons panel in the centre, below the pedastal. Got to switch it on (which will give you your count of rockets and shells remaining) and below it there's two guarded switches next to each other, left is rockets, right is cannon. To actually fire them, master arm must be on and the sight must be lowered. When you see the reticule you're set.
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In addition to the Vivianne controls, I've also noticed that the throttle can still be controlled after commander and pilot are dead. For consistency with other modules, please consider setting it so that: if both pilot & commander are dead -> black screen as well as freezing controls if crew member player is currently controlling is dead -> kick player to the other seat (I think the Huey does this). Will need some reconsideration when multiseat arrives.
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Sorry, wasn't game to post it there in case it wasn't actually a bug. :) Edit: as penance for not posting it in the right place, I've recorded a track and also uploaded a video. Might be helpful to be able to just see it. Video is in the spoiler: While I was editing the video, I noticed one of the times when I switched from PIC to PID, the distance went from 170 to 400 for one frame only, then back to 160. Don't know if this is a clue, or just an anomaly. Only happened once, but the recording was only at 30 FPS so it's possible it happens more often but just didn't get captured. But if it's occasionally getting incorrect values for the distance, it might explain the bizarre behaviour. Sequence of stills of the distance anomally are attached. It's from just after 1m30s in the video. M2000C Closure Rate.trk
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Noticed this for a while, but thought I'd finally ask about. When tracking a target in PID/TWS mode, the closure rate is quite different (usually lower) than the rate when locked in PIC/STT, and also fluctuates a lot. Maybe that is correct behaviour, but the icons on the VTB move smoothly as if they're being interpolated, and it seems like a highly undesirable thing for the system to do. It seems reasonable that PIC would provide better information, but the way the closure rate in PID oscillates between values suggests it's calculating the rate based on a 'snapshot' of the target's position/velocity at the time it was last scanned, rather than an interpolation of its probable current position. Attached is two screenshots taken a second or two apart, of the same non-manuevering, constant-speed aircraft. First picture is PIC, second is PID. You can see the big difference in closure rates presented, but it doesn't tell the whole story as in PID mode the closure would start at about +55 knots and decrease to -50 knots or so, then jump back to +55. This behaviour seems to be consistent and easy to reproduce. It makes PID mode much less useful than it otherwise would be, both for engaging enemies and for using it to intercept friendlies (e.g. tankers) or just to stay 'tied' to your flight lead.
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There's two separate 'game options' in the Gameplay section; are neither of them staying off? Also, are you using any particular missions? The mission files themselves can enable game mode, so if you're only trying certain missions it could be that simple. You could try deleting your options.lua settings file so the game generates a new one - maybe it's gotten corrupted or something. You can find it under your user profile directory in Saved Games\DCS\Config. Also - what version of DCS are you using?
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Just in case you've actually been using a mod to do this ... this is built-in functionality now.
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Worked out where I'd seen it - the MiG-15 actually has this! Since we're pretty off-topic already I don't want to embed a video and can't work how to link to YouTube without it embedding, but if you search YouTube for "MiG-15 takeoff from Runway 2, KSAF, NM, USA" you'll see someone running through the startup checklist and taking off in a MiG-15. ADI is brown above horizon and blue below it.
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Well, both the primary and standby ADI are off/inoperative, so I'm not sure how much should be read into them. The stranger part to me is the lack of visible pitch markings on the primary ADI, but maybe they become visible when it's uncaged?
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AI Mirage 2000 engage multiple targets with S530
nomdeplume replied to gavagai's topic in Resolved Bugs
Hm, I did a quick test with one F-15C vs 4x MiG-29A and the F-15 never launched more than one missile at a time. For AIM-7 or AIM-120. Switched it to a M-2000C and it also only launched one S530 at a time. It did launch the second one immediately after the first impacted. What situations does the AI actually engage with multiple missiles? I see the track is on an AI wingman, so maybe that changes things? But when I watched the track both shots missed and you both died without scoring any kills. Possible bug: it seems if the AI M-2000C has its "A-A missile engagement range" option set to "Launch within no-escape zone" it will never launch S-530's. Setting it to half-way NEZ/max range allowed it to fire. Tried with a head-on against the MiG-29A's which were only armed with R-60, and they always fired first. Was a highly effective setting for the F-15C with AIM-7. -
The point is that any reasonable "repair" activity would necessitate moving the aircraft. Moving the aircraft will invalidate the INS alignment. The A-10 has a GPS that continually corrects the INS position, but the M-2000C does not.