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Everything posted by =52d= Skip
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Your Bombs collide, explode and in doing so frag (User Name checks out here ) your Plane. And there are people that wish for greater Splash Damage. Or Airburst Fuzes - can you believe it? You can avoid that if you consider to either up your spacing - 75Ft and more works well - or bring just 2 TER´s on the outer Pylon. Bug or Feature? That greatly depends on your point of view. Arming delay is not simulated by ED, thus the Fanbois will tell you that this is a missing feature at best. Move to "Wishlist" please. Then again - Bombs colliding does happen in RL as does premature Explosion; so it´s actually added realism You decide.
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Unlike last time I only made a single test so far with the same result - plane veers off the runway. So I´d consider this to be WIP at best.
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As others have pointed out already you can cycle your Profiles using the SEL Rocker switch on the UFC. Works as long as you are not in the Gun Master Mode. Schowcase:
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Terrain masking is working - Tree masking not so much. So flying low is indeed avoiding detection to some extend. As you can see there are plenty of SAMs around that mostly did not bother me. The Target, an SA-6 site defended by 4xSA-15 and 4xShilka, became only active at 2nm. Timestamps in the description, just in case
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<SOLVED> Helmet section in description.lua help please
=52d= Skip replied to arcuspilot's topic in AV-8B N/A
Maybe you can find some help here: I never did ths, so can´t help any more than this. Another thing you could try is get a livery that has a modified Helmet already and have a look at the description to see what you need to change/ do. -
A couple of days ago I came by this thread: and I couldn´t help but notice that some users did go to great lenghts to come up with very *creative* reasons why this issue has to be the OP´s fault. So I decided to look into it and here is what I came up with: The Test Setup: DCS Open Beta 2.5.6.61527 Standard DCS Day F-16 placed at Takeoff from Runway 25% Fuel No other Stores GW 23550 Test Procedure: - After entering the Cockpit NWS and the Control Indicator where activated and it was verified that connected controls where in neutral. - 20 Seconds into the Mission the Throttle was moved to MIL power and the Jet allowed to accelerate; no other control inputs where made. - Passing 90 Kts the Throttle was moved back to idle. - - (Usually the jet kept on accelerating just over 100 Kts.) - Speed was allowed to drop back to 100 Kts, then Wheelbrakes were activated by hitting the W key and held down for the remainder of the Test. Findings: - Full braking Power was achieved in less than 2 Seconds resulting in a complete lock of both Main Landing Gears. - With both Wheels locked the Plane did skid in a straight line for 3 to 5 Seconds before: - - 32 Times the left Wheel unlocked uncommanded resulting in a drift to the Right - - 33 Times the right Wheel unlocked uncommanded resulting in a drift to the Left - - 4 Times either the left or right Wheelbrake pressure Indicator dropped to Zero, resulting in the total loss of Braking Power and unlocking of both wheels - - 15 Times NWS disengaged uncommanded* - - In 65** Tests 2 times the plane did stop on the Runway Conclusion: Veering of the Plane in either direction is the direct result of the uncommanded unlocking of either the right or left Wheel. No other cause was found. Recommendation: Given the fact that working Wheelbrakes are one of the most basic, but highly important system and that having Rudder Pedals with Toebrakes is not at all a Minimum System requirement immediate revision of the current implementation is advised. Time to achieve full braking Power should be adjusted to 5-10 Seconds and it should be ensured that the wheels then either stay locked firmly or a working Anti Skid solution is implemented. Until that time the user should be advised to not use the W key for more than 2-3 Seconds at any given time and rather use a tapping method. * - Not directly related to the issue at hand it was found that the NWS disengages on it´s own at 130+ Kts (which I think is not correct). ** Of the 65 Test runs 20 where down by me, 20/ 15 by 2 of my Friends and 10 @lthronwise at 2 different Airfields. A big Thank You! for their effort. Brake_TST.trk Brake_TST.miz
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You would use them whenever flying high would put you in greater danger (SAM´s, Enemy Fighter) than flying low. The idea was that flying low would hide you from detection either visual or by Radar and thus catching your Target by surprise. This works to some xtend in DCS as well. The downside is that you need to have a pretty good idea of where your Target is and that you better not linger around the target too long.
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A Question for the Pro´s around: Is the Nose Wheel Steering supposed to disengage at a certain speed if I fail to do so? If yes, what speed would that be? Thanks in advance!
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Yes you can but you´ll have a hole at the right side where the Pave Penny Pod was.
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Maybe because Version 4 is out already? Have a look.
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When the T/0 TRIM button is depressed, the pitch and roll trim motors and the two elevator tab trim motors are driven to neutral. With the T/0 TRIM button depressed, the yaw trim knob in neutral setting, and the five trim motors at neutral setting, the TAKEOFF TRIM light comes on.
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DCS: F-16C Viper Screenshots and Videos (NO DISCUSSION)
=52d= Skip replied to wilbur81's topic in DCS: F-16C Viper
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Most excellent! It´s great to have them complete and and in one package that is easy to swap in and out. Thanks much!
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There is no doubt that the whole Refueling AI would benefit from a rework, but for now we have to make due with what we have... Here´s my 0.02$ - You and the Tanker are too slow* - Your Plane looks not trimmed - Your Airbrake is partially open - You are impatient - You are getting frustrated and even more impatient My suggestions: - Take your time - Trim your Plane - Before even trying to refuel fly in Formation with the Tanker, and not just for 2-3 Minutes - Once you can do that fly in Formation at the Pre-Contact Position - Next, make contact once & as soon as you disconnect call it quits for this day - come back tomorrow though doing the same - Keep on doing that and soon enough it´ll "click" and you´ll refuel Zero to Full in one go In the end it´s just a matter of training really. Keep on trying and eventually it´ll work. *Try attached Mission using a faster speed. Be advised tho that you need to tune in to the Tanker Frequency (see Briefing Text) CAU_Freeflight.miz
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I guess the very broad answer would be - "it depends" If you strike a fixed, well known Target it absolutely makes sense to have the IP and Target incorporated in your Flightplan. If you´re out on a CAS MIssion, not so much. For these I usually have 2 FP´s. One with all the normal NAV Points and one with just the CP and maybe 2-3 specific ones where I can hammer in quickly the Targets without cluttering the main FP. The Initial Points are a quick way to build/ add/ edit your Flightplan in the Cockpit. Airspace for the most is as regulated as are Roads and you may think of the IP´s as the Names of junctions in the Airways. See here how that looks like in RL: https://skyvector.com/ It´s way easier and less prone to errors typing in words than a multitude of numbers.
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Flipping over you say? Yep, that´s what they do Until Rudder Authority gets some love I keep Nosewheel Steering engaged longer than I normally would, and do engage it earlier than I normally would. At slower speeds I use Left/ Right Wheelbrakes for fine control.
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Radio transmit switches without communication menu
=52d= Skip replied to Biggus's topic in Wish List
I´ve added a Modifier (RCtrl) to the Transmit key; so when using SRS I transmit just using the Mic switch and when I want to talk to the Tanker (really the only time I need to talk to the AI) I use Ctrl + Mic switch. -
Yes, else you wouldn´t be able to track moving Targets. Yes again. What we have currently is basicly a 8nm "Laser Stick" and the LST is looking for the end of that stick. If it hasn´t reached the intended Target yet you see the jerky creeping motion (as in my first video) until the designator moves close enough to hit the target. If your Designator is inside 8nm then you´ll get the instant Snap-On XCNuse is referring to. We did some more testing over the weekend and it seems the magic number here is 15-16nm with both, a FAC (A) and a (human) JTAC lasing at ground level.
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What you`re seeing there (the jerky move to the left) is the 8nm Laser Beam Range Limit at work - which I assumed everyone knows about already. As I said, my Buddy started lasing shortly after the 10nm mark with me even further behind. How realistic the Range limit is is up for discussion, but as far as the original question "Is the Viper's TGP LSS function ... working?" goes the answer is "Yes, it works" (within the constraints of the game engine; which is the same for all modules).
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- Make a new Mission and place 1 A-10 as a Hotstart. - Choose Flight/ Prepare Mission from Top Row - Hop into your A-10 and make all the Changes you like (MFD, TGP, IFFCC, etc, etc) - Exit the Mission - Save it Exit DCS and find the Mission in your Mission Folder - Change ending from *.miz to *.zip - Unzip Mission and have a look - Find Folders CDU/ DSMS/ MFCD/ SADL/ IFFCC/ TAD/ TGP In these folders are *.lua files that contain your changes. You can copy these as they are to any Mission you have and you are done. You can also set up your Radios in there if you like. Sounds like alot, but the first part you only have to do once and keep it somewhere. Putting the folders into the Mission file can then be done in Minutes.
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Both worked forme just now. Make sure ILS is on and the HSI set to PLS/ TCN. Pix where taken on OB, Airstart and default Weather/ no Wind.
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Hello everyone, some advice about DCS module to begin
=52d= Skip replied to Berserk's topic in DCS 2.9
A-10. Ticks all your marks and will keep you busy for some time to come. -
TGP - Trees and Buildings Drawing Range
=52d= Skip replied to Caldera's topic in DCS: A-10C II Tank Killer
On the Caucasus Map the TGT Pod renders Trees, Buildings and Vehicles at 40nm just fine. On the Syria map you´ll see the Vehicles at 40nm, the first Trees "grow" at 35nm and the Buildings "grow" at 25nm. So, if it works on Caucasus I see no reason why it should´t work the same on other Maps. -
If you have a second monitor or a Tablet this might work? https://forums.eagle.ru/topic/259831-dcs-moving-map/