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Everything posted by Vox
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Hi, I'm interested in how IFF works in the hornet and have a few questions about it. Here are a couple: What exactly does the MODE 4 switch do? Is there any indication that we're being interrogated by IFF? What factors contribute to a track being classified as ambiguous rather than unknown in the HAFU system? Thanks for your help!
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Thank you very much for your reply
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Hello everyone, quick question about the ramp start procedure — need your expertise. From what I understand, the FCS BIT has to be performed with nosewheel steering off. As far as I know, the way to disengage NWS is by momentarily pulling the paddle switch (at least that's how NATOPS describes one of its functions)... am I correct? Now, in the NATOPS startup procedure, it mentions using the paddle switch together with pressing the FCS RESET button. So does that mean the only way to properly deactivate nosewheel steering is by pulling the paddle while pressing FCS RESET at the same time? If not, what’s the difference between just pulling the paddle alone, and doing it together with the FCS RESET button? Appreciate any help, thanks!
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You must be in AUTO sequential mode. In NATOPS: "... the MC calculates the groundspeed required to arrive at the target based on a direct path to the target and the entered TOT. With AUTO sequential engaged, the MC calculates the groundspeed required to arrive at target waypoint/OAP taking the sequential path to the target. "
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Thank you Flappie for your responsiveness
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Hi, actually, I think I spoke a bit too soon. While everything works fine in solo mode, it's a different story in multiplayer: once the load is attached, as soon as the helicopter lifts it, it disappears toward the drop-off point while still being connected to the helicopter.
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Aannnnd thank you again
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Weapons and sometimes aircraft flicker or derender.
Vox replied to Biggus's topic in Multiplayer Bugs
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Hello, I’ve been encountering a graphical issue for some time: in multiplayer, when I host a mission, the players experience the issue shown in the video. On my side, everything displays normally. This bug doesn’t only affect player-controlled aircraft but also AI-controlled aircraft.Does anyone have an idea of what might be causing this? Thanks
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hello it's broken again !?
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reported earlier Impossible to designate DT2 target in RAID mode.
Vox replied to Blackfyre's topic in Bugs and Problems
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reported earlier Impossible to designate DT2 target in RAID mode.
Vox replied to Blackfyre's topic in Bugs and Problems
Hello, am I missing something, or has the behavior of the TWS mode's EXPAND function changed? Declaring a DT2 in EXP now makes me feel like a kitten chasing a laser pointer.EXP.trk -
Also in NATOPS (same page) "Commanding full aft stick deflection with the ejection seat within 1.75 inches of the top limit can cause the lower ejection handle to snag on the air-to-air weapon select switch and result in inadvertent ejection. In particular, during stabilator braking after a full stop landing the control stick should be pulled back only the minimum required distance to command full stabilator authority. Inadvertent ejections have occurred after stabilator braking when the pilot has released full aft stick."
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In the NATOPS (III-7-27) "Using a flared minimum descent rate landing, the WOW switch may not actuate immediately. In this case, the throttles cannot be reduced to ground idle and may be inadvertently left in the flight idle position, thereby reducing the deceleration rate and extending the length of the landing rollout."
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Thank you glad you like it...and unfortunately, no. Pardon
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OK, thanks a lot
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Good morning, Requests to the Crew Chief (Pitot, Ari etc.) that are made via the dialog wheel can also be assigned to keyboard commands. Sometimes during requests made in this way (with the dialogue wheel closed) the crew chief does not give a vocal response (even though the action is actually carried out). Is this a bug or am I missing something ?
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Massun92´s Asset Pack - Official (update march 2024)
Vox replied to Massun92's topic in Static/AI Mods for DCS World
For my part, the objects present before the update are clearly absent and the Mod does not appear in the module manager even though it is present in the saved game (the human Mod is visible). The version of the Mod which was used for the mission in question is 2.1- 523 replies
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