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NeedzWD40

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Everything posted by NeedzWD40

  1. Flight member commands are WIP at present time, so the best you can hope for is they maybe, might, potentially attack some targets. At a minimum, they'll soak up a few missiles here and there, maybe expose your position. Datalink functionality is restricted to just getting their present position.
  2. AI SEAD tasking can also be weird if they're not getting any active radars when they expect them to. They won't shoot weapons like Shrike or HARM unless they have the narrow parameters they expect (ie being tracked by the radar) when ready to go. To get around this, I like to equip them with a non-ARM type weapon like Maverick, which they'll use regardless of SAM emissions.
  3. It's a wind compensation issue. There should be some effects from wind (we can't compensate for all variables, naturally), but not to the extent in game. The real aircraft does incorporate wind correction, which has been acknowledged since October 2024. You can test this by setting up an empty mission with 0 wind and see that the rounds are spot on every time, while setting wind and turbulence results in rounds not even hitting anywhere in your FOV.
  4. If you're not in multiplayer, dynamic spawns are unavailable.
  5. By default, CPG has to request it by hitting the C key (Take Controls Multicrew).
  6. Unfortunately, it will not. It probably should, but for the AH-64 it (presently) doesn't. The only way to get proper INU functionality is to set the mission date sometime after 1995; otherwise, it behaves as if it is constantly drifting at an incredible rate, giving stuttery indications on the HMD, FLT page, lots of drift on the TSD, etc.
  7. Virpil WarBRD with Constellation Alpha grip, spring centered. Central trim mode.
  8. Yes. Mast bumping is a phenomenon specific to a different class of rotor systems, typically those of a semi-rigid nature. While the maneuvers are not consequence-free, they are definitely possible to perform. Numerous videos are out there demonstrating this.
  9. The Max Q torque indications are the absolute theoretical maximums you could pull on the drive components, potentially imparting damage to the aircraft. Go into them if you absolutely must, but do so with extreme caution and limit how long you stay in those ranges. I don't believe this is currently simulated on the damage model. Your maximum torque should be treated as 100% in all but emergency conditions. Exceeding that value doesn't mean everything falls apart, but limit how long you do so, as excessive time above that value can damage the aircraft. If you need a quick second at 105%, make sure that's a need along the lines of "If I don't clear this tree, we're dead" and not "I need extra power to get 100% fuel, 1200 rounds of 30mm, and 16 missiles off the ground!"
  10. The only way around it is via the cursor, which can be used point n' click style to select a direct route.
  11. Unfortunately, the slot has to be set for it in special options in the mission. The default is the authorization request, but it can be set to hand off as soon as a player requests it.
  12. NVS mode set to NORM will preclude usage of TADS as a sight in the front seat.
  13. That's odd considering that a couple updates ago, the AGM-114L followed the standard loft in LOBL vs the extreme offset path of LOAL DBS. I had thought this was related to target speed at first as there is a threshold, but when I tested with the FCR as a sight, all of my missile launches followed a DBS trajectory. My final shot was <2.5km where it went straight to terminal track, which is correct. Unfortunately, I have no public sources at hand to share right now and all the footage I've found would be considered insufficient (and likely the wrong subvariant). I'll update this later if I do find proper documentation.
  14. Can confirm, moving targets trigger LOAL DBS trajectory when they shouldn't. AH-64D AGM-114L LOBL Trajectory Failure.trk
  15. Under the WPN>UTIL menu, select the options for MSL and RKT as they're likely open circles instead of filled gumballs. Sometimes a repair will turn weapons off, even though they're still present.
  16. UH-1s may not be able to carry 105s, but you could do things like mortars. Here's a recoilless rifle being slung load as an example; you could fake something similar with a TOW HMMWV. Or instead you have multiple crates that have to be together to assemble a 105mm gun crew. Ultimately, your scenario goals will drive what's "possible." Like your crate of ammunition might suddenly cause a light vehicle platoon to spawn, but you can handwave that away as the group couldn't do anything until provided with ammo.
  17. Yes, but only in the last few years. The AGM-114L7 and L8 variants have a proximity fuze and a fragmentation sleeve. These unfortunately are too recent for our module, though as has already been discussed, we will not get any other versions beyond the K and L already available.
  18. That's the crux of the problem, and one that hopefully ED will address. The scripts will only return items with friendly names, so your gunpods, AO 2.5 bomblets for KMGU dispensers, and so on can never be grabbed and queried via scripting. We can add these items with some initial count, but we won't be able to find out exactly how many are present until ED modifies the scripting.
  19. Not every item in the warehouse has a friendly name associated with it; generally speaking, most of your missiles, bombs, and rockets have a name that they can be grabbed by, but a number of equipment items and others have only a wsType table. This has been detailed in this thread. Unfortunately, wsType has a tendency to change with every update, so it can be a pain to stay current. My current go-to is to just put a unique amount number in a unique warehouse, then open the warehouses file and find that unique amount to get the wsType code. This is tedious and not ideal, but until every item gets a unique friendly name associated with it (or I complete a util to parse the warehouses file), it's the only way forward.
  20. To my knowledge, no such beast exists (yet). There are a couple AH-64D KU peripherals that could work in a pinch, such as the TEK Creations unit.
  21. Default keybinding for the OH-58D is the C key, shown as "Take Controls Multicrew" in the copilot section.
  22. Depends on how it's handled. Flechettes in particular would be handy for both A/G and A/A, comparable to a shotgun shell. You could get away by having it behave similar to flak, so it wouldn't be real effective against heavy armor but having a wide area effect damaging to lighter vehicles and infantry. MPSM would be similar to how cluster bombs are already done.
  23. For sure, and that dates back to the 70s:
  24. If you really want to get into the weeds of it, a similar argument could by made for the IAFS/full cannon mag. It's all a compromise for gameplay, same as the crew of invisible gnomes that magically rearm-refuel in a minute.
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