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illern

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Everything posted by illern

  1. It works for me. Just as Corvinus says, you need to do 2 long presses. If you do 2 fast trim then you only get back up to straight and level again. I have never had any problems with trim for left/right wing up/down or nose up/down. I can do very short trims with my hotas trimhat. I also tried using the rudder trim but that didn´t do anything. It works in control assignment but thats looks like all it´s doing. /illern
  2. I'm not at home to test but I think that I'm using that function. But you need to do 2 times to the "right" and not left again as you described. As by your quote it days the "other" direction. I try to test this when I get home. /illern
  3. Hello! The taxiway names and signs are mirrored at Vaziani airport. In the areodromechart the taxiway for rwy 13 is A but the sign ingame says E. Same for the rest of the taxiways. Se attached picture. open beta v2.5.4 /illern
  4. Hello unknown. I think maybe most of this post was for me as I was the one testing against Novorossiysk bay. -I have always started cold from ramp. (unless coming in from a sortie and reloaded.) -For the route planning I have tested different types of planning. Either just loaded the defautl cartridge and then input La/lo for target area. Then either done La/lo for bx points or just made them inflight with radar fix. I have also made manual route planning on F10 map and loaded that cartridge. Then the same with Bx as above. About the RB15 going wild, I cannot reproduce that other then flying on the MP server. All test missions I made in SP works as the RB15 sinks the ships. I have not had time to test the issue with B2 appearing instead of Bx points anymore. But I think that maybe I hace done manual route planning in F10 and forgot to set L1. But I´m not sure about that one. It´s just that to test the RB15 on the MP server you need time. It´s a deep strike mission and the flying time is long.
  5. I have been testing on both SP and MP now with the RB15 and this is how I can make the Bx points work and also sink 2 ships. (unless it´s the ship in Novorossiysk bay according to my posts above) 1. On MP I only get a target Lo/La so I make a navigation input for minimum LS, M1 and L1 2. Set Imp and Std for the RB15 mode 3. Take off and fly to target skimming the waves at 10-20m. 4. When 120km from target I popup to 3-500m and activate radar. 5. Wait for the radar to pick up the ships. 6. Press Bx8 (nothing appears on radar) and make sure Waypoint display show the Bx8. 7. Press T1 to make a radar fix. Now it shows on the radar. Move the crosshair to the ship I want to sink. 8. Press TV to set Bx8 9. Now do the same for Bx7 and Bx6 so they are on the right pos from your target. 10. Switch back to M1(target waypoint) 11. Dive back to sea skimming and wait for the target to become inrange(70km) 12. Set Anf mode and fly up to aprox 100m alt. 13. Unsafe and fire one missile. 14. Safe 15. Press Bx8 and make another fix for another ship. (Because we are in STD mode it finds the closest ship at Bx8.) 16. Unsafe and fire the last RB15. I have had some issues in MP that you sometimes cannot choose Bx8 as waypoint if it is not set from the start. When this happens it selects waypoint B2 instead. Same with Bx6,7,8 and 9 at this moment. When this happens I need to input Lo/La to Bx6,7,8,9. I then input the same Lo/La as the target waypoint and after that make radarfixes on Bx8, 7, 6 and 9 in that order. I think this might have something to do with me not having av L1 waypoint from the start but I´m not sure.
  6. So I have been testing this problem today on SP and a test mission I made with 8 ships inside the novo bay. 2 where the same type of cruisers that exists on Throught the inferno server. I can sink those ships everytime on SP with the RB15. I can´t find any problems in SP, the RB15 works as intended. I looked into the trk file from TTI server and found an advanced waypoint action on the ships, they had Invisible(on) task attached. I don´t exactly know what that do but if I duplicate the setting on my test mission nothing really happens. I can still hit those ships.(*Edit* It only makes the ships invisible to enemy AI units) I also saved the track from the multiplayer folder to a mission and tested it locally in SP. There are some scripting that doesn´t work by doing so but I could start the mission and still sink those ships. So I don´t know if it is some scripting on the server that do something with those ships or if it is some MP issue with the RB15. /illern
  7. Duplicate posting and already answered in the other thread
  8. Viggen cannot operate from aircraft carrier so the answer is you can´t.
  9. Made another atemp today on the bay at novo on Through the inferno server. This time I used RB15 in ANF and set Bx6,7,8,9. Used impuls and STD. Fired one missile into the bay and it actively avoided the ship then turned 90 degree to the left and hit the shore again. I think the only setup I haven´t tried is masking of the sides of the search cone. /illern
  10. The missiles heading is straight in the bay aprox along my yellow line. But I´m not sure it has to be 3 deep for the RB15? Can´t find any specific about that in the manual. But that is not the issue here I think because the last run from where I made the picture, I fired them in NAV mode quick release. It should lock on to first target. /illern
  11. I have been playing some multiplayer in the last couple of days trying to hit ships especially with the RB-15. Mainly in the 107th Through the inferno server. First case is the port of Novorossiysk. In the bay of Novorossiysk there are multiple ships placed which shoot me down if I come close. So I have been trying to take them out. Everytime I get an RB15 inside the bay they will zigzag between the ships and end up on the shore in a 90 degree angle on either side if the bay. See attahced image from mission editor for placement of ships and where my missiles go. I have been doing this in both NAV mode and ANF with Bx8 in the bay. Also there has been similar issues as the OP. Sometimes I launched both missiles in series and there is only one missile to be seen flying towards the target. The second case is a 4 ship formation out at sea in a diamond formation. If I use series launch with 800001(Multiple targets N, 1 of 3) or 800002(Multiple targets A, all available targets) then only the first missile will hit the first target. The second one will change course and fly between the rest of the ships. The only way to hit 2 ships with 2 missiles is to make a radar fix for Bx8 on the ship I want to sink and then fire one missile in Impulse. Then do another fix on another ship and fire the next missile. This is done in STD mode to select single taregt closest to Bx8. It´s a bit frustrating to go on a deep strike only to see the missiles do everything to avoid the ships you want to sink. Version: OpenBeta v2.5.4
  12. Check this thread at my response in #12. https://forums.eagle.ru/showpost.php?p=3497781&postcount=12 I am not at my computer now so i cannot check if it is still correct.
  13. Hi! In the keyboard/default.lua there are multiple keybinds on the same keys. They make those action not usable. If you remove the default keys(inside game) then it doesn´t matter what you assign because they become red in the list. I have to change them in default.lua to get them to work. But everytime we get an update I have to change them again. I change 3408(parking brake) to V and 3010(select data cartridge down) to X They are free. Also it would be nice if the quotations where the same kind so it is easier to search for duplicates. As of now both " and ' are used. {combos={{key='W',reformers={'LCtrl','LAlt'}}},down = 3408, cockpit_device_id = devices.FLIGHTDATAUNIT, value_down =1.0, name = _('Parking brake'), category = _('Flight Control')}, {combos = {{key = "W", reformers = {"LAlt","LCtrl"}}}, down = 3969, cockpit_device_id = devices.WEAPON_SYSTEM, value_down = 1.0, name = _("Weapon selector turn counterclockwise"), category = _("Weapons")}, {combos = {{key = 'C', reformers = {'LCtrl', "LAlt"}}},down = 3010, value_down = -1.0, cockpit_device_id = devices.NAVIGATIONPANEL, name = _('Select Data Cartridge - Down'), category = _('Navigation')}, {combos = {{key = "C", reformers = {"LAlt","LCtrl"}}}, down = 3314, cockpit_device_id = devices.WEAPON_SYSTEM, value_down = 1.0, name = _("IR-missile uncage"), category = _("Weapons")},
  14. Yes I know it´s not an game breaker but I use the radio commands and the same is with Kashab or what it´s called on PG map, the topmost base on the peninsula. Tried talking to that base today and it´s not really working. I did what I used to do when talking to Gudauta, set the freq manual and choose button "-". But this time only the menus changed as if I got responses but there was no response either with sound or text. I haven´t tried on the other maps at the moment if the same happens there also. It used to work normaly like with the base selector with the only exception that you had to set the freq manually. /illern
  15. Hi. Tried to get The attention to this problem for some time now in this thread. Glad to hear im not alone. https://forums.eagle.ru/showthread.php?t=199123 /illern
  16. The yellow taxiway signs lights the ground on the backside of the sign instead of the side where the text and lights are. The red signs at the runway threshold is correct. This was in Persian gulf map and open beta. Haven´t checked the other maps. /illern
  17. Hi! Just a friendly reminder of this little bug. Can´t talk to Gudauta without setting manual freq. /illern.
  18. You can rename the 11.lua file which is the groundcrew settings to 91.lua. Then it will be sorted after 9.lua. The sorting of the pages are by string and not number which make 1 and 11 after each other. Path to the files as mentioned above: DCS World OpenBeta\Mods\aircraft\AJS37\Cockpit\scripts\KNEEBOARD\pages And for me I set these numbers to get them in the right position of the form. A little more height then width. default_char_height*1.05, default_char_width*1,0
  19. I also have this problem. First page of my kneeboard is the table with LS and B1 to B4 waypoint information. I have to use next page for every page that is supposed to show the map and waypoint info until I get the next page shown with the table of B5. /illern
  20. For me the waypoint indicator is working as intended after the update. I have been flying missions/campains both in Caucasus and Nevada without any problems.
  21. If you are talking about the first time you throttle up to get going then you know you have to release the parking brakes? It is on from the start and you need to tap wheelbrakes to release them. There is a bug that doesn´t show the parking brake handle in it´s on position when you spawn the aircraft despite that the parking brakes are on. /illern
  22. If you are talking about the Red flag campain for viggen I have the same issue. It´s only at the airport when starting up and all the other flights are at the airport. No master caution sound and no engine sound and more.(if I use external view I have engine sound but not inside cockpit) As soon as maybe half the flights has taken off I get all the sounds back. Think it has something to do with max no of audio cahnnels or similar. Haven´t found any setting for audio channels anywhere. /illern
  23. I was searching for tables like that in the AJS SFI but couldn´t find them. According to the table for Planflykt with clean aircraft I should be able to sustain 0,7-0,9 Mach at 10000m. In my test above I have a clean aircraft (column Max empty above) and it will stall out in level flight and max thrust without afterburner. I started level flight at more than mach 1 and autopilot on. ("Höjd") But still it slows down to a stall. Other from that it looks like it is somewhere in the right numbers according to the SFI. /illern
  24. Hi! When I tested the cruise speeds in this thread: https://forums.eagle.ru/showthread.php?t=199853 I saw that the altitudes where not linear. Did a new test with just the altitudes. Started on ground and set both altimiters to 0m. (992 hPa) Started and increased altitude. They follow each other to 5000m then the backup altimiter speeds up. At 10000m I had to set main altimiter to something like 1200 hPa to make them same. Dive to ground level and then they need to be set at 992 to be the same again. /illern.
  25. Hi! I have been testing the cruise speeds at different altitudes. When I tried using the time keeping function it uses standard values for mach during the flight. It states it uses economical airspeed unless you set mach speed at an ingress point. So as I understand we should be able to cruise at the economical airspeeds. The manual states that this is the airspeeds at certain altitudes: Economic airspeeds at altitude Stored in the CK37 for fuel calculations Altitude.....................Airspeed (Mach) 0 m (0 ft.)................ M 0.55 3000 m (10,000 ft.)..M 0.66 6000 m (20,000 ft)...M 0.76 9000 m (30,000)......M 0.86 10,000 m (33,000 ft.) M 0.9 I have done 2 tests, one with full armament and one empty. For full I had 2 air to air missiles 24, KB pod, jammer pod and 2 RB05 missiles and an extra tank. I started on NTTR at the southern most airport. Set main altimiter to the airport QFE 992.0 and backup on QNH 1012, standard values from the mission. Started and accelerated to speed and settled on different altitudes and let the speed drop on full military power to see what max cruise speed I could be able to sustain. QFE alt...QNH alt...Mach full...Mach empty 700........860.........0,77..........0,87 3700......3940.......0,76..........0,88 6700......7250.......0,64..........0,86 9700......10820.....Not able to sustain cruise, stalled out. 10700....12080.....Not able to sustain cruise, stalled out. When you get some altitude you can no longer cruise at economical speeds or cruise at all. I think this must be a incorrect behaviour? It´s tested with v2.2 alpha /illern
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