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Lynnux

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Everything posted by Lynnux

  1. In the first attempts "accelerate -> chute -> rearm -> accelerate -> chute -> rearm..." I didn't switch the engine off during rearm and the chute deployed afterwards. On later attempts "shutdown engine and power -> rearm -> restart -> accelerate -> NO CHUTE" and "full shutdown -> repair -> NO REPAIR -> rearm -> accelerate -> NO CHUTE" I switched off engine and power it still didn't deploy. So replenishing the chute during rearm seems to be unrelated to engine on/off. The cause seems to be more something like the unloaded undercarriage after take-off preventing also the chute to deploy after a rearm back on the ground for some players. What I fear now is that you're just changing something without knowing the root cause and the new method won't fix it for those players, too. Please, let's try to find out first, what happens here. For me this issue is not a gamebreaker but this might be different for other players E.g. I'm a new owner of the JF-17, so I'm unsure that I'm doing everything right. I have installed this module during freeflight, so it's a relatively fresh installation. I.e. I may have new config files whereas old updated ones may e.g. still contain a setting necessary for this to work. I deploy and detach the chute via the default key "P", not via any HOTAS assignment. I use an icon mod, DCS-SRS and TacView (good hint, @unknown)
  2. Why is this fixed ? Just tested on multiplayer: accelerate -> chute -> rearm -> accelerate -> chute -> rearm -> take-off -> landing -> NO CHUTE -> rearm -> accelerate -> NO CHUTE -> rearm (using COM1 instead of "#")-> accelerate -> NO CHUTE -> shutdown engine and power -> rearm -> restart -> accelerate -> NO CHUTE -> shutdown engine and power -> repair -> NO REPAIR (despite crew answered "Copy!", 180 seconds timout doesn't start) -> full shutdown -> repair -> NO REPAIR -> rearm -> accelerate -> NO CHUTE 2 Bugs found in one test (no chute, no repair) ! Obviously claiming that it "works for me" and making videos doesn't help. Proper testing does !
  3. So gravity will pull the flaps down while airflow will push them up. That's physics. So would they really extend fully when already in flight ? Would make sense if they would extend on their own at low speeds. But e.g. at 400 knots ?
  4. Had the same problem once with a module. Had to contact the support.
  5. The chute is still not replaced via rearm, that's for sure.
  6. In freeflight I still didn't manage to get COO working. With the datalink pod the missile is not flying circles anymore but it just flies straight after launch and doesn't follow the waypoints. I created the waypoints on the F10 map (multiplayer server) and they were loaded into the plane (waypoints 30 and 31 and target waypoint 36). The missile could be controlled via datalink. So this looked more like direct mode to me. Anything else to consider or is COO bugged ?
  7. While the Jeff is easy to fly and the attitude is kept pretty stable (maybe most stable of all aircraft in DCS), tanking and A2A with guns reveals that some systems (fly by wire, engines, gun reticle) are reacting slower than in other planes. This often causes too much input from the pilot and you'll begin "pilot induced oscillations". That is especially true for the pitch during AAR since it's also sensitive. The roll you encountered in the Hornet was likely from wake vortices, the Jeff is somehow not affected by this. That's maybe on the other hand a nice advantage of the flight control system of the Jeff.
  8. Same here, UEFI dual boot is messed up now. Maybe best to be fixed" in Linux by switching the timebase of the RTC to local time. Look for "timedatectl". You can also switch Windows timebase to UTC via the registry instead. In both cases, some programs may have problems expecting the RTC timebase to be the original one. But I expect Windows programs to have more trouble with that switch. Maybe even DCS won't work with that switching, didn't try. So no thanks from me implementing licenses this way, sorry ! But thanks for helping to make dual boot work better on UEFI systems
  9. I don't know why there's so much discussion about what's clearly a bug: 1. Front bumper is undampened and even builds up energy on every bump even without the plane braking = perpetuum mobile, not possible in reality. Where should this huge amount of energy the bumper is building up come from ? 2. The MiG 29 was designed to land on unpaved runways. What do you think would happen in DCS when the plane goes over a bump which lifts the nosewheel by 0.5m. Yes, it would end up vertical, see 1 above. Noone can show a video of real MiG 29 with this behaviour like it's modelled in DCS currently and the reason is that the real plane doesn't behave this way. Hard landings occur also in real life. Every real Mig 29 doing a somewhat harder touchdown would have been destroyed behaving like in DCS. But they were not. That this bug doesn't occur if you land smoothly (enough) is totally off-topic... but at least you managed to keep this bug in game more than 1.5 years after OP posted this:bounce::doh:
  10. I only used the cartridge with my own waypoints so far. Tried autogenerated cartridges and they work in MP. But they are not generated for every enemy group. There are also cartridges from ELINT (SAM recon) runs, but unfortunately they don't seem to work. Only got the default flight plan when choosing one.
  11. Yes, to be more accurate: it does image processing of the IR image of the target. It's not only looking at the engine exhaust or heat dissipation of the engines anymore but the whole shape of the plane. That's why they are not distracted by flares anymore unless the flare is obstructing the whole plane for some time (possible but very unlikely). Also the missile won't switch to another plane crossing the target with a different attitude. The database is used to tell the weak spot from different angles. Guess where one (or the) weak spot is... Btw. radar absorbing (not reflecting) materials heat up when being illuminated with radar. Which can be used to spot them more easily via IR. Anyways, the seeker always needs to be told where to look, regardless before launch or after. I.e. when firing the missile at a target behind it still needs an accurate enough position of the (moving) target. Still a lot of this is advertising of the manufacturers. How well this is really working is not known to us yet.
  12. Had some weird movement of AI planes. You can also see it in TacView. Is the server load too high ?
  13. Neat idea ! Viggen reconnaisance mission 1 done. Unfortunately I've been alone on the server but this was possible solo.A2A missile missed me by a few meters... :fear:
  14. @MYSE1234 The missile hit also when Bx8 is like 3km off the target. But your point made me reconsidering setting Bx7. I've usually set it like 10..12km away from the target but 20+ km would be better to get more targets and/or fast moving targets into the cone.
  15. Tried in SP now (my first mission created): Ship was stationary, RB-15 setting TAKT 800001. Preset Bx6 to Bx8 on F10 map and used this cartridge. Intentionally set Bx8 approx. 10 km off to the left of the target. During approach I've set Bx8 on target (in fact a bit to the right due to TDC accuracy). Result: the RB-15 destroyed the ship, the flight path after turning at Bx7 pointed indeed like 3 km right of the target before the the missile locked onto the ship. It's pretty possible that this is a MP server issue and maybe specifically of the server I've observed the wrong behaviour. On this server, the Mjölnir is like 500m..1km off it's assigned target point, too.
  16. Btw. this effect "missiles fly through the convoy without locking" I also had with RB-04s where I just assigned Bx8 via radar, same effect as 1) above.
  17. Hello, playing mostly multiplayer and some players currently have issues with the RB-15. It seems like at least the waypoints Bx7 and Bx8 are not updated when you (re)assign them via radar. I entered TAKT mode 800001 of the RB-15s during all attacks. This is my conclusion drawn from what I observed. Attacking a moving convoy after a "long" flight (=convoy moved some kilometers): 1) Watched a player attacking the convoy by just setting target point Bx8 via radar. The RB-15s flew right through the convoy without locking onto any ship. He didn't set up any point Bx6 to Bx8 on F10 map. 2) Attacking this convoy myself on two occasions, the missiles seemed to "evade" the convoy by flying around it (behind the convoy). I've preset the waypoints Bx7, Bx8 (and the 2nd time also Bx6) in the F10 map before loading the cartridge. I've update Bx8 and Bx7 via radar since the convoy moved. Afterwards now it looks to me like the missiles have flown the pattern I've entered in the map, i.e. the update via radar wasn't working. Does it make a difference if I did the update in NAV or ANF master mode ? Don't remember this anymore. Anyways, missiles were fired in ANF mode. 3) On a different server, spawned a ship which was static (=not moving). I have set waypoints Bx6 to Bx8 via F10 map. I didn't update the waypoints Bx6 to Bx8 via radar. Missiles flew and hit the target as expected. Anyone else observed this ?
  18. No. Because the pilots just saw the speed on their instruments which shows IAS. And the statement "Especial Bf 109 which could not pull out of high speed dive" is simply wrong, regardless of IAS or TAS. And "high stick forces" does not mean that the control surfaces have no effect anymore like e.g. the elevator of the P-38 at a certain speed. So in other words: If you have a flight sim in which a BF109 can't pull out of a high speed dive using the stick because the controls freeze while a P-38F can pull out over the whole speed range without using rudder then you know it's unrealistic. Simple as that. :smilewink:
  19. Don't know where this myth is coming from. Finnish pilots were flying escort for their bombers diving with high speed (700+ km/h) and pulling up again. Dangerous was to pull too many G at high speed because the tailplane could break off. But anyways this is a FW-190 thread... Btw. the official top speed of the 109 was 750 km/h. The K model could already almost fly this speed when going level. Was it just able to fly straight at top speed because the stick forces were oh so high ?
  20. Yes, it is possible. As mentioned already you can create waypoints and target points on the F10 map when playing online. You do that on the ground before startup. A data cartridge with your waypoints can be selected via the kneeboard and then entered into the cartridge slot at startup. As others mentioned, on some servers targets are not displayed on the map, then it's not easy/useful, of course. Take a look to Chuck's Viggen Guide it describes how this is done and also some simple use-cases of setting and "adjusting" target points via radar for some weapons like the RB-15. E.g. you can really create waypoints Bx6 to Bx9 of the RB-15 on the F10 map and load them via cartridge. When approaching the target you can adjust the target points Bx7 and Bx8 using the radar. Chuck's Guide also describes recon missions with the U22/A ECM pod and gives a link to a nice tool (ELINT map) enabling you to display the results in OpenStreetMap. If you want to fully understand how navigation and waypoints work in detail, you need to read the normal manual provided by HeatBlur.
  21. Who knows ? Maybe Southernbear is working for Boeing in the procurement department and... you know like Microsoft bought companies to acquire SW technologies they were not able or wanting to do themselves, Boeing will buy Airbus to be able to build passenger aircraft and high-performance fighters again ? :music_whistling: So maybe he already knows stuff we don't ? ;)
  22. Who knows ? Maybe Southernbear is working for Boeing in the procurement department and... you know like Microsoft bought companies to acquire SW technologies they were not able or wanting to do themselves, Boeing will buy Airbus to be able to build passenger aircraft and high-performance fighters again ? :music_whistling: So maybe he already knows stuff we don't ? ;)
  23. Great mod ! :thumbup: Finally WVR in DCS is playable for me. The visibility of objects is a (the ?) great weakness of DCS. I used PhilStyle's mission to improve the graphics settings but in contrary to him the best FOV in my case was 170° (yes, fully zoomed out). And I could only barely spot the planes at around 13 nm and below the horizon/over land only at around 10 miles (half the distance he could). So it's clear that visibility in this game is different for each player. Before tinkering any further with the graphics settings now, I'll use this mod instead. Unfortunately the default settings for Dots and labels just turn this game into arcade.
  24. Lynnux

    Tarawa landing

    Sorry for the late answer. There is a nice training mission which I recommend to do at least once. I've played it in stable 2.5.5. There was some extended communication as well as explanation how to use and setup TACAN with offset point and bearing. E.g. the "loitering" is different compared to the F-18, that's also interesting and important to know. On multiplayer servers I mostly just have communication like landing on a land airbase, so this is not a good way to learn the basics.
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