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Everything posted by tech_op2000
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I agree with using PNVS to confirm the quality of the alignment. I was able to test using trackIR and found that I would also get a bad alignment if I held my head forward while lining up the IHADSS. I would only get a good alignment if I had my head down and right of center a little to line up the rings and with the IHADSS crosshair perfectly centered on the sight, and my head about the same distance from the indicator as it would normally be.
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fixed Automatic Startup Doesn't Work
tech_op2000 replied to gutsystudio's topic in Bugs and Problems
@BIGNEWY I ran his Track named "AutoStart failure Instant Action Cold Start". In it, he goes to external(f2) view right after the mission starts. So I did about 15 tests of the start up. In every case, the start failed right after "-STARTING APU" with the message "APU ON LIGHT MUST BE ON WITHIN 20 SEC" "AUTOSTART STOPPED" if I was in external view when "Starting APU" shows up. Every time I was on inside(F1") view it made it past that point fine. This was with the AutoStart initiated in external view and with it initiated in internal view. It seems to be that the sequence cannot detect that the APU has started if the pilot is in external view. I attempted the same procedure in my own instant action cold start on Persian Gulf with the same result. I then performed a full AutoStart in internal view with no problem to see if the same problem caused a failed AutoStop. -Same issue, AutoStop begins by turning on the APU, if in external view, the sequence fails to recognize that the APU has successfully started. Additionally after attempting this, the "ON" light on the APU button would not be illuminated after APU start using either Auto Sequence. After the failed auto start/stop attempt with outside view and no "ON" light. It becomes impossible to start the APU. and lowering power levers to idle causes loss of power to displays. This indicates that after this bug begins, the APU will no longer start. Attempting to start the APU after this will give a APU POWER ON message and APU START message. It will also cause a flame out the APU exhaust, but no sound of APU increasing in RPM. I could additionally cause an AutoStop to fail by starting the APU prior to initiating the Sequence. However, in this case, I could power on the APU again after it failed. I could also initiate an AutoStop after this and it would succeed as long as I began the sequence with the APU off. Hope this helps! -
investigating Engine RPM stuck at 210% after getting shot
tech_op2000 replied to FalcoGer's topic in Bugs and Problems
Here are two track files for a similar bug. Server is myself as Pilot, Persian.... is the copilot gunner's track. on the second flight, we got shot up and had the left engine fail. after flying home, it showed oil press and temp after everything was shut down. could not request a repair. Also at the beginning of each flight we had to mess around with the laser util page to get it synced. https://drive.google.com/drive/folders/1k_uB4-K6ntmf9qMNOX4XrM6vh_OcOWf8 -
reported earlier Hellfire not catching laser.
tech_op2000 replied to MrSniff's topic in Bugs and Problems
If you are playing as a CPG in Multiplayer, there is currently a bit of a desync issue that can cause the CPG to believe the Laser is firing when it isn't. To remedy this, there is a workaround. Have the Pilot pull up Tads video. (VID button, TADS on right side, then TADS on top side of screen), Since the pilot is host, you must confirm with them that they see the X in the middle of your crosshair that indicates you are firing the laser. If they do not when you fire, go to WPN Page, Then UTIL. on bottom left, cycle the laser on off on the bottom left of this page a few times and repeat the test until the pilot says he sees you firing the laser at the same time you do. (during our testing, it was not uncommon that the pilot would see the laser on if the LRFD trigger was pulled but the laser was off on the util page for the CPG, due to the desync. but it always worked its self out after a few attempts cycling it on and off on the utility page) After this, in order to make sure your missiles are set to the same code as your laser, instruct the pilot to pull up his weapon page and then press MSL on the bottom. Have him confirm that LRFD matches the PRI Channel of the missile. If it doesn't, he can set it accordingly from the back and all should work. A solid missile constraints box only means that the missile is within constraints to fire, it does not correlate with laser firing. A large box instead of small means that the missile sees a laser. This also does not directly correlate with laser firing as it could be seeing someone else's laser and get a big box. In Multiplayer the best way to confirm that all is correct is to have the pilot pull up TADS video on a screen and confirm they see the X in the middle of the Crosshair at the same time as the CPG. I think I know what is happening for you. In DIR mode, the helicopter commands the missile pylons to tilt up or down towards the angle of the TADS sight. In Lo, it commands them to aim towards or just above the horizon, in high it does the same and commands the missile to fly higher after it comes off the rail. Because of this, the missile is tilted too high to see your laser in Lo or HI. Even in DIR, it wont see the laser if the target is too far below the nose. It is not expected that the missile should always have a lock on a laser before firing in LO or HI. Even in DIR, this is not required. If you intend to do a Lock on Before Launch(LOBL) It is best to do DIR. Then observe the location of the missile constraint box on your screen. if it is all the way at the bottom of the TADS and dashed, you are very likely too nose high relative to the target. Instruct the pilot to either fly at a lower altitude or pitch the helicopter forward as you prepare to launch. see if that works out better. -
fixed Automatic Startup Doesn't Work
tech_op2000 replied to gutsystudio's topic in Bugs and Problems
Also, We found out yesterday, if your collective is up, the second engine wont make it past the mid 40% range. -
I have not encountered this problem. could it be a control problem. Maybe the control you have mapped to right is not working so well. Try mapping it to another key and see how it works.
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I smell a pre-aligned IHADSS option coming to the special settings before too long
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+1. twice had my cpg report when jumping into the cockpit that they had a rotor brake message.
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From the Operators Manual for the Apache: During emergency operations when the POWER lever is moved to LOCKOUT and then retarded to an intermediate position, between IDLE and FLY, the engine will respond to collective input, but control of engine speed is no longer automatic and must be managed manually using the POWER lever. To remove the ECU from lockout operation, the engine POWER lever must be moved to IDLE, then back to FLY I did a test: In my test it functioned exactly as specified. going into lockout disabled automatic rpm control. then i could manually set power levers for desired torque. moving levers to idle then back to fly returned them to automatic control.
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Pilot NVS Switch/CPG HMD Sight Change
tech_op2000 replied to tech_op2000's topic in Bugs and Problems
Short Track File. NVS TADS Demo.trk -
odd, i was able to do it as pilot and gunner in single player with master arm on and off. with weapon selected or not selected. Can you provide more info: Was it Singleplayer or Multiplayer? As Pilot or CPG? On a specific mission or across multiple missions?
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Multiplayer: 2 Players Observed Issue: Setting the Pilots NVS Switch from "Off" to "Norm" will change the CPG Sight from TADS to C-HMD. CPG must then then do Sight Select to TADS to return their sight to TADS. (This is with the Pilot using PNVS, not TADS as their NVS source) Is this intended behavior? Steps to reproduce: 1. Start up a fresh spawn(hot start to make it easy) 2. CPG select TADS as Sight. 3. PLT select NVS to Norm 4.Observe CPG Sight change to C-HMD. 5. CPG may then reselect TADS as Sight
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It may also need master arm on
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very nice!
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In Casmo's video, he mentions that the steering cue is not providing any elevation information when the pods were locked in place (Indicated by the middle of the I beam missing). When using the rockets in this mode, the pilot must guess on what pitch would get the rockets close to where he wants. The I beam will, even in this mode, provide guidance for Left and Right line up. But nothing for range. On Wags video, the acquisition source is providing him with the dashed cross (cued line of sight reticle) to tell him where he should be aiming the rockets. This is not actually saying anything about his line up or where they will hit. His line up is being done with two markers, the line of sight reticle( solid cross in the middle of his view that moves when he moves his head) and the "I beam" (rocket steering cue) If he wants to hit a target accurately, he must first line up his helmet so his cross is right on the target, he must then yaw the heli left or right towards the "I beam" until the beam is lined up with his cross. If the beam is lined up with the cross and the cross is on a target, he will hit that target. One way that I like to think about it: Imagine that there is an invisible ccip reticle that is vertically lined up with the helmet cross (line of sight reticle) but opposite of the I beam. In his video, pause it whenever he fires a rocket, measure from the I beam to the Line of Sight reticle, then measure that same distance past it. Observe that the rockets land right there. Later, He uses Coop mode. In this case, the CPG and Pilot both select rockets, The CPG's sight is the target. The pilots I beam now lines up relative to the pilots cross (line of sight reticle) no matter where he puts his head. It would be possible for the pilot to look way left or right, or look at his pants, or even straight up, and he could still be accurate with the rockets by lining the I beam with his line of sight reticle. (again, because the cpg is the one determining the target in this mode not the pilot)
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During cold start, it is necessary to turn up the primary internal lights to see the alignment rings.
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The ATT Hold and ALT Hold functions are not here yet and will be implemented more in later updates. There is one function of the ATT hold in now. I think its velocity hold, but im not entirely sure.
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Could we get the option to have Uncoupled Aiming in the Huey controls bound to joysticks? It has a keyboard shortcut(RShift-T) but is greyed out for joysticks.
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Maybe this will at least stop the AI using it. https://www.digitalcombatsimulator.com/en/files/3312139/
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Refueling at night without using the nvg's is damn near impossible with that refueling light. it is crazy dim and not pointed in a very useful direction. That said, I would suspect it to be a poor design choice on the tomcat engineers rather than on heatblur. Here are some views of it:
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Afterburner detent swich F16
tech_op2000 replied to Falcon34200's topic in Controller Questions and Bugs
I think he means a momentary allow function for afterburner. This would be like the "throttle Finger Lift" in the f18. It would be a button for afterburner that must be held down to enter afterburner. The advantage is there is no confusion about what position it is in. The cycle afterburner detent may be preferred for some users but not all. With cycle afterburner, the user has to guess whether they have it enabled or disabled, or test it by shoving the throttle past the stop to see if it stops or enters afterburner. the best I can offer is just try out the throttle finger lift setting in the hornet while having the special option for afterburner detent set to "always on" -
AB detent switch such as in F/A-18
tech_op2000 replied to ghashpl's topic in Controller Questions and Bugs
+1