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Dunno about right and wrong, but from level flight I pitch up like 15-20 deg and launch. The lower my alt, the steeper the pitch up. Estimating range and alt takes a pretty good amount of practice. Fortunately, we don't pay for flight time, fuel, and reloads...
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Complete Transport and Logistics Deployment - CTLD
Wakeshift replied to Ciribob's topic in Scripting Tips, Tricks & Issues
I'm late to the party then, haha. Thanks @Ciribob Has anyone been able to spawn a single helipad rather than the full 4-spot FARP object? Or better yet, the new Invisible FARP? That would be the ideal usage for me. -
Complete Transport and Logistics Deployment - CTLD
Wakeshift replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Hello all. Just searched this thread, didn't see any discussion of this, so I wanted to mention it. In the CTLD.lua there is a comment that says: ctld.enabledFOBBuilding = true -- if true, you can load a crate INTO a C-130 than when unpacked creates a Forward Operating Base (FOB) which is a new place to spawn (crates) and carry crates from -- In future i'd like it to be a FARP but so far that seems impossible... -- You can also enable troop Pickup at FOBS I'm the right mixture of dumb and smart to try it anyway, and found that it is possible to spawn a working FARP static object via the FOB crates function. I remember a year or more ago this did not work, but now it does. I don't know when or why it changed. This is very exciting! I've wanted to be able to do this in missions forever. An advancing front line; reducing RTB flight times; dynamic mission design; etc. Maybe I'm wrong and it's always worked. But if not, give it a try! Simple change to the object deployed by unpacking the crate(s): function ctld.spawnFOB(_country, _unitId, _point, _name) local _crate = { ["category"] = "Heliports", ["type"] = "FARP", -- ["unitId"] = _unitId, ["y"] = _point.z, ["x"] = _point.x, ["name"] = _name, ["canCargo"] = false, ["heading"] = 0, } _crate["country"] = _country mist.dynAddStatic(_crate) local _spawnedCrate = StaticObject.getByName(_crate["name"]) --local _spawnedCrate = coalition.addStaticObject(_country, _crate) Now, here's the thing. I tried specifying the single helipad. Unpacking spawns the full size one. I tried the new invisible FARP. Nope. So, I'm missing something. Either in DCS itself, or in the 4.4.9 MIST, or in CTLD itself. Remember, I'm still pretty dumb in scripting, just trial and error edits. Does anyone know more about this, or would be willing to take a look? Simple .miz attached. (I can rebuild it for Caucasus map if needed) ETA: The dynamically spawned FARP cannot be used for player aircraft slots AFAIK, unless you deploy the crates in an area where the slots were already pre-placed in the ME. Maybe there's some scripting voodoo capable of that, I don't know. It's fine with me even so. I'm more interested in the ability to dynamically decide to create a working Forward Arming and Refueling Point wherever I want on the map, based on resources I/we transport there. testing invis FARP.miz -
Seems that the APKWS should share the same launch sound as the "standard" Hydras, since it shares the same rocket motor. Right?
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Immediately to the left of the ADF panel is a row of switches. The closest one is labeled "NAV". When up, the morse tone is audible and when down it is muted. Gain should also work to change the volume and I think you can lower it all the way.
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Gazelle ...what is needed to get the auto hover kicking in!?
Wakeshift replied to Frag's topic in Polychop-Simulations
That tendency to rotate in a hover is 'normal' and 'correct'. At low forward movement, the tail no longer acts as a weathervane to hold straight. Without this, the torque from the rotor due to the power required to keep a hover causes an opposite rotation in the body of the aircraft, which must be countered with pedal input. This is normal in all tail-rotor helicopter configurations. Balance the torque with pedal to hold a hover. Practice practice practice! -
Practice Vertical Landing on land first, before attempting it on the boat. The various training missions for this are detailed and useful. Then it will be much easier to transfer that practice to the maneuvers to approach, hover, sideslip, and land on the Tarawa.
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Take a look - these might help:
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As with all modules, a hearty recommendation for Chuck's Guides. Page 123 (of 277!) Thread here with links to all
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Error on my end - all sorted now. Thanks very much!
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If FFV is your jam, Arma might be a more effective platform.
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Yes. Twice. No effect. What version of SRS is running currently on the server? I wonder if that's a conflict, since it happens right after the autoconnect kicks on. I use 1.9.0.1
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Hello, I've flown on this server in the past and really enjoy it. Yesterday and today, I have had a problem when trying to connect. About 50% of attempts fail because of IC check "Requires Pure Client" - I've repaired twice today to confirm no mods/unauth/edited files present. The other 50%, I get the normal loading screen to completion, then a flash of the F10 map, and then it goes black and stays that way indefinitely. No response to any inputs, but when closing the DCS window from taskbar, I get the "Are you sure you want to quit" DCS dialogue box popup. I've never encountered this before, either here or any other server. Anyone have any ideas or suggestions? Thanks again for a well made and enjoyable playground!
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In general, this behavior is correct. With a single main rotor spinning one way, the force will "push" the body of the helicopter to rotate in the opposite direction. The tail rotor is not fixed - the angle of the blades are changed by the anti-torque pedals, to continually adjust the amount and direction of force applied at the tail. The amount and direction of force required changes continuously through different flight regimes, so takeoff is different from hover, is different from steady forwards flight, is different from deceleration or descending. Tail rotor is a pilot input along with cyclic and collective, and by itself with no pilot input does not automatically counter the main rotor torque. Hope this helps. For further detail on this topic as it relates to DCS, I recommend watching some DCS Huey flight tutorial videos.
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For the last question, where the crosshairs disappear: This happens often when you have a target in either the TPOD or DMT and then uncage. The seeker slews to that location, but isn't locked on. When you "Force Correlate" but it fails to lock, the crosshairs separate almost to the screen edges. At this point, you can do 2 things - either continue to spam force correlate until you get a lock and fire, or slew the IRMV seeker a little bit so it snaps onto the target and locks itself, then fire. Usually you just have to get closer to target to get a good lock.