

JHzlwd
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I have been running BS on my "System A" for over a year with no problems (patched to 1.01). This system is Win 7 Ultimate, I7-920, 6 GB RAM, Logitech G110 KB, Saitek X52 Pro, ATI 5850. I recently put together a bigger and better "System B" which is Win 7 Professional, I7-2600K, 6 GB RAM, Logitech 510 KB, Saitek X52 Pro, ATI 6970. BS (1.01) was installed on the new System B and *worked perfectly for a couple of days*. Of course I was fine-tuning some things which is likely where the problem happened. Anyway, after that initial period of success the sim is now frozen every time following launch where the helicopter is sitting on the pad and you are asked to click "Pause/Break" to get going. You can click it all you like but nothing happens. There is no sound and the sim is totally unresponsive to *all* KB input. Task Manager cannot kill it but you can clear BS out of the system by logging out of Win 7 which, at least, avoids a complete reset/reboot. I have tried the following: - Changed screen resolution/mode - Installed 1.02 Patch - Tried compatibility mode and ensured running as Admin - Downgraded video options - Tested trying to fly with no keyboard programming loaded. - Checked FAQs. There is an item relating to this exact problem having to do with "NewView". I have no idea what NewView is and cannot find any evidence of it on either system. I am convinced I did something after the initial 2 days of success to hang this sim but hours of effort have not determined what it might be. Any suggestions would be most appreciated. Best wishes, JH
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See my note above. jh
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I had problems until someone told me the game must not be installed to C:\Program Files, which is the installer default. Try allocating a folder such as C:\A10 and install it there. You will still find some bugs but this is, after all, a "beta". Best wishes, JH
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Problem with Targeting Box Have had the Beta 4 up and running nicely for some time but am stymied by this problem. When I attempt slewing the targeting box around ( , . / ; ) it does not stay put where I have placed it but instantly jumps up to top of screen. As a result, target designation is impossible. Any suggestions appreciated. Best wishes, JH
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Control Profiler Question - Mapping Problem Had some of this happen in Black Shark too but can't remember how I finally dealt with it: (1) When loading a profile to edit keyboard and stick assignments often get they keyboard assignments duplicated in the Saitek controller assignments (or vice-versa) which ruins the profile. Sometimes the LOAD works fine. (2) Cannot get the profiler to accept many buttons on the Saitek when using the "ADD" function. The slots in the Saitek column for many functions have only the background color ... no highlighting as if marked not available. (3) Occasionally after a key on the KB is assigned, it is not recognized by the profiler (like when you click it in hopes of having the profiler jump to that line). Tried clearing both Keyboard and Saitek categories but many of the functions I would like to assign to the Saitek remain un-highlighted and non-selectable. So, is this challenge familiar to anyone and is there a recommended procedure for dealing with the CONTROLS profiler that avoids these problems? To compare, loaded Black Shark and the profiles there show *all* functions potentially available to the Saitek so the bottom lines is ... why so may unavailable under A10? Apologies if I have overlooked something obvious. Win 7 Ultimate I7 - 920 Saitek X52 Pro Logitech G110 kb Best wishes, JH
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Hi Dragon. Much thanks. Your comments may have led me to the answer. After experimenting I discovered the problem is almost certainly the mix of units in the convoy. Specifically, the ZU-23 in my case. Whether the ZU is in front or at the back, nothing moves. If I replace it with SA-9 "Strela" everyone rolls. The ZU-23 is a towed gun but from what I see (when I can get close enough) is that it is always set up and ready to go *when part of a convoy* so everyone stops. If I place the ZU-23 in a group of its own, it moves. Seems odd. Is it supposed to be this way? Best wishes, JH
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Thought I had this fixed last week by ensuring non-zero speed in final waypoint but the problem has returned. In a new mission I place several units to form an on-road convoy and assigned several waypoints, each with a non-zero speed but typically 20k to 50 k. The convoy simply remains stuck at the starting position no matter what. A ZSU escort which is part of the convoy will fire at me as I approach but it is parked just like the trucks. Any suggestions appreciated. I examined some of the canned missions to discover what I might be doing wrong but can see no differences in the way ground units are handled. Best wishes, JH
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Update - Trimmer Solution >>So, IMHO you'd be adviced best, to check this config file: ...Scripts\Aircrafts\_Common\FMOoptions.lua and adjust these settings as they are most comfortable to you: HelicopterTrimmerZonePitch = 0.05 (5% in pitch) HelicopterTrimmerZoneRoll = 0.05 (5% in roll) HelicopterTrimmerZoneRudder = 0.1 (10% in yaw)<< *************************************************** Perhaps the following will prove helpful to someone else suffering with the Trim control: I did not initially have much luck at all with any of the references and found the helicopter still very unstable in response to Trim using either method and with Method 2 still leading to frequent lock-up of the stick although the tolerances were much increased. I did not have any problem at all before the patch. Read on .... After much experimentation, however, I have achieved Nirvana with *both* methods. The solution lay not so much in adjustment of the trimmer script parameters (although this advice was helpful) as in the profiles for the x/y/z axes. In my case, at least, *it proved critical to have the calibration curves perfectly symmetrical in vicinity of the centered position* - for pitch especially. I am not sure why this is so important but it is a fact that when I shaped these properly in the simulation "Axis Tune" all instabilities disappeared as if by magic. This was verified by going back and forth a few times. Both trimmer methods are now a delight to use. My parameters are 0.4 for all of X/Y/Rudder (Method 2) and 4.0 when using Method 1. Just a click of the Trim button and I am trimmed now without any bouncing or drift. Too good. Best wishes, JH
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Thanks. I will review this. Best wishes, JH
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The new Trim option is causing me an odd problem. (I realize I can turn this off in "GAME PLAY"). The way it is supposed to work is very nice but when it is active I frequently obtain the condition where the helicopter is totally unresponsive to Cyclic inputs. It's like you unplugged the flight control system from the USB port. The only way to break out of this is either to reset Trim (major bouncing around) or find some position of the Cyclic stick that works (there is usually one that works - possibly in only one direction) ... exercise that briefly (more instability) and then everything is back to normal. It is a real nuisance. This doesn't happen ever when using the old Trim technology. Any suggestions most welcome. Best wishes, JH
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This is an update to the problem I originally reported. After a number of experiments this morning I modified the TEST.miz to provide non-zero speed at the final waypoint for stuck units. They now move and engage as expected. Could be a co-incidence so will try some other things to verify but it's looking good Best wishes, JH
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Thanks for responding. I just put together a very simple example in which opposing foot-soldiers confront each other after a short march along with a couple of mobile howitzers on each side. The Ka50 is set up in approach mode aloft to act as observer. I took the precaution of putting the howitzers "on road" so they would not run into obstacles. On the first try of this mission it worked just fine with some aggressive combat. In fact, I got shot when approaching the paratroopers too closely. On subsequent flights, everyone is passive although a few shots come my way from the paratroopers. No one moves. All units stay in their initial positions. This is the main problem I am having plus refusal of opposing forces to engage after the initial run of the mission. Here is the link to the .miz file ... http://www.wolfwillow.com/nu/westwind/Simulation_Gaming/Ka50/Missions/TEST.miz Evidently I have missed observing some critical requirement. Best wishes, JH
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I land quite vigorously, concluding with a festive fire-ball. The base commander makes a lot of money selling tickets to the event. If I am in a less heroic mood, I just break off the nose wheel and blow the back tires but "any landing you can walk away from is a good landing". My favorite is probably the side-tip set-down where the impact knocks off the rocket and missile canisters and maybe a couple of rotor blades. I always wear an asbestos flight suit and aluminum underwear as precaution against the worst. The shop has put a man-hole cover in the bottom of the fusilage to facilitate my frequent exit from the inverted position. Look at it this way: I am providing jobs for the mechanics and clean-up crews. Seriously ... I have improved a lot. What really helped was going to a local helipad and watching the real thing. I have great success with what "Walker" recommends. Come in fairly aggressively, cutting the collective sharply for fast descent until at about 50 m altitude and with my landing site maybe 100m in front. I then start goosing the collective while pulling back on the cyclic. Too much bac-cyclic can result in a backwards rolling set-down which is OK but looks silly. The trick is to maintain significant forward speed until the instant of touchdown while not letting rate-of-descent get out of hand. You do not want to get caught in the ground-effects either. I keep nose up just a bit and then about 1m altitude kill the collective. This results in a nice non-rolling touchdown about 70% of the time. For the remaining 30%, re-read my opening remarks. I have practiced landing on flat roof-tops with much success. The reason seems to be that as you approach a rooftop there are no ground effects (unlike a runway where you have no choice). Any ground effects occur at the last instant where they are unlikely to be much of a challenge. Much easier to approach so long as you concentrate on positioning. I have had little luck with a straight vertical descent but am working on it. Best wishes, JH
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For the most part everything in the Editor works well but I am having a frequent problem with ground units. Here's what's happening: (1) Place some friendly paratroopers and waypoints with speed of 7k or so. On the first test the troops move as expected but on subsequent runs they just stand there if I have added other units or made seemingly trivial changes to the mission elsewhere. If I delete, then replace these troops they will again march on the first test but not if I restart the mission. (2) Try same thing with enemy troops. They always move but when they confront the friendly forces no one ever fires although they are well within range. I have made sure they carry appropriate armament. The enemy troops equipped with manpads will, however, always fire on my Ka50 if it is in range. (3) Place enemy mobile howitzer with waypoints. It moves to final position every time but will fire on ground targets (buildings etc) only on the first test and not thereafter if I make any changes at all. I have tried this with/without targeting (I realize targeting does not apply to most ground units) but get same results. Evidently I am overlooking something needed to motivate ground units - obviously the ground unit deployment works properly in the canned missions from DCS. Best wishes, JH
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This is easy unless I misuderstand. With the mission up in Editor simply click the Waypoint you wamt to move. The entire route will become highlighted. Now drag the waypoint to where you want it and "SAVE". Best wishes, JH
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First, appreciate that these machines are inherently unstable - but you have already noticed;-). I have experienced the same thing as you. Here are some things to consider in addition to the excellent advice you have already received: (1) Develop a careful discipline of making all control inputs gradual and smooth. This avoids instability under most circumstances. (2) You can easily get caught in your own vortex at low speeds or when setting up a hover. You can escape the vortex with some cyclic forward and increasing the collective. (3) If you get into a situation of pitching it is often better to take hands entirely off the controls for a few seconds rather than trying to compensate. The machine will often settle down by itself. (4) If you get into a rotating instability where the BS starts spinning on its axis you may have to adjust rudder repeatedly in the opposite direction, using Trim each time. Two or three such adjustments may be necessary. (5) Instability can be a real problem if you are hit by ground fire and the BS is damaged. This can happen without your knowing it. Once systems are compromised you may have to control stability manually and it's very tough. (6) During some extreme maneuvers, like forcing a large change in position/attitude/altitude during auto-hover, the auto-pilot may dis-engage. Regain stability manually and then reset the AP. If you need to change position during auto-hover, best to turn it off temporarily while doing so. Best wishes, JH
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Of course! Worked right away. It is "Axis Commands". I recall it now from a few weeks ago. Much thanks for jogging my memory. Best wishes, JH
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There is doubtless a simple answer to this but I cannot discover it. I recently called up Options/Controls with the objective of making some fine adjustments to the axis controls on the Saitek X52 Pro I am using. I never had any problem with this before but now "Axis-Tune" is always unlit and unavailable even if an Action such as "Cyclic nose up" is chosen. If I open the panel to "ADD" a control from the stick, only the list of buttons is shown, not any of the sliders, rotaries or stick motions. Formerly they were all there as options that could be chosen. It is as if all controls with non-discrete settings are blocked. I called up the Saitek profiler and it responds to all controls so it seems unlikely the stick is not reporting some controls. The BS simulation responds correctly to all stick controls in flight. Any suggestions appreciated. Best wishes, JH.
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Engines Die During Ossetia Pirates Mission
JHzlwd replied to JHzlwd's topic in DCS: Ka-50 Black Shark
Komrades, Thanks to your perceptive responses but "Speed 2" and "Griffin" especially, this problem has been solved. As usual with such things, an element of personal stupidity was involved. The engine ice/dust switch is 3-position with center off, which I had assumed was full-up. Incredible. When I finally flipped it up to the proper -de-ice position the problem disappeared. My only problem now is how to avoid getting shot down by the pirates when arriving at their hide-out but that's something I won't be needing help with. For an interesting variation to this mission, try flying directly to WP 5. This involves a very "interesting" climb through the mountains which pushes the Ka50 quite hard. The first time I tried it there was a gearbox failure near the top but it is quite do-able if you are careful. Thanks again for the good advice. Best wishes, JH -
Engines Die During Ossetia Pirates Mission
JHzlwd replied to JHzlwd's topic in DCS: Ka-50 Black Shark
Thanks for replying. Yes, I have de-ice on. I got caught on this earlier when first trying the mission. Climbing that pass you learn the hard way. In the meantime I continue going through the manual for clues. This is my favorite of the canned missions because of the long and at times challenging flying. jh -
Apologies in advance for asking what is liable to prove a very elementary question. In the Ossetia Pirates canned mission I arrive at the waypoint in vicinity of the area to search for the pirate encampment. It's a long trek out there. Within a few minutes the Ka50's engines slowly die and cannot be restarted. It reminds me of running out of fuel but the fuel gauge looks OK. I thought maybe it is necessary to switch fuel tanks but the fuel pump switches all look flipped already or ... must something else be done to route fuel from other tanks? ... If fuel routing is the problem and someone simply answers "Yes" I will try to find the full answer myself although have so far not found anything. Best wishes, JH
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Noobs, I suppose I am one too but have been flying air combat sims ever since they existed in a reasonably credible form so that goes back to 1994 at least. Black Shark certainly sets the standard others will now have to aspire to. I have been flying the Ka50 (simulation/real mode) regularly since Christmas and am very comfortable with all aspects of flight control, most navigation and a straightforward method of weapons magagement/deployment. Partly for my own use but to share with others as well I have prepared a beginners tutorial. This was announced earlier but there have since been useful upgrades so am posting notification here. The tutorial is a single page of essential topics and there are links to two practice missions you can download and use with the tutorial. The document is here: http://www.wolfwillow.com/nu/westwind/Simulation_Gaming/Ka50/Tutorial.php If the number of hits keeps growing I will add more material from time to time. I have attempted dealing with most of the issues I found troublesome when first learning the sim. You will find topics on take-off/landing, hovering, stability control, etc. Best wishes, JH
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Colleagues, I received an item of very helpful advice from this Forum when first learning this great sim so. perhaps. the offering presented here will prove of value to someone else. It is a matter of giving back. I know there are other tutorials but there is sometimes value in another perspective. The tutorial is compiled from my own notes jotted down while learning and comprises a personal reference should I forget something. It caters for the beginner desiring some early results. A companion practice mission is included as a supplementary download. You can find the tutorial at the link below (tested in Opera and IE), as a single page on one of my web sites. Internal links provide shortcuts if you prefer skipping some topics. Over the next few days and weeks I will address any significant errors and omissions as the tutorial is under active review. http://www.wolfwillow.com/nu/westwind/Simulation_Gaming/Ka50/Tutorial.php Best wishes, JH.
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Much thanks to everyone who replied. The glitch proved to be the targeting gate too wide as several of you suggested. Apparently I had gotten into the habit of making it wide as a visibility aid and then neglecting to re-size before locking. Apologies for taking up your time with a dumb problem like that. Best wishes, JH
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I have had Ka50 since Christmas and am reasonably comfortable with everything (simulation mode) in this excellent product. Everything was fine until a couple of days ago when suddenly the Moving Target lock does not engage. I can lock up stationary targets but vehicles now cruise away and the lock will not follow. Yes, I do have the button for moving target engaged. I suspect I am doing something wrong when setting up targeting but could use some suggestions. Best wishes, JH