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Everything posted by NeedzWD40
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Due to idiosyncrasies in how SRS works with the AH-64, I have the ICS bound independently in SRS along with cycle radio and PTT on selected radio. Being in the front seat mandates this as the in-game select radio function doesn't seem to work natively from the front seat.
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not a bug Pilot seat IHADSS ability to Zoom-Wide-Med-Nar
NeedzWD40 replied to gdotts's topic in Bugs and Problems
PNVS only has one zoom level, it can't be changed. -
Did you try setting up a AH64 specific profile and use the SRS bindings instead of in-game bindings?
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I've had that happen before, just inverse with selecting rockets from the back seat then jumping into the front. If front WAS'd via TEDAC then it'd only go into COOP mode when the pilot selects them.
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correct as is IHAADS boresight fail
NeedzWD40 replied to DmitriKozlowsky's topic in Bugs and Problems
HMD boresight with only keyboard and no head tracking/or VR: AH-64D HMD BS.trk Keybinds used: numpad arrow keys, RCTRL + RSHIFT + numpad arrow keys Some parallax will result due to positional differences from PNVS being in the nose and viewpoint being in the rear seat. -
I'd try jumping into the front seat and de-WASing rockets from the front, then jump back and see if the CRKT goes away. You should be able to override this by WAS'ing yourself, but I don't know if George is having some logic bug causing it. Just to make sure you are WAS'ing via the key bindings and not by selecting on the WPN page?
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There's a glitch with INU degradation/coordinates in multiplayer versus single player. If you have access to the info bar, check it and compare the TSD PP readout to see if there's any offset, as usually there is a large one in multiplayer even when fully aligned.
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"CRKT" in the HMD indicates that only the CPG has rockets WAS'd. Is this multiplayer with a player CPG? If so, they need to select rockets via the TEDAC controller to enable COOP mode. Otherwise, get George to select no weapon so you have full control over rockets.
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Not exactly, but that's neither here nor there. Try an INU reset ~5 minutes before you reach your firing position and see if the accuracy is on-point.
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At present time, the INU position degrades too rapidly (as seen by the white PSN indication on the TSD) and is not properly corrected as it should be, which causes the missile to get erroneous information. The only consistent fix I've found is to command INU resets as close as possible to the engagement area. Some maps seem to degrade more rapidly such as Syria.
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You need to use the Weapon Action Switch to select rockets. Any time you see "WEAPON?" in the HMD it means you do not have a weapon WAS'd. You cannot select weapons via the weapon page. Rocket attack methods: With George: 1. Set ACQ source to TADS. 2. Use George interface to have him select rockets. 3. Pilot - WAS RKT. 4. George interface: Search for targets > Select target > Track target. 5. Align and fire. Without George, manual range: *Ensure George is not currently set to use rockets. 1. Set ACQ source to FXD. 2. WAS RKT. 3. Set desired MAN RNG value on weapon page with keyboard unit. 4. Look at desired target with HMD crosshairs. 5. Align rocket steering cursor with HMD crosshairs. 6. Fire with solid steering cursor. Without George, target point/terrain point: *Ensure George is not currently set to use rockets. 1. WAS RKT. 2. Set ACQ to target point (COORD menu) OR set terrain position with CAQ function. 3. Align HMD crosshair with dashed ACQ crosshairs. 4. Align rocket steering cursor with HMD crosshairs. 5. Fire when rocket steering cursor is solid.
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Transitioning to and from Hover for Dummies?
NeedzWD40 replied to The_Chugster's topic in DCS: AH-64D
Do you have an extension or a lighter spring for your stick? One constant I've noticed in hardware is that heavily sprung sticks like the Warthog aren't very conducive to fine inputs, particularly close to the center, making it real difficult to control modules that need a light touch. -
I can't say they're useless, but I don't think they're as useful as they should be. Most of the time, I'm using them for indirect fires against soft targets where it's difficult to get line of sight or attack directly. The M433 fuzed rockets are the most flexible since the penetration setting is useful for attacking through vegetation, plus they have a slightly greater splash effect when utilized with the superquick setting. Otherwise, the M229 warheads offer the best bang with a slightly reduced range, though a bit more handy for indirect fires due to the greater arc. If we should ever get M255 and M261 warheads, we'll get a lot more flexibility in how we can engage targets. However, within the typical DCS meta, their utility is limited due to the huge focus on hard kills and lack of teamwork, so even if you were to alter their performance to be more realistic, they still wouldn't be the chosen weapon against hordes of armor. Like a lot of things, it depends on the context of what you're trying to achieve for a given scenario; most of the time, that's going to mandate HELLFIRE doomsday with all the cannon ammunition and fumes in the fuel tanks.
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External Fuel tanks and Hot vs Cold starts
NeedzWD40 replied to Antix70's topic in Bugs and Problems
I do think there may be a bug here, but I don't think it's at the server level. Some variable isn't being cleared out at the game level: when I was able to replicate your failure in the track, I noticed I kept getting the "FUEL XFER FAILURE" caution, even when bags were removed. This was repeatable in the track each time I took control. I restarted the game and tried again, taking control at the start as previously and got no failures and external tanks worked as expected. The only observations I have is that it almost looks like a double tap on the APU start button and attempting to use the external tank before the quantity is set. Those may be red herrings. In the interim, what I'd try is setting the default external payload to empty, then equipping weapons and tanks after startup. It could be a weird glitch with having tanks on at spawn and I know I've equipped tanks after startup on dedicated servers with no issues. -
External Fuel tanks and Hot vs Cold starts
NeedzWD40 replied to Antix70's topic in Bugs and Problems
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External Fuel tanks and Hot vs Cold starts
NeedzWD40 replied to Antix70's topic in Bugs and Problems
@Raptor9 has already answered sufficiently, but take a gander at the AH-1F manual (distro A, TM 1-1520-236-10) and note that the back section is filled with charts, data, and formulae for the crew to utilize as part of pre-mission planning. I'm not sure how easily it's found as I have a hard copy of it, but the Aviator's Handbook (FM 1-400) is a pocket guide to assist aviators with everything from planning, procedures based on environment, fire support calls, survival, to fuel types converted to civil equivalents. These are all made for aviators (and crew) that have gone through a rigorous multi-year training program to ensure a baseline competency. Consider also that the US Army has a vast number of aviators that were previously enlisted crew on the same airframes they fly and as a result they also have a deeper technical understanding of the aircraft. All this means that the larger problem becomes one of typical human factors like complacency, in which case it wouldn't matter what kind of automation or fail-safes are put in place as people will bypass those anyways - like using a sledge hammer to pound a threaded bolt into a computer cover on a USN carrier (true story). -
External Fuel tanks and Hot vs Cold starts
NeedzWD40 replied to Antix70's topic in Bugs and Problems
For a cold start, you have to specify total external fuel in gallons before external tanks can be used. -
That's pretty much the bread and butter of most online missions, though not helicopter specific. The closest I have is more designed for cooperative play, though it can be completed with a single ship and good planning. partyinten_ob28v0.miz
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reported earlier INU drift and Lima tracking bug
NeedzWD40 replied to 84-Simba's topic in Bugs and Problems
The missile uses ownship position data to correct for various parameters like velocity. Ie if your aircraft is drifting left, the missile INU is updated with that information so as to correct for it. You are correct that it's relative and the missile really doesn't care about exact coordinates, but it does need to know these parameters for a successful hit. Or that's just how Northrop Grumman/Lockheed Martin/Boeing determined the missile INU needed to work; I only know that ownship INU is used to align the missile's own INU. -
reported earlier INU drift and Lima tracking bug
NeedzWD40 replied to 84-Simba's topic in Bugs and Problems
The missile has no way of knowing where it is without the ownship INU. During initialization, the ownship INU gives the missile the data necessary to align its own INU. Positional updates are fed every so often to keep it aligned. -
reported earlier INU drift and Lima tracking bug
NeedzWD40 replied to 84-Simba's topic in Bugs and Problems
In real terms, the ownship INU is used to align the missile INU. You're correct in that it serves as a relative reference, as the missile itself doesn't know anything except what the ownship tells it. Unless the INU is having an incredibly bad day, the space and times involved shouldn't be enough to cause an incredible miss in pure coordinate terms. My guess is that within DCS, the INU is drifting far too much for the type, is not being updated as often as it should, or there's a variance in world coordinates vs aircraft coordinates in the code that's getting mixed up. -
reported earlier INU drift and Lima tracking bug
NeedzWD40 replied to 84-Simba's topic in Bugs and Problems
An INU reset clears out the problem for me, but I think there may also be some map based issues along with it, because it happens more frequently on Syria than Caucasus. A good indicator is how often the PSN message shows on the TSD as it seems the INU frequently goes out of alignment, as if the GPS correction isn't happening often enough (or at all). Trying to do position updates with the PSN message doesn't work and I'm assuming such functionality is not implemented yet. -
The AGM-114L doesn't care so as long as it gets valid data. Range, relative position, target velocity, and a few other bits of data are all it needs. Whether that comes from the ownship sights (TADS, FCR) or from another aircraft (RFHO) is immaterial.
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Unfortunately, I haven't had many opportunities to regularly test out 114Ls in a multicrew environment. The few times I have in the past month, they've worked fine, but the scenarios weren't hectic or fast paced.