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Everything posted by isoul
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Point (1) : This will, 99% of the time, lead your helicopter in vortex ring state. I couldn't figure out why you had to set collective to 0% but its definately wrong. My suggestion is to pitch up a bit to lose speed(this will normally lead you in gaining altitude), at the same time decrease collective slowly to compensate the altitude gain. While speed is decreasing you have to move up the collective to gain some lift. Alternatively you can engage ALT HOLD and set an altitude(using the collective break) to set a desired altitude. Slighty pitch up to loose speed and while you are >50km/h you can engage Auto Hover and let the cyclic(slowly) to center. The Auto Hover will take over to set you in a (usualy-almost-complete) stop/hover. Keep in mind that Auto Hover function, in RL, isn't the one responsible to make you hover. You have to achieve the complete hover and once done the Auto Hover will keep that state. Point (2) : I think Martillo1 gave you the answer. Just don't be so hasty! Aggressive input lead in a crash or weird flying... Point(3) : Practise, practise, practice..! Keep in mind, like above, you have to contol the helo smoothly. In order to land you need to prepare from a few kilometers away. Reduce speed and altitude graduately, once close to a FARP be extremely gentle with your input and take some time to hover over the heli-pad. Decrease collective slowly to set your vertical velocity close to -2. DON'T DROP YOUR HELO LIKE A SHIP'S ANCHOR! After some practise I can hardly fail to land.
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The actual term is Above Sea Level(ASL)... for that you ll get just 1 cent intead of 2! Barometric Altimeter is used to let you cruise constantly at the same altitude. This is used for higher altitudes where there is no danger of flying into a slope of mountain peak.
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Something is wrong with the link... thee address is wrong
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But who forces you to keep tweaking instead of flying? You tweak once or twice, using some of the directions found in the forum or in guides, and when you have the desired outcome you can start flying! You may tweak again if someone come up with something new that will improve your gaming quality! Keep in mind that the desired outcome is a good performance/quality ratio for your rig, its what YOU think its OK! Once you achieve good performance you may just stop... don't try to hit 200 fps, just play the game with acceptable performance! Personally I would prefer a rock solid 30fps (that would never drop) but since this is impossible I am satisfied with 40-55 while in cockpit! Even same rigs can have varying performance results... based on applications in the background or drivers installed.
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Accidentaly I copied/pasted the wrong CLSID thus resulting B-8M1 rocker pod to be shown(loaded with S-8OFP2) instead of the typical B-8V20A which is the one Ka-50 carries. B-8M1 is the rocket pod the Mi-24 Hind carries. My mistake... sorry again!
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I think that AH-64D Apache Longbow variant is more of an Apache that adopted fully the Digital Battlefield Doctrine so the changes from A variant is more about data interchange between various elements and units and improvement to systems rather than flight characteristics or different weapons or equipment(besides the Longbow radar). I think that highly classified remains both the Longbow capabilities and the improved communication/navigation/survivability systems... I didn't say that no one wants Ka-52, or that Ka-52 wouldn't be nice to be modeled BUT : 1) We all play the game with Ka-50 and no Ka-52 so far without major problems. 2) Ka-50's participated in Chechnya War without the much needed aid of Ka-52. 3) The use of Ka-52 in DCS would be 99% restricted in multiplayer environment. In single player it would be hard for AI to use it properly and being an AFAC for AI isn't that fum IMO. We can do it without Ka-52 and personaly I believe the work of an AFAC is a quite complex one that will be : 1) Hard to be modeled(since many systems remains classified) 2) Hard to be used 100% since it requires many skills and experience to fully get the advantage. If ED says that it will be modeled then I am more than happy, if ED says it won't I won't be bothered either! I think most of the community thinks that way!
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Ramstein I post the same petition a few days ago...! But the more we point this problem the higher the chance this will be included in next patch(since its too easy for ED to make so small changes).
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Will the DCS A-10C support multi cores?
isoul replied to kingneptune117's topic in DCS: Ka-50 Black Shark
Recently, for reasons not relative to DCS:BS, I changed my CPU. I used a E6600(2.4GHz, 1066MHz FSB, 4MB cache total) and now I am using a Q9400(2,6GHz. 1333GHz FSB, 6MB cache in total). What I have to observed after the upgrade is that Max FPS raised just a bit but the most significant change was that overall frame rate became more solid. More detailed : 1) Flying over dense environments(cities, airbases etc) gained about 8frames (40fps now/32fps used to be) 2) The minimum FPS doesn't go so low anymore... (previously lowest was 30-32, now its 40) ...eventhought I have raised the graphics quality a bit! 3) The game runs more smoothly with little to no frame "hickups"(caused by rapid and large FPS drops). DCS don't benefit from multi-cores that much, other games benefit a lot more. The only gain is that FPS become more solid in my case (mostly due better technology rather than multicores) but if you are thinking to upgrade just for DCS I think the same solidity with higher maximum FPS can be achieved with an E8500 or higher. Another thing now... since DCS is something like a "core application"(more like the heart of the simulation) and Black Shark and A-10C are modules that use the same "core application", how can A-10C utilize multi-core technology or 64bit executable while Black Shark will stay the same? I believe that if ED makes a change to the game engine with a new module release, this change will come in a form of a patch to older modules. That will ensure the inter-operability with diferent modules. -
This ability (FLIR) is included in Ka-50N or Ka-50Sh. Both of them won't be modeled soon, if it ever will! Community may find out how to make Shkval display IR images but will it be an accurate model of Ka-50N or Sh variants?
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I missed that video Bucic! Whats the chances of lifting off by randomly pressing a few hundred buttons??? If anyone succeeds in that I advice him to abandon his Shark and go and place a bet or run to the nearest casino..!
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Update the Maintenance/Rearm Menu according to the addition of rockets : A. Add a payload option for equipping 1) 12 ATGMs + 40 S-8OFP2 2) S-8OM(illumination special purpose rockets) 3) S-8TsM(target marking special purpoce rockets) B. Change the option (in CAS) to get 80 S-8KOM and make it S-8OFP2. Its odd to have A-T rockets under CAS! As it is now we have the weapons but we don't have the means to equip them during the mission... isn't that odd?
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Edit ...\Config\Graphics.cfg and go to line 389 (maxfps=0; by default)
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And something else that should be mentioned is that AH-64D Longbow's main role is to act as an AFAC(Airborne Forward Air Controller) for the rest of AH-64(be it D variants without the Longbow radar equipped or simply AH-64A+). The same idea goes for Ka-50 flights were a Ka-52 act as AFAC while the rest are Ka-50 that engages targets. Everybody are doing fine without Ka-52 why this can't be for Apaches too?
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Agiel7 welcome onboard! This is a much discussed topic that's why most of the other suggested to search in forum. I had myself the same question in the beginning but I got a some very good arguments why ED was talking about A version and not D. Is an AH-64 module still in ED plans near future plans???
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I think both populations(pro's and rookies) should back off in their demands. Rookies need to have a lot of patience and go over the same stuff again and again(its a helo after all, not a bicycle). Pro's re-train too! Pro's should have the patience to give their lights to rookies as well! On the other hand think that a rookie is a potentially good pilot and both trainers and learner can make out something good from a training course!
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In general... The Altitude Hold should be engaged. At desired altitude(and when the collective is almost at point 0) you can press F key to set the desired altitude. At all times remember that : 1) Altitude Hold, as every other autopilot channel, has 20% authority over your input. 2) The collective should be kept at point 0(no ascend or descent) in order to maintain the altitude. 3) The altimeter should be set to Radar(not Barometer) in order to keep the same Above Ground Level altitude. 4) When flying above steep slopes the ALT HLD may not be able to keep up with the ascend/descend rate...
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Dash, first thing is that I am amazed by the details you mention(the missile's velocity) but I have another thing to point-out/ask. In the DCS2.xls file you attached in a previous post you mention that several guns use belts with HE and HE-T mix... Since HE-T stands for High Explosive Tracer I don't think that this counts for different ammo type since that ammo is still a HE round with a glow... which more or less has the same effect with standard HE round. Another thing I want to ask you guys(EvilB included) is if ED team is interested on different ammo types used by ground/naval units in general or specifically for selectable only ammo types? I mean, as I get it at OP, the guys at ED are interested for multi-feed guns, like 2A42, which are loaded with different ammo types and the crew selects which type to fire without having to reload manually.
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I have an e-Book "Russia's Arms 2001-2002" which contains much info on Russian military equipment (from IFVs and artillery to aircraft and submarines and from simple sidearms to guided missiles). I 'll check for any unposted info on Rate of fire and selectable Ammo types for units that are modelled in DCS. EDIT : From hundreds of vehicle and naval weapons in Russia's arsenal the only one that is stated clearly that has multi-belt feed and selectable fire rates is the 2A42 that is used on BMP-2 and Ka-50. Though there are many guns that is stated to use 2,3 or more ammo types.
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In the real word,does the KU-31 Shkval center key exist!!
isoul replied to yuhan11020's topic in DCS: Ka-50 Black Shark
Its not impossible that this function(Shkval center) exists cause its just a line up movement(moving sensor to its original position). The trim reset is implemented ingame possibly because the whole trim function can't be simulated to the most people(that don't have FF sticks). -
When I say that I can't add more options in the Maintenance/Rearm Menu I mean that I can't get them to function since I need(obviously) to do more changes than changing just the menu text. For example, I tried to add one more option to the Rearm\Anti-Tank Menu that should be bound to F5 key... but I don't know how to add the F5 key(that doesn't exist) and assign it to my newly created otion. To alter already existing menu options and loadouts is quite easy but adding a new one... I simply don't know where to look! .lua file structure is easy to understand for weapon loadouts and menu text but I don't know how easy it will be to add more.
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Finally I 've checked it! The correct S-8OFP2 CLSID is B_8V20A_OFP2, I 've mistaken it in an earlier post which resulted in displaying a different type of rocket pod loaded(B-8M1). Good news : I can change the weapon payload and change the text to Reaming Menu to reflect the changes in payload. :thumbup: Bad news : Haven't found out how to add more options to the Rearming Menu :( Are you interested in that?
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MS Combat Flight Simulator III had a dynamic campaign too right? I mean if you succeeded in some missions the front and missions(locations and objectives) were altered. Is that what you mean? If I recall correctly CFS 3 missions seemed somewhat repetitive to me. But I think that a truly dynamic campaign that remained realistic requires not only human resources from ED but resources from our computers too(many units on the map with their own waypoints and actions) The overall idea is that if a proper dynamic campaign sytem is to be created this will surely be very complex in order to avoid the simplest problems. I prefer many carefully,realisticly and smartly designed missions rather than a dynamic campaign with bugs.
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I had a look on the files but unfortunately I didn't have the time to make any changes and test them. From what I saw in the .lua files I think the changes I am thinking to make(change CAS-F1 option to reflect S-8OFP2 rocket). The only thing I need to check is how to add 1 or 2 more armament configurations(one should be 12xVikhrs+40xS8OFP2) in CAS thus adding more options to the existing menu which will be the most helpful. I 'll inform you for any progress through this thread or PM.
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How can the we (the community) improve gameplay?
isoul replied to Grimes's topic in DCS: Ka-50 Black Shark
Mission creation suggestions : - Let us face a proper challenge(don't pit an army against terrorists anymore)! Instead let us fight an enemy who has means to defend him self(proper defenses not Stinger armed infantry). . - Don't place many units on the target area, instead place fewer units smartly! Some units acting as targets and some defenses in the proper positions. No 50 tanks defended by 5 AAA or the reverse! Its unrealistic an the frame-rate will degrade... (The unit templates in ME will help to this direction). - Try to think like the enemy, put yourself in enemy's position! Don't place enemies like ducks in the shooting range. Think like that... "I got 6 tanks and 2 AAA, where should I put them in-order not to be so vulnerable and be able to defend themselves?". Make pilot's life somewhat hard. - Mission Objectives should be achievable, if you take the proper payload, without having to rearm. Don't put objectives like "destroy 30 tanks". Force the pilot to cooperate with wingmen and/or other squads to complete missions. One squad hit defenses, other squad strike a camp. -Missions that start normally! Start from a FARP/Airbase several kilometers/miles away of the enemy positions. FARPs aren't placed 5 or 10 km away from the enemy cause even a heavy mortar can hit them. Make the pilot put some effort in flying to the target area. - Remember that if a sortie lasts 1 hour overall, the attack itself is a quick but intense procedure that lasts a few minutes. - MP missions shouldn't require too many participants... Don't try to recreate the Battle of Britain! Few participants that will leave few/no slots empty. Suggestions to the player/participant : -Use Voice-Com and use Data-Link. Cooperate with others effectively, in modern war there are no heroes nor cowboys(these died in the effort long ago!)... Only winning side and loosing side, everyone contributes to it. -Pick a specific task and concentrate to it. Don't try to hit everything everywhere.(the mission should be designed that way too) ASK Feuerfalke FOR ANY DETAILS... HE HAS SOME AWESOME IDEAS(page #1)!!! -
Upgraded Hawk systems are still in service, with Turkey and Romania having the most modernized ones(Hawk XXI), and rest of the countries having upgraded them to Phase II or III(most HAWKs in service are Phase III and maybe some Phase II). The initial system, dating back to 1959, is hard to be found nowadays in service. Typical Phase III Hawk Battery (http://en.wikipedia.org/wiki/HAWK) A typical Phase-III Hawk battery consists of: 1 x PAR - Pulse Acquisition Radar - Search radar (AN/MPQ-50) 1 x CWAR - Continuous Wave Acquisition Radar (AN/MPQ-62) 2 x HIPIR - HIgh Power Illuminator doppler Radar - 1 HIPIR for every 3 DLN (AN/MPQ-61) 1 x FDC - Fire Distributuon Center 1 x IFF - Identification Friend or Foe Transceiver(AN/TPX-46 which is install inside FDC) 6 x DLN - Digital Launchers with 18 missiles.(...the launchers as is in encyclopedia) 6 x MEP-816 - Generators 60KW (400 Hz) each. (plus 1 or 2 backup generators of the same type) 12 x M-390 - Missile transport pallets with 36 missile 3 x M-501 - Missile loading tractors. 1 x Bucket loader (a typical one! -probably for making fortifications- instead for calling the Engineer Corps units) A Battalion consists of 2-3 Batteries Photos & Drawings (sorry for not being the best or the most helpful for ED team to recreate them ingame but I couldn't find better ones) AN/MPQ-50 AN/MPQ-62 AN/MPQ-61 Battery Fire Distribution Center M501 Tractor M390 Trailer MEP-816A Generator In the .pdf below(which is in Greek* unfortunately), at page 6 in drawing 1 and 2... : http://www.army.gr/files/File/Oplostasio/Purovoliko/HAWK.pdf 1st Drawing : A drawing of a full HAWK battery with approximate placement of its elements (3 of 6 DLN shown) 2nd Drawing : A drawing of what is called "Assault Fire Platoon" with its 3 DLN *In case you need any additional I can try to translate them for you.