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Everything posted by NeedzWD40
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UH-60A Unable to Land on Ships
NeedzWD40 replied to Shrike88's topic in Aircraft AI Bugs (Non-Combined Arms)
A little bit more on this: while you can't specify that the UH-60A land on a ship (it will snap the landing point to the nearest airfield/FARP), if you have the final waypoint somewhere near the ship or ships, it will automatically land at the closest one to its final waypoint. On the other hand, I had no problem starting the UH-60A on any carrier, though cruisers, destroyers, and frigates were off-limits (even though a UH-60A would land on them). -
Currently, there's no way to specify where a helicopter or appropriate fixed wing aircraft start on the LHA-1. The only way I know of is via group ID; that is to say, the lower the group's ID, the first in the stack. So if you've placed a group of 4 UH-1H on the deck, then 4 AH-1W, the UH-1H will be at the first four spots, then the AH-1W will be at the last four. The only ways around this would be to late activate groups, use addgroup to fill spots, or use static objects to block off the first series of spots. Full deck with UH-1H at start and player controlled with AI AH-64D, followed by 4 cold started AI AV-8: 4 player controlled AV-8 with AI wingmen, runway start, with 4 AV-8 cold start: Late start player AH-64D with cold start AV-8 at the back (only two more spots available with this arrangement) Order of operation: 1A & 1B only used if group is present at mission start; these are used by the first and second group units. 1C through 6 are then used for every unit/group afterward in descending priority. 1R through 4R are only utilized for AV-8 runway starts. A1 through A4 are utilized for all AV-8 ramp starts, hot or cold. Position "3A" is never used at any time. Additional example: blocking off 1B via static objects, filling remaining spots with 2xUH-1H, 1xMi-8, 4xAV-8
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Extremely limited right now, but by default if an AI AH-64D Blk. II is placed in a mission, it will automatically be added to the members directory and you can get some rudimentary reports like PP and FARM, provided you know their default mission frequency (ie if the AI unit is set to use 225MHz, you'll have to use the UHF radio, or if it's 127.5MHz you'll have to use VHF, etc.). Everything else is WIP.
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How often does an Apache hover on the battlefield?
NeedzWD40 replied to The_Chugster's topic in DCS: AH-64D
This is the answer. It's not a case of "always" or "never". There are times to go low and hover in the weeds, the same as there's times where it's better to stay high and mobile. A desert example might be staying low and hovering behind a sand dune to sneak up on and engage a air defense site. Sometimes the terrain allows for that, and sometimes it doesn't. Likewise, there's little point in doing that if the threat can't touch you like a SA-15, SA-19, etc. can. -
reported earlier INU drift and Lima tracking bug
NeedzWD40 replied to 84-Simba's topic in Bugs and Problems
The conditions that result in needing consistent INU resets to get maximum accuracy are quite variable and I've been unable to pin down an exact cause. The only consistency I've found is faster degradation on some maps, like the Persian Gulf and Syria. With the new track system it might be worth it for a few of us to take some long single player tracks of the problem and see if that might give any hints. As an experiment tonight, I took an aircraft out on a 30 mile trip for approximately 20 minutes before firing missiles. The targets were in defilade at the Minakh airbase, consisting of SA-8, SA-9, and ZSU-23. A stable hover was commanded after waiting for the attitude hold to calm down, then an IAT track was achieved on a SA-8. LMC was not required. The missile acquired a SA-9 to the right. A second shot was fired after this and the missile repeated this acquisition, striking the dead SA-9. Due to this, INU resets were commanded and once the heading was updated, the target was acquired again; a full INU alignment was not achieved at this point. Note that the TSD still shows an empty map and the INUs have still not realigned. IAT achieved and laser ranging for data. Third missile acquired as indicated in TADS. I was going to ask if potentially IAT had issues, but I doubt that would be the case since the third missile hit the indicated target. Generally speaking, I've had pretty good success with the 114Ls, but I've also been prudent about manual INU resets whenever I'm nearing a position. -
Your images look correct, but I had trouble following so I'm testing with AI stand-ins: 1. Edit originator and callsign. In my case, "A" and "APACH" used. 2. Edit preset 1 name and CS. "BUDDY" and "BUDS" used in my case. 3. Edit FM2 frequency to 30.5. 4. Set primary to FM2 SC. 5. Edit first member with CS of "B11" and SUB of "1". Edit second member with CS of "B12" and SUB of "2". 6. Set both B11 and B12 to TEAM and PRI. 7. Back to COM main page, select L1/Preset 1 "BUDDY". Select FM2 from top row, then select "SC" from TUNE FM2. 8. Select FM2 radio with IDM rocker on EUFD. Ensure EUFD indicates "BUDS" and "L1". 9. As I only have AI to work with: Go to TSD, select RPT, select PP, shift MSG from SEND to RQST, ensure B11 and B12 are boxed, then select SEND FM2 L1 on bottom right. This should work for players as well as it worked for me and a friend before. 10. "PP REPORT" indicated in EUFD advisories. 11. B11 and B12 icons appear on TSD. I've done this in multiplayer from both seats so it should be working, but there could be some other conditions missing that I'm unaware of in the scenario. Originating IDs can be 1-39 and A-Z, callsigns 5 characters, accepted from the set on the KU.
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MAN TRK Switch / Thumb Force Controller slew control speed
NeedzWD40 replied to Dr Zaius's topic in DCS: AH-64D
You can either lase way off in the distance to max out the range or set a long manual range to slow the rate down. Narrower FOV and long range setting will slow down slew rate considerably, while wider FOV and closer range setting will be much faster. Further, if you aren't already, use the first lasing detent for a pulse or tap the second detent and don't continually lase until you need designation to keep the slew rate from bouncing out of control. -
Can you show the process you're utilizing to set your datalink variables?
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How to penetrate concrete boarder wall or fence with convoy
NeedzWD40 replied to NIGHTHAWK1's topic in Missions and Campaigns
See if triggering an explosion on the wall will let them pass. You can use a zone with a trigger or the script action: trigger.action.explosion({x = xpos, y = altitude, z = zpos} , 100) -
Did you try "weapons.missiles.AGM_114"?
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The member directory is not dynamic, so if anyone changes their ID and callsign, you'll have to manually enter their information via the net page. Select one of the preset entries on the COM page, select NET, then select one of the empty/question mark fields. At the top, select the C/S field, then type the custom callsign. This will open the SUB field where you can enter the custom originator ID. From there, you'll be able to box the TEAM and PRI options. Note that you cannot set Preset 9 and 10 to datalink, only internet, fire support, or none.
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missing track file CPG cant sent data over datalink?
NeedzWD40 replied to 5ephir0th's topic in DCS: AH-64D
Worked fine for me and a CPG the other night, was the CPG on the right radio and frequency? -
Were you adding the callsign, then subscriber ID (Originator ID) to the member list? Or did that not work?
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fixed Gun round max range limit then they disappear.
NeedzWD40 replied to ROACH308's topic in Weapon Bugs
Bug still present as of the October 19 patch (Open Beta 2.9.0.46801). -
AGM-114L and you: Why shouting "I cast magic missile!" doesn't work
NeedzWD40 replied to NeedzWD40's topic in DCS: AH-64D
The only figures I can find give a danger close range of 110 meters for all AGM-114 types. -
My AV-8s will start at the back starboard with a hot start, are you using hot start on the ramp or start from the runway? Helicopters always go from position 2, 4, 5, 6, 7, and then 8 if they're late activated, regardless of hot or cold. 1, 3, and 3A only get used for helicopters if a unit or slot is occupied at mission start. The Invincible has less space but generally follows this same arrangement. The Forrestal offers maximum flexibility in this regard as it can handle up to 12 hot/cold started helicopters, 16 if 4 are initialized at start.
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Check the A-10C II manual, page 783 (or A-10C manual, page 646). It has a breakdown of how DCS JTAC works.
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AGM-114L and you: Why shouting "I cast magic missile!" doesn't work
NeedzWD40 replied to NeedzWD40's topic in DCS: AH-64D
Unfortunately, it seems a number of modules are rife with INU issues (Ka-50, F/A-18 w/o GPS), but according to BigNewy, these issues are supposed to be addressed soon. AGM-114L and AGM-114R both have INUs for trajectory shaping (all other models to my knowledge use gyros). The ownship INU provides initial alignment data, with target coordinates generated in a local coordinate system (North-East-Down). Even if the ownship INU has drifted, the missile doesn't (or shouldn't) care as it works in reference to the ownship. Within DCS, my suspicion is that the ownship INU has a stealth drift/misalignment that builds up rapidly and never corrects until an INU reset is commanded, while the AGM-114L retains a "perfect" alignment, leading to coordinate mismatch when target data is passed. The part I don't understand is some maps like Syria have more rapid drift than others like Caucasus. Getting a multi-ship AH-64 engagement with missiles is a sight to behold and quite effective with well-drilled crews. The last part is usually the hardest to get coordinated. The Swedish have the RBS-17 which is basically a AGM-114C with some tweaks on a tripod for coastal defense duties. They've operated them since the 80s as I understand it. I've seen a lot of other proposals for ground or vehicle launched variations, but most have never been deployed in actual use. M-SHORAD was going to use AGM-114L as part of its package before they switched over to FIM-92 entirely. The RFHO capability isn't limited to just 4 targets and it's been a part of the D model since Block 1. The FCR itself can detect up to 256 targets and prioritize 16, so figure somewhere in those numbers is what can be sent to other AH-64s. The E models have gained MUMTi datalinks in the last 2 years, but I can't say as to what drones that system works with or any other limitations it might have. The Cold War era helicopter anti-tank plan came about because trying to match Soviet armor 1:1 would have been prohibitively expensive for NATO. The introduction of TOW, HOT, and similar missiles in the 60s and 70s, coupled with helicopter based launchers tested in Vietnam, changed the dynamic. A helicopter was comparatively cheaper to acquire and deploy, could potentially knock out multiple armored vehicles before being shot down, and offered a number of other advantages outside of direct fires. The AH-64 was an improvement on the concepts pioneered by AH-1, Bo 105, Gazelle, and similar aircraft. As a point of curiosity, at the time, the AH-64 program manager insisted that AGM-114 would be an AH-64-only weapon, and no other platform was to employ it. -
Without knowing more about the situation, it could be a bug (ie, sometimes I will be "too low" and a missile simply won't shoot until I go higher, even with no inhibits), or it could be the message is not displaying correctly (you might actually be out of seeker limits but it still displays yaw limit; most noticeable with the gun where you get azimuth limit when it's actually elevation limit). Normally, >20 degrees off boresight will get you a yaw limit message in LOAL mode, but if it shifts to LOBL then you will get seeker limits. Technically speaking, both are performance inhibits that can be overridden by the second stage trigger press, but as noted sometimes it gets confused and won't shoot.
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Yaw limit is a performance inhibit, not a safety one. So it might work fine in most use cases, but it might also miss or have degraded performance.
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In essence, the 8km is a hardline absolute worst condition for the missile. The limit is battery power and trajectory plus environmental conditions can greatly alter how far the missile can go for the lifetime of the battery.
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Is addItem functional with equipment like gunpods? I noticed equipment like UH-1 door guns, GAU-12 pod for AV-8, etc. cannot be added through this command, but rockets, missiles, and drop tanks can be added without issue.
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In your opinion, what makes a SP mission good.
NeedzWD40 replied to Diablo 1-1's topic in Missions and Campaigns
The mission must be engrossing and compelling. Detailed briefings with characterization, objectives, well-built slides; in-game radio messages convincingly voice acted; objectives that force one to think outside the box; an actual impression that you're working as part of a larger team and not all alone. -
Second trigger detent will override this performance inhibit. I've stretched AGM-114K out to ~9.5km in certain conditions, but AGM-114L is a bit more limited due to the trajectory.