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tech_op2000

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    f18 A10C F16
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  1. And the DiCE config is separate from DCS countermeasures, so it doesn't get reset every update.
  2. I use DiCE. works great. I can set custom profiles in setting then they will already be in my plane when I spawn in. https://www.digitalcombatsimulator.com/en/files/3312680/ Works in Multiplayer and passes integrity check.
  3. Often, when the pilot spawns into a cold and dark AH-64 and starts apu before CPG enters, there will be desync between the two crew members on the state of the APU. Steps to reproduce: 1.Pilot spawn into cold Ah-64 2.Start APU 3. CPG join 4. Note that APU is running for PLT but not for CPG 5. Shutdown APU 6. Note that APU shuts down for PLT and starts for CPG Here is the PLT and CPG .trk for this happening. https://drive.google.com/drive/folders/1mUY8EWvlnk3i2-DyzpBV736AjKRq1WSa?usp=sharing
  4. @Floyd1212 So, I did a little testing on this after watching your video. Here are my observations: The first time you engaged LMC, your range was 742 meters. Activating LMC at this point causes the LMC to attempt to keep an object stationary at 742 meters from the helicopter. Because the terrain is much farther away, it appears to be moving forward relative to your reticle because of parallax. Or to look at it the other way, your reticle looks to be moving backwards. In fact, your reticle is actually now attempting to stay stationary on a point 742 meters away from you. When you lase and then stop lasing, the range is updated to the distance to the tree. Now if you press LMC, it attempts to remain stationary on a point in space the same distance as the tree. When you continue lasing and engage LMC, it initiates LMC without attempting to keep a stationary point. (It is important to note that it isn't actually keeping a point in space, it is just initiating a slew of the TADS that would keep the reticle stationary relative to a point in space at that distance.) In the previous update to the apache, initiating LMC with the laser firing acted the same as initiating LMC with it off. In this update they seem to have changed this behavior. Now: -Initiating LMC with a set range and no active lase attempts to stabilize at that range. -Initiating LMC with an active lase activates LMC without attempting to stabilize at a set range. I don't know whether this is intended or not but it is interesting. Maybe the experts could weigh in on this behavior.
  5. I found an interesting behavior in the mission editor. If I set a tanker tacan to Y. I could select A/A in my hornet and get bearing only. I could also set T/R and get bearing and range. If I set a tanker tacan to X, I could not get ranging or bearing if I selected A/A.
  6. You are experiencing Inertial Navigation System(INS) Drift. This is due to not having access to GPS. It can be identified by the "IFA RDR" message on your HSI when you switch to IFA. IFA uses GPS to update your INS. Do you have the option "Unrestricted SATNAV" selected in your GAMEPLAY options? This should allow you to have GPS access even if not on the right side or too far back in time. Its a bit odd because when I open your .trk in the mission editor, it shows the year as 2022. You are playing as "Combined Joint Task Forces" (blue). Theoretically, you should have access to GPS. It may be a bug with South Atlantic Map, or.... It looks like your playing a Liberation Campaign mission. In another Forum Thread, a user reported problems with SATNAV on one of his liberation campaigns. I'm not sure why.
  7. To add the much needed context. This is the new TALDs It seems attempting to jettison multiple racks will only jettison only one rack, and after that not jettison any racks. It is still possible to jettison them by only selecting one rack at a time. They all jettison if using stores instead of rack, but take the rack with them when they jettison.
  8. It appears that if a player wingman attempts to do an ACLS Cat 3, it gives it to the Lead aircraft of the group instead. I was flying with a friend. I was A and he was B. I was just orbiting while he attempted an approach. The options for "established" "commencing" "check in" "Platform" showed up for me and him as he made his radio calls. when he got to 1200 feet on final, the tadpole never showed up, he had to hand fly. after he went missed, I came in, and got all the proper symbology and was able to do an acls approach. After mine, he was still unable to do one on autopilot.
  9. GBU-24 fall short on target at altitude.trk Track File dropping one at sea level target and one at 5000ft MSL target
  10. Build: 2.7.15.25026 F-16 Self Lase 4x GBU-24 Release angle 0 Degrees I have encountered what appears to be a bug. My GBU-24s are falling short of their target. This happens when I target a point that is relatively high above sea level. Initially, I was trying to learn the bomb on NTTR where all altitudes are 2000ft+ MSL. Every Bomb would stall out then land short if dropped anywhere within the Release Cue. I then switched to Caucuses and found they would not stall out when engaging a target near sea level. I then selected a target atop a mountain. They fell short just like they had in Nevada. It would seem then that the release cue is not factoring in target elevation.
  11. That would be because I have negative transfer of learning from acrobatic RC helicopters, which don't mind full control inputs and can handle all sorts of flight orientations much better than full scale helicopters. Also games with worse helicopter physics where a helicopter doesn't mind flying sideways at high speed (cough....Battlefield....Cough) Generally, it was happening to me when I got surprised by enemy fire and tried to do an evasive maneuver to avoid AAA. I know, I know, The smart answer is to not get into that situation in the first place. The goal was to keep nose on target to engage with hellfire's or rockets without presenting a stationary target for return fire. But I do realize that is not a realistic tactic, better to turn in, fire, then turn out. On a side note, RC Heli's do this really well. I went back in and did more after reading this. Including doing the maneuvers with SAS disengaged. It does sound like the SAS is partly to blame. It also seems the physics of trying to fly a heli sideways are also at fault, instead of any sort of sim bug. I think I could explain it this way after my further tests: For a conventional helicopter such as the apache to translate to the right 90 degrees to its heading, it must provide increasing rudder power to overcome the rotor torque and the aerodynamic force of the relative wind attempting to weathervane the helicopter. Because the tail rotor is above the center of mass this induces a right rolling force that must be corrected with cyclic. The faster it translates right, the greater all these forces. If at this point, the pilot moves the cyclic aggressively right. It will remove the rolling force the cyclic was applying to stop the roll and even add some rolling force in the same direction as the tail. additionally, it will cause the helicopter to yaw to the right some. The SAS in an attempt to arrest the yaw rate increases tail rotor thrust causing more right rolling force. Once the roll begins, the amount of opposite cyclic that would be needed to arrest the roll would be massive. This is probably why I realized the first couple times I encountered it that I had more success just riding it out then recovering once the helicopter is back upright after the roll. I could also reproduce it in the other direction by applying opposite rudder right as I initiate the roll, the rolling force of the adverse rudder helps it roll around much faster. In the same way, neutralizing the rudder at the start of the maneuver did make it roll about the same left or right. My takeaway from this is: -It isn't a bug, it is instead a side effect of how a conventional helicopter counteracts torque and the aerodynamic forces pushing on a helicopter in sideways flight. -Full size helicopters are not great at translating sideways at high speeds. Thus rapid sideways translations should be avoided. -In helicopters where the rotor spins as it does in the apache, the effects of this will be much worse to the right than to the left just because of the physics involved.
  12. Bug: The Apache has an odd rolling characteristic when translating right. If right cyclic is applied it will begin a roll to the right that will accelerate until the helicopter is inverted. Even if cyclic is removed immediately. It does not exhibit this tendency in any other direction as far as my testing has revealed. It feels like a bug, but I don't know if it could be just some odd physics caused by the tail rotor. Steps to reproduce: 1. Enter a hover 2. begin translating to the right, about 20 knots is plenty. 3. add full right cyclic then immediately remove it 4. "Do a barrel roll Fox!" (Star Fox reference) 5. perform same action with a left translation. Here is a short demonstration track: (2.7.11.22211) AH-64D Rolling Right.trk
  13. well, since it says cut-off my guess is that allows you to pull the engine back from idle to cut-off to shut off the engine.
  14. There is a bug with engine 2 that has been fixed internally and should be in the next patch
  15. I end up just making the sa-19 run out of missiles. pop up, let him shoot, dive behind cover. Not ideal but I do eventually win the fight.
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