

Dr_Arrow
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Everything posted by Dr_Arrow
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Apart the alt hold AP mode, this bug makes also the following AP modes hardly usable: Alt and roll hold, Transition to level Flight mode, Route Mode, Approach/Landing mode.
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Cannot confirm, it is working alright - I just landed using GL/LOC at Krasnodar yesterday (1.2.16). Please read this thread, not every airport in DCS gives you those indications: http://forums.eagle.ru/showthread.php?t=133974
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1.2.16 - Landing bug still going strong.
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Su-25T Master Caution when starting from ramp hot
Dr_Arrow replied to Nealius's topic in Su-25 for DCS World
That's probably because of wind moving the AoA sensor vane above critical threshold on the ground. -
I think that it might be something how UB-32 pods from LN are modeled. After I put them on the Su-25 when I press and hold the trigger the pod fires only a pair of rockets. Contrary to the stock pods which fire rockets as long as you hold the trigger.
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Thanks, this is a great and realistic guide for standard SU-25/T weapon loadouts. I always try to utilize such loadouts in my missions coupled with realistically set mission objectives. Bizzare weapon loads turning Su-25T in a brick are however demanded for Rambo style action packed missions -> Eliminiate enemy AAD, destroy convoy, bomb building and finish off anything alive with cannon :)
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It seems that the AP is using its own altimeter set to 760 QNH instead the value measured by the on-board altimeter.
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One more advice - both vanilla Su-25 and the T model can toss, dive-toss bombs very well. Ingress fast (700-800 km/h) at 1000 meters - lock the target at 8 km and when the release timer starts to count pull into 10-20 degree climb and to 4Gs after bombs release while popping flares. You can toss bombs from 4-5 km while completely avoiding SHORAD. This technique can be combined also with higher altitudes and shallow dive to build up the speed. In fact the RL manual recommends this as only method of FAB-500 bombs release (1000 meters altitude level flight->climb). Diving attacks with FAB-500 were forbidden in the Su-25.
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Exactly my experience when we were towing with a tractor an old Mig-21-F13 and one wheel got onto grass - I was amazed how it started to sink into the ground and after a few minutes the whole wheel was completely under the surface. We pulled it out only after some excavation and it had to be pulled by a truck (the tractor couldn't do it).
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AI when left on its own is quite terrible - particularly in AIR vs. AIR - I agree. I have created around 300 ground attack missions for myself and if you program ground attack AI using triggers, predefined targets and target areas, it can work efficiently. If you set-up their attack waypoint well (so they can see the target and are correctly position), define attack quantities (so they won't attack 20 times using cannon) define used munitions for each attack against selected targets or areas, AI in ground attack can be efficient :) ME offers quite good possibilities of AI programing, if you just leave there only general objective like CAS, GROUND attack or CAP they go nuts and do things like attacking SA-6 site with cannon :)
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Great advice Vedexent! I would just add only: when using S-8 rockets, use the OFP2 version, they have much better splash damage than KOM and are very lethal against medium/light armored vehicles, personnel/infantry/manpads and AAA emplacements. You can unleash them at 3 km distance and afterwards jink hard to avoid getting shot at. When using unguided rockets I usually start my ingress at 2 - 2.5 kilometers altitude (as per pilot's manual) at a distance of 6 km continuously popping flares (very important). S-24 and S-25 rockets are also very good against such targets, employed the same way.
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AI is certainly limited, but I think that only a minority of pilots would like to fly 250 km to target, arrive on time, hit one or two ZU-23 emplacements and return home :) Other than that ground attack AI can do reasonably well if you know its quirks.
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This is the problem, people tend to load all possible missiles for the Su-25T (handling afterwards like a dead pig) and destroy whole enemy battalions, failing in the process. I imagine Su-25Ts would be sent under CAP with radar SAMS eliminated by SEAD flight. T-Frog flight would then be tasked with eliminating SHORAD using guided munitions (2xKH-25ML, or VIKHRS only) afterwards Su-25s would saturate the area and remaining vehicles with unguided weaponry following clean-up operations by Hinds or Havocs. But that is more a problem with mission design, because people want missions full of action and overly difficult without proper planning/briefing, which brings often undesirable results in a sim :)
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Nice air museums in California/Nevada area?
Dr_Arrow replied to amalahama's topic in Military and Aviation
You also have the USS Hornet carrier directly in SF. http://www.uss-hornet.org -
Slewing target designator after ground stabilizing
Dr_Arrow replied to number3's topic in Su-25 for DCS World
It is certainly a bit harder than it was. But I suppose it could be realistic. Remember it is a technology of late seventies. As I calculated if you are ground stabilizing the laser while flying at 2000 meters and the target is distanced at 8000 meters only one degree of shift of the ground stabilized laser would produce an error 520 meters on the ground and the system does not jump that much at all, so it must be very very precise for such an old stabilizing technology even if it moves/jumps a bit when the aircraft changes attitude. -
Slewing target designator after ground stabilizing
Dr_Arrow replied to number3's topic in Su-25 for DCS World
It works for me, but as the thread linked by Paganus suggests you need to keep the aircraft steady when in ground stabilized mode. I am also attaching a track showing that it works (with S-25L). In the track I ground stabilize the laser move it to the target and fine tune after launch and a small drift. After the hit I deliberately move the ground stabilized designator to show that it still works. S-25L.trk -
Improving Clickable Cockpit usability with head tracking
Dr_Arrow replied to Herra Tohtori's topic in DCS Wishlist
I am using a touchscreen and TIR-5 and think that DCS implementation is fantastic, I can manipulate all switches by just touching the cockpit. BMS implementation is horrible, touchscreen does not work at all there, so please let it be as it is now in DCS, it is perfect. -
Alt HOLD Autopilot does not work when QNH is different than 760. If QNH is lower it will stabilize you at lower altitude than you are and if QNH is higher it will stabilize you higher. Attached track illustrates this behavior with QNH in weather tab set to 740. I am flying at 2000 with the correct QNH altimeter setting (also external view shows 2000 meters) engage the alt hold autopilot and it descents and stabilizes me at 1800 meters. This is also valid for the Route Autopilot and also the Landing AP. Landing AP will always crash you if weather QNH is different than 760. This is even more problematic with dynamic weather. Su-25T_alt_hold_bug.trk
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This is not a problem, there is a long standing landing AI BUG, they abort landing just before touchdown and then either crash, go under earth or repeating until running out of fuel (sometimes landing). For some planes it is better and they are able to land after few attempts, but Su-25s are particularly bad and are only seldom able to land, usually going under earth. I've messed with all kinds of waypoint settings, fuel settings, skill settings, even messed with lua files but haven't been able to solve it :(.
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I'd suggest trying higher numbers - AFAIK 10 means a turbulence of 1m/s, so this is not much effect.
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AI formation landing problems is a long standing bug, which has been reported but not solved (it's been already a year - I've sent also a ticket with tracks), I hope that DLC campaigns will bring some pressure on resolving this, because it can seriously influence SP gameplay and does not look good if half of your assets crash during landings.
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RL landing weights for Su-25 are defined as follows: Maximal available landing weight = 13 300 kg Maximal landing weight = 12200 kg Recommended landing weight = 10800 - 12200 kg For Su-25, the landing weight from 12200 kg -> 13 300 can form only 3% of all landings and landings at such weights should be done only in case of emergencies. These numbers could be a bit higher for the T version, I always land with fuel less than 1500 kg without weapons and with fuel at 600 kg if I have some weapons left.
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Well, the real aircraft does not have trim axis and it is dangerous for high performance aircraft, just imagine moving axis trim to full aft/down at Mach 1.5, or vibrations moving the trim wheel in real aircraft, moving the trim wheel under G, etc...moreover you would have to move the trim wheel very very little during very high speeds. Well there is a bunch of reasons it is this way in RL aircraft and such trim is also the best solution for jet fighter aircraft.
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Could the fixed UB-32 be also used on Su-25s? We still have there those horrible looking ancient UB-32s there :)
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It was reported nearly one year ago, ED is probably aware about it, but I doubt we will see this fixed before DCS World 2.0. I reported it in: http://forums.eagle.ru/showthread.php?t=123973&highlight=landing For me personally it is currently biggest problem in DCS World and I always check it when a new patch arrives.