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NeedzWD40

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Everything posted by NeedzWD40

  1. Without a video or track to observe, this is what I can say: Make sure wheel brakes are off. Get the hover mode symbology up, make sure you arrest any sideslip as much as possible. Don't fiddle around too much in takeoff and landing regimes; be gentle but firm with the collective - light on the wheels is nice, but unnecessary. Watch the pedals as the tail rotor can induce a strong rolling moment. Work with forward takeoffs and landings as these are a bit less bouncy on the pedals.
  2. According to the changelog, these are the changes to AGM-114L: Added for AGM-114L new icon for ME Fixed: AGM-114L seem to fail to hit targets fired while aircraft is moving Fixed: Player-CPG cannot launch AGM-114L after AGM-114K Fixed: Yaw limit after you don't launch AGM-114L at once Fixed: George launched AGM-114L from 9km when in weapons free mode Fixed: AGM-114 typo in weapon label I haven't had a chance to test any changes since the patch and my last MP mission prior had no discernible variances from previous experiences.
  3. Just how it was explained to me many moons ago. <2.5km is always implied LOBL regardless of indication. For us, it basically just means that we'll not get a DBS trajectory and if we don't get an explicit MSL TRACK before launch, there's a chance it will grab the wrong target.
  4. Sight select TADS first, then you can toggle between SAL and RF.
  5. Firstly: Thanks for taking the time to make some videos. It's helped me try to replicate and theorize what might be happening. I can say the two explosion thing seems to happen on loaded servers or when there's heavy desync as you can frequently see this when SAMs self-destruct or hit a target. The double explosion might also be a fragmentation script. I see this a lot and I'm pretty sure it's not intended behavior. A friend and I did an attack with 114Ls on a group of vehicles out in the open and we had similar results, where the intended targets weren't being hit. What seemed to be happening was the vehicles on the outer edge of the perimeter were taking the first hits, with the missiles seemingly grabbing the first thing they saw. For us, the order didn't matter as we were RTB and trying to expend unused ordnance, so it was just an improvised test to see what would happen. I've seen this a few times, too, where the missile is having to climb up and can't really look down as easily. I'm uncertain if it's intended behavior or not, I only know that 114Ls struggle in climb-up situations at this point. After some fiddling around myself, my theory at this point is that there is an offset happening within the INU that's causing wrong info to get passed. My reasoning is if you check the self coordinates (with the TSD PP function) and cross reference those numbers with the info bar, there is frequently an offset of ~50 meters in the northing axis and ~150-250 in the easting axis. This only seems to happen in multiplayer; if you check singleplayer, the self coordinates are dead-on. The offset in multiplayer doesn't seem to disappear, even after a reset of the INUs. I think it's related to how if you use the STORE function with the TADS you don't get exact coordinate results when you use that point as an acquisition source. The test I'd like to try is storing a target point on a target, slaving to that point, and lasing it to see if the 114L goes for that point or actually goes for the target. Because as soon as the range is <2.5km, the missile will instantly go terminal. So even if it indicates "LOAL" it's immediately going LOBL after launch.
  6. Until we get the FCR and RFHO, pilot is stuck with only the SAL missiles and only the CPG can launch via TADS.
  7. FYI, you can't shout "I cast fireball" either. I kid, I kid. But for your situation, I don't know if it's a desync issue, a multicrew issue, a multiplayer issue, a server issue, or a straight up bug. I've tried a lot of different things to get the missile to break and the only thing that consistently happens is a different target gets tagged or an obscurement to the seeker occurs. I've done cold ship starts, repairs, in flight INU resets and launching before INU has fully spun up, complex, high unit count missions with lots of scripting on a server and I can never induce absolute misses that can't be blamed on anything but a failure on my own part. The only thing I've yet to try is rigorous multicrew testing, which I could see as being the most likely culprit of problems. A side-by-side video of what the CPG and pilot are seeing could at least give some pointers to what might be occurring (and if such a video exists, it would be worth sharing here) and how to potentially replicate the problems. A tacview would even be useful, especially if it's from both perspectives. I think it's also worth noting that we may simply have to temper our expectations when we put a complex multicrew module into a dynamic, fast-paced, multiplayer mission with lots of players in the current iteration of DCS. There's a lot of games that struggle with these kinds of demands, and many of them have far more funding than DCS ever will. There's definitely some issues that need to be resolved, of that I have no doubt. George's usage (or lack thereof) of them, some very odd quirks in target prioritization, and a host of other issues are there. All I can say is that for everything I've used them for so far, it's working about as I'd expected for the sight system we can use with them. And on a separate note, I'd like to reiterate that I'm by no means an expert or an experienced specialist with the AH-64D, AGM-114L, rockets, warfare or fantasy role playing (I do occasionally shout "I cast magic missile" though). You are free to discount me as a "duded-up, egg-sucking gutter trash" and dismiss everything I say. My desire, at a minimum, is to provide some assistance to those who might be struggling or having difficulties with understanding why things might be the way they are. That you can find in various publications like FM 1-100, FM 1-140, FM 3-04, JP 3-30 and a host of other open source information. Suffice to say that for a video game, some things just don't make sense because we're missing the entire context in the entire "why" equation. In some cases, we may not be able to know for certain why a limitation exists or why a piece of equipment works the way it does; we can only make a reasonable guess based upon similar data.
  8. Do you have a short clip of how you're doing it? My procedure has been to get good LMC, IAT, then solid laser and hold the laser until I get the large box and MSL TRACK message. Sometimes I need to yaw slightly left or right to give the seeker a good view, but LOBL also takes a couple seconds longer to go full acquisition.
  9. A couple other findings: If the target is going less than 14 knots, the missile will go LOBL and give a big box, but sometimes it will shift to DBS. I suspect this is some oddity with a notch or some such. Further, trying to track a target like George does with no LMC or IAT results in no big box and no hits, which goes in tune with what I'd anticipate, with improper angular data being fed into the seeker, so this is likely why George doesn't do quite so well with them. I never got the big box and MSL TRACK indication when using him.
  10. I need to do some more testing, because it seems that LOBL can still result in a DBS trajectory on a moving target when it shouldn't. However, I had no misses in testing despite this. lobllb1.mp4
  11. Are you getting a solid large box with a LOBL indication? Bear in mind the seeker needs to have a good view of the target, ie if you're looking slightly to the right and your missile is coming from the left wing, it likely won't be able to see.
  12. The seeker can see moving targets out to 8km. When you use TADS, if the TADS is showing variances in angular momentum (varying laser range, significant varying slew rate), it commands the missile seeker into one of the submodes that looks for a moving target. If it finds one where the TADS is looking, it shifts to LOBL. Think of it like the close in radar modes in fighters like PAL and PLM. It's the same doppler processing as done with any other radar system.
  13. Last I checked, they worked, with some oddities on the explosion effects. I tested them against vehicles set in the tree groves in Syria, but haven't recently checked other maps.
  14. Have you tried one of the rotaries on the throttle?
  15. To get a left curve, put the target to the right of your missile's centerline; a right curve is done by doing the opposite. Try to get to the edges just before the yaw limit inhibit, otherwise if it's close to center, the missile will roll the dice as to which direction it goes.
  16. MT is Moving Target and is the chosen mode whenever the target is in motion, it's a lot more accurate and easier for the missile to see. As a result, it will only have a loft and will not have lateral displacement. DBS or Doppler Beam Sharpening is the mechanism used to find a target when it's stationary. DBS requires an offset path as this is necessary to separate the target from background clutter. If the missile isn't terminal and a moving target stops, DBS is automatically activated.
  17. My guess is that we won't be seeing any new rocket types until a suitable solution for handling rocket zones is implemented. According to the mini-updates, the M274 is intended for now, with additional warheads later.
  18. I think the limitation is that your stick has to be held in that position, so the request is a kind of mix of all three options, but instead of centering to re-enable the stick, the new center would instead be somewhere else when FTR is released. I could see adding a mix of similar options, like release FTR, then 1 second later the stick is re-enabled, or on release, move stick to another position and tap to reenable stick.
  19. George now defaults to only using the laser. Use AI helper short press left to cycle his weapons.
  20. I worked hard to earn my Powerpoint Ranger tab with Slide Monkey device!
  21. That would make things a bit more difficult as a hat lacks a lot of the fine linear control. I tried both mechanics before settling on using my throttle's ministick. However, I've yet to try the special sensitivity setting in options, so you might try adjusting that value up or down to see if it helps.
  22. Are you using a 4/8 way hat or a ministick to control the manual tracker with LMC? I use a ministick and find it extremely precise to utilize LMC, but a hat switch user might want to look at the new sensitivity option in the special settings. The LMC is all the real thing has, plus IAT. You can generate a point and slave to that point if you need the TADS to remain glued to a position.
  23. Hi Kinkku, can you give a rundown for the changes we can expect in the update? So far I've gathered that the SA342L and Mistral variants will be combined, but it also looks like HOTs will be made available to this variant. Will we see any changes to the radios, ie will the FM radio be fully tunable? Will the ADF tuning knobs be a bit less sensitive?
  24. What's the problem(s) you're having with it?
  25. This update is looking very nice! I'm especially happy that the weapons will be rolled into one variant now. Looks like I can stop adding caveats to prospective Gazelle buyers!
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