

USAF-Falcon87
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Everything posted by USAF-Falcon87
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You have plenty of volume control. You’ve got your “earsplittingly loud” AND “I’m gonna be deaf after this”, not to mention “I’m gonna die because my RWR is off.” Options galore! ;)
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No way--you're obviously not the only person to have this happen (it happened to ME!), so maybe it'll help somebody else. :) Glad it worked for ya!
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Also, another thing that is important is that you have to have a valid steerpolnt selected to use CCRP. No steerpoints, no TGP. Not even in snowplow (TMS Dn) mode.
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Flying buddy of mine ran into this same problem the other day. The red triangles are datalink related, not really TWS-related. Hollow triangles are uncorrelated targets (usually ones that AWACS or another aircraft sees that you can't). Once your radar (in TWS) gets either a track or system file, the triangle will fill in. (As far as I know there is no way to differentiate between track and system files, but I may be wrong on that). Once I get the filled triangle, TMS right will turn the track files to system files (if they haven't already), and right again will bug the closest one (or TMS Up over a particular target to bug that specific one) and it will have a red circle instead of the white one. Cycling between targets is the same as before, though the fact that some of the filled triangles might only be track files instead of system files can make it a bit tricky. Personally, if I can't cycle between all of the targets, I will reject them and restart the process until I can bug all targets. I start early so that I'm not futzing with the radar once the fight is on. If the targets aren't maneuvering, I consistently get hits with the Slammer at 40 nm launch distance (usually from the high 30k altitudes with a closure rate of 1200+) Yes, the radar will lose lock sometimes. There's a limit to the amount of processing the computer can do in a given number of sweeps. Just have to re-lock a target occasionally. Hope this helps.
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Out of curiosity, did you have altitude hold on at any time before this? Sometimes it doesn't click off and you end up fighting it until you realize it's still on. Just a thought.
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[NOT A BUG] Possible bug with Target Pod!
USAF-Falcon87 replied to Shadoware's topic in DCS: F-16C Viper
Don't worry-this is an easy fix. The plane won't let you have the same mode available on both MFDs. Sounds like you are putting TGP onto your left MFD before going AG. Go AG first, then put TGP on the left MFD. After that, it will continue to stay as one of your options on the left MFD whenever you go to AG mode. Hope this helps! -
Here are my "symptoms": - In HMCS, TMS Up brings up the "ellipse" on first press, but does not auto-lock a target. You have to press TMS Up to lock it. TMS Down unlocks the target. (That seems to be correct based upon the Chuck's guide at least--user guide doesn't mention unlocking from HMCS Bore.) Once i lock it, it stays locked, no need to hold the ENABLE. - In HMCS with AIM-9X, the ENABLE switch causes the seeker to follow HMCS aimpoint and detect target. - Not using HMCS, TMS Down (Vertical scan) works like a champ. Locks quickly and accurately. - Not using HMCS, TMS Up (boresight) is VERY intermittent. About 90% of the time it won't lock, even when I have the target visually in the cross and within 5 nm, not maneuvering, etc. SOMETIMES (and I have yet to figure out what the difference is) it locks up just like it is supposed to. UPDATE: Here's a twist I just found. The above was done using the HOTAS switches--DGFT then TMS Up and BORE wouldn't work. BUT, if I choose BORE from OSB 2 on the FCR MFD, boresight mode works fine. (This is SO weird.) - Not using HMCS, TMS Right (HUD Mode) locks consistently. - TMS Down (with radar lock) is supposed to reject the target and enter ACM HUD mode in a non-radiating state. But what ACTUALLY happens is that it rejects the target and goes into a vertical scan mode that doesn't lock the target for significantly longer than VS usually takes. After several seconds it seems to start radiating and locks the target normally. - Finally, while it USED to say "NO RAD" when you went to dogfight mode, it now puts the radar active in HUD mode (same as TMS right) with no further action required. No idea how the real bird works, but that's how ours works as of right now. (User guide still says that it is supposed to enter ACM mode in a non-radiating state) Not sure how things are SUPPOSED to work, but that's how they work for me.
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Hi all, Been trying to learn the Tomcat, and I have run into a problem I just can’t seem do figure out. Doing a (homemade) mission with three possible aircraft: one airborne and armed, one hot start on the ramp armed, and one cold start on the ramp armed. All is fine from the airborne and hot start birds, but when I launch from the cold start, I CANNOT get Jester to lock any targets on radar in any mode. After completing the preflight, getting a “ready to taxi” indication from Jester and getting airborne, I have him go active on radar and set mode to TWS. If I swap to the RIO seat, the radar switch and the TWS switch are illuminated, but Jester never sees a target. If I flip the ACM switch I can go to VSL and get a lock, but that’s the only way I’ve found. Obviously I’m missing a step in the preflight, but I have no clue what it is. I don’t know if this is related, but I also can’t flip the TACAN CMD switch to NFO on the cold start missions—it goes from PILOT to blank. (Could be completely different issue, I dunno) Appreciate any suggestions—thanks! Ric
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Can't help with MOST of that, but the latest manual is apparently December 2019 (in the <DCS>/mods/aircraft/FA-18C/Docs directory).
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A couple of pictures as examples https://imgur.com/a/jldguCQ
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You can’t fool me. I see you regarding it. Cut it out. ;)
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It was just a stupid mistake on my part. Couldn’t get the SCUD to fire, only to find out I had mistakenly started the stable instead of the beta.
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Given the F-16 issues in this beta, I decided to roll back to Stable for a while. I have the exact same monitor configuration with the same exports (copies the files from my beta config), but the exported displays are larger in the Stable than in the beta. I had them sized so that they fit into my Cougar MFD frames, but now they spill over outside the frame. Not sure if this is a bug or a “feature.” ;) Any suggestions? Beta version: Stable version:
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Flew a mission against a Hawk battery the other night. They sure as heck fired at US!!! :) I think yours were just being sneaky!
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Holy frijole--407 pages! This thing is a beast--no wonder it took you so long! Thanks for the hard work, as always. Can't wait to dig into it.
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Proposal for a new user interface
USAF-Falcon87 replied to USAF-Falcon87's topic in DCS Core Wish List
Maybe. But at least in the nineties it was obvious where to go to start the game. -
Sent the message below to Wags, Norm (NineLine), and Scott (BigNewy). Curious what both new users and long-time players think of the idea. ================================ I would like to propose a new user interface for the main screen in DCS. One thing I found difficult to understand when I first started was, “where do I start?” It’s not currently obvious for new players. In response to this, I propose that the game’s main window be presented as if you are in a squadron building. The doors would have the following labels: ADMIN The ADMIN office would have a note on the “door” saying “New pilots check in here.” This office would encompass the current logbook function to allow pilots to check their logbook, create pilot profiles, and check their progress in game. There would also be an INDOC area within admin that either showed an introductory “how to” video, or better yet, a virtual tour of the interface (How do you learn the planes? How do you get going in a mission? How do you find things in game?). Once the pilot completes the indoc, he can press on to the rest of the game. When creating a pilot in the ADMIN area, the player chooses a squadron for that pilot. The choice of squadron could affect the look of the squadron “building” (the interface). For instance, choosing a Navy or Marine squadron would make the interface look like it was on a carrier. Choosing an Expeditionary squadron could bring up a desert motif. To get even more detailed, squadron-specific patches and “memorabilia” could decorate the virtual building, giving the player a way to feel like the game is his/her own. If possible, even allow online virtual squadrons to create their own patches, signs and so on and decorate their own squadron how they wish! TRAINING Every squadron has a training flight/section. DCS should be no different. This office should give access to training missions (along with a training “syllabus” so the pilot knows how to progress) and possibly training videos to understand how the game works and how to become a better pilot. Military training usually consists of a “basic course” on how to FLY the aircraft, then a more advanced course on how to use the aircraft in combat, then finally how to work as a team to be more effective warfighters. Having a flow like this in the game would help make better players AND give a logical progression for a player to follow. On a side note, there should be some motivation for the player to complete the training course. Some sort of in-game recognition, however minimal, would encourage players to complete all of the training missions. Perhaps in the pilot’s records there would be certificates of completion for various training courses? OPERATIONS Entering OPERATIONS would give you a choice of single- or multi-player. Choosing single-player would give access to what is currently available under “MISSIONS” in DCS. Choosing multi-player would take the player into the multiplayer lobby. There should also be a DEBRIEF area which allows a player to look at tracks from previous missions. A multiplayer debrief area allowing virtual squadrons to debrief (possibly with a link to TACVIEW, if players owned it) would be an excellent addition. INTEL Like in real life, the INTEL section provides an opportunity for pilots to study. The current ENCYCLOPEDIA would be available here. Also, links to the game manual as well as the manuals to all installed modules would be available here. MISSION PLANNING The MISSION PLANNING cell would be where you would find the mission editor. MAINTENANCE Game OPTIONS would be adjusted in the MAINTENANCE area. HANGAR In its current configuration, module management is split between the module manager at the top and the list of tiles at the bottom. Instead, the HANGAR would be where the player could look at (and “walk” around) their purchased aircraft as if in an actual hangar. Players could set and upload liveries, create custom loadouts (eliminating the need to learn mission planner to do so), and “window” shop for those modules they DON’T own (Since the 3D models are already in the game, why not give the player a chance to look at them up close and personal?) and provide a link to buy them. I think this interface would make the game easier to understand and more visually appealing, especially for the new player.
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Super Carrier COMS Logic (Case 1 Landings)
USAF-Falcon87 replied to Adam's topic in DCS: Supercarrier
TACAN might work, but it looks like every ship in the group uses the same freq unless the mission builder assigns otherwise. -
If you spawn on the catapult, you are already hooked up. You just need to use the “Salute” command and away you go. For those that land and taxi to take back off, choose “Request Launch” from the Ground Crew (not ATC) menu and the little guys spring to life. Pull up to a JBD and they’ll get you going.
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Ahhhh.... OK. Never got far enough to realize that it was in STBY/SIL, or that that would matter. (The fact that the keyboard moved it REALLY confused me!) Never had a plane where that mattered before. Thanks for the explanation! Ric
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I have only tried SP in the JF-17 so far. I saw that other thread (which is what made me think to try the pod to see if that worked), but there was no resolution there either. Here is the track and this is the sequence of events: Takeoff, gear and flaps up. Turn Master Arm on (don't know if that matters) Select lower center screen (radar) Try to move cursor with thumbstick (doesn't work) Switch to pod on right screen (eventually--still don't know this plane too well) Move thumbstick Cursor moves, as shown by green indexes on left and bottom of screen Switch back to center screen Move thumbstick, cursor doesn't move Use keyboard commands, cursor moves I have also attached Part 2 of the track. In the same mission I have a JF-17 that is already airborne. As you can see, the TDC moves with no problem with the thumbstick. Hope this helps! Thanks, Ric JF-17 TDC.trk JF-17 TDC Part 2.trk
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I have the exact same problem. If I start from on the ground (whether hot or cold start), the TDC axis command does not work (but keyboard commands DO work). If I start airborne in a mission, it works fine. UPDATE: TDC axis works for pod after takeoff (hot or cold), but not for FCR. Yes, I am selecting the proper screen. Joystick is an X56. Any ideas what causes this and how to fix? Thanks!