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tech_op2000

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Everything posted by tech_op2000

  1. Neat, I'll have to try that out next time I play. I guess we weren't patient enough to find that out. Thanks. It actually was for weight on wheels. We were sitting on the carrier deck. I didn't understand from your replies that it needed to be "held down". I thought just press and release, which did appear to do nothing for the aileron trim. I'll have to try it again next time I'm home to play.
  2. To be clear. this bug report is not to say that the aileron trim should reset to center by some mechanism. Just that once it reaches max deflection do to trimming; a game value for where the trim is set can continue to increase even though the controls do not move anymore. It will then take as long to return to a normal value as it took going out of normal bounds. I don't think it is too serious of a bug if it even is one because it is unlikely in most operation for the trimmer switch to be held to one side for such a long time (like in my friends case for like 5 or more minutes). I also wouldn't be surprised if it is unknown to ED what the FCS behavior would even be in that scenario. I find it unlikely that any real hornet pilots would do that.
  3. What behavior are you expecting or attempting with the cage/uncage button. Knowing that may help us identify the problem.
  4. setting Flaps to full then back to auto does not reset aileron trim. just tested.
  5. I have yet to find any method for resetting aileron trim.
  6. T/O Trim button resets pitch trim to 12 degrees nose up. It does not effect the aileron trim.
  7. I have a friend who was flying the f18 and got himself in trouble. he accidentally mapped his Push to talk button to aileron trim right (trimmer switch - Right Wing Down). We then talked for awhile setting up for a mission. We went to take off and I had him check trim. As expected his trim was full right wing down when we looked. He then fixed his controls and started holding left wing down to try to fix it. Here is what we discovered: If you trim to max then keep holding the trim switch. it will go past max for the amount of time the switch is held. It then requires holding the other direction for the same amount of time before the trim will actually start working again. In his case this was about 2 minutes of holding left wing down! Should this happen or if max aileron trim is set, or should it not allow it to continue past max? Basically it seems like whatever the value for trim left or right is, it actually has no limit.
  8. Aircraft can generate lift without wings. Using fuselage lift. That is how one particular f15 landed with one wing missing IRL. And Rockets show us that anything is possible with enough thrust. As far as flying with the wings folded, for me it very much can fly with them folded in DCS, just with severely reduced roll stability and with increased speed necessary for the same amount of lift. Doesn't seem unrealistic to me, though no real world pilot would be dumb/brave enough to try on purpose. The question for @Grodin is: Did the plane fly as though it still had wings? or, did the plane fly as though it was a ballistic missile using mostly thrust and a little bit of fuselage lift to fly? If the first, then that is a bug that although uncommon is possible if the flight model and visual model don't sync up. If the second, Then it might actually be possible under the right conditions. It does make me wonder though, how much fuel on the f18 is stored in the fuselage vs the wings...
  9. I recently purchased a module and tried to make a decision as whether to use my already earned Miles for a discount or try to earn more. Here is my simple math example and conclusion. First, Miles could be thought of as a 10% coupon received for each purchase made (without using the coupons). Spend $10, get $1 dollar to spend later. If miles could be earned on the original cost of a discounted product while also using miles it would come out to a 10% discount on every purchase basically. However that is not the case. The fact that Miles can't be earned when using Miles makes it come out to some number less than %10 discount. So, I tested 2 strategies using simple math to see which would net a better discount: I'll assume that each hypothetical module is $10 and I want to buy 22 different modules Original price would be $220 if no Miles were ever used. First strategy: Use your points on every other purchase. (If you got them, use them): 1 x $10= $10 and $1(Miles earned) 1 x ($10-$1(miles spent)) = $9 and Miles spent 2 Modules = $19 Do this 11x to get 22 modules. $19 x 11 = $209 total for 22 modules. Saved $11 dollars on a $220 dollar purchase. $11/$220= 5% Savings Second strategy: Only use Miles if you can buy a module outright with it. 10 x $10 = $100 spent and $10(miles earned.) use Miles for 1 free module. Do this twice to get 22 modules. $200 Total Saved $20 dollars on a $220 dollar purchase. $20/$220= 9.09% Savings. Conclusions: If you intend to spend a lot buying multiple modules on the ED website and want to take full advantage of the Miles program, Only use your miles if they will allow you to get a module for free. This will be the equivalent of getting an additional 9.1% savings on all your purchases. If instead you choose to use your miles for partial discounts you will be getting somewhere less than a 9.1% discount, or worst case as little as a 5% discount if you used them all the time. Of course the worst case scenario here would be to forget about your miles and let them expire without ever using them. Anyone agree or see something I did wrong with my math?
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  10. Yes, yes I am! In general I've seen a lot of game companies really drop the ball with their games. Like releases that are painfully broken, games that feel like total cash grabs (like locking content behind random loot boxes). Developers releasing pretty good games then completely stopping development. And that was common before the virus. After the start of Covid even more craziness from devs has been happening. I've never gotten the feeling from ED that they did something specifically to screw over their player base either for money or just because they didn't care. Sometimes things don't work out as planned and its frustrating but that's normal in game development, and I'm pretty sure most of the features we get frustrated about because they aren't completely polished yet, frustrate ED just as much or more. I've seen many early access games never live up to their hype or promises. I try to remind myself and others that you should only ever spend money on an early access product for exactly what is present the day you buy in and not spend money on promises. Then you can be pleasantly surprised when you do eventually get more than what you bought in for. And not be devastated when you don't get what was promised.
  11. Neat!
  12. Can you provide more information? Perhaps a link, or at least some context about what "TheyWay" actually does. Also a few searches in the user files did not turn up anything useful for me.
  13. Honestly, I am impressed with how much of that road map the Hornet has gotten. It has received a lot of love the last few years!
  14. It would be nice if I could choose whether to make a call on comm 1 or comm 2 when a server has easy comms turned on. an example is on 4ya servers if I were to call up the tanker for refueling while still having the awacs frequency up. I would like to be able to press R CTRL + \ to auto-tune and call on radio 2 and R ALT + \ to auto-tune and call on radio 1. Instead of the current implementation of the second one still doing Radio 2. p.s. Yes DCS community, I know there are all kind of work arounds for specific scenarios. Just a feature request here.
  15. It is a bit annoying to have to try to open up the menu to spam the ready pre-contact option over and over because the tanker refuses to give me its love despite me being right behind it. The conditions for a "cleared contact" still seem like an enigma to me. That could be remedied by a hot key for those commands which would be awesome. but also by increasing the area that the tanker will accept contact. As others have pointed out, it really should already have the basket out anyway by the time your right up behind it. maybe just allowing a "cleared contact" if your anywhere within about a mile or 1/2 mile of the tanker would work. Then players who struggle could request it when they are close and those who like it the old way can wait to do the "ready pre-contact" call until their probe is right up inside the imaginary spot where the basket will soon be.
  16. Would it be nice to have. absolutely! I would personally also love the APKWS in the Hornet. It is unlikely that it would get it anytime soon though. Maybe in 10 years when all the 2010s stuff is old hat ED will be interested in making updated aircraft. Who knows. maybe in 20 years they will have f22s and f35s in there as stock modules too. That said, Just because its on the aircraft now doesn't mean we get to have it in our game. I think we would have a better shot convincing them to add the APKWS to it only for this reason, Because APKWS is very much alive in well inside of their "WORLD" in DCS World. It is already being deployed on the a10c II and on the harrier in game. At least for the APKWS we can reason that from a development standpoint, all the assets are already built and tested, and from a lore standpoint, it is very much in operational use in the universe of DCS World. That said, in the real world, (by a quick Wikipedia search) APKWS was deployed in 2013 on A-10s but wouldn't see deployment on legacy hornets until 2018 with the Marines. From a development time vs return perspective, It doesn't seem that great either for ED to develop the JDAM-ER. They may be lighter and cheaper but otherwise, in game their role can already be filled by the AGM-154C. And speaking of roles, for every person that wants to add some futuristic or or very rare (for the time) weapon to an aircraft, their is another person that will make a huge fuss about it being added because it isn't "realistic" enough for their view of the module. (insert f16 harm joke here) To ED, I have this to say. Thank you for all the nice toys you give us to play with. Please don't stop. Please take it under consideration to give us more fun toys to play with! And whatever you do, don't take away our toys! ".... now where did I put my credit card...." (drools at the apache teasers)
  17. I see now, that functionality is cool. I wouldn't go so far as to call the STRINFO read-only though. I go to that page, type in the start of any waypoint I want to go to and paste it in the top right and it sequences that to my active steer point. Is their a way to navigate to that page through the cdu without using the ufc or the page knob?
  18. that would be fun!
  19. Indeed, I think that is what he meant too. +1, I would also like to see this. maybe just a small save button rename button and delete button on the armament screen would be great!
  20. WP Menu, Accessed by Func 3 or by WP button on CDU. Waypoint Page, accessed by BOTH Steerpoint and Waypoint on WP Menu. Steer Info Page, cannot be accessed through WP MENU.
  21. This potential bug relates to navigating to pages on the a10c2 Tank killer CDU. Summary: Pressing STEERPOINT on the WP Menu takes me to the WAYPT Page instead of to the STRINFO page. Steps to Reproduce: 1.Press "WP" on CDU. 2.On WP MENU, press either WAYPOINT or STEERPOINT soft keys (top right or top left respectively). 3.Note how in either case it navigates to WAYPT page. 1b. Now on UFC, press Func 2b. Press 0 (Steer) 3b. Note how the CDU now navigates to the STRINFO page. Thoughts: Is this intended behavior or should STEERPOINT soft key navigate to STRINFO when pressed on the WP MENU? This behavior can also be produced using the CDU display on the right MFD. And by using UFC Func, then 3 (WP) to navigate to the WP MENU.
  22. From the future. +1 to this. please add laser cooldown.
  23. Am I sure? No. What I can tell you is: -The F18 has 2 gun ammo options: "Default" and "No Tracers" -If you fire rounds and spectate them, they just say "20mm HE" -The bullets do very little damage to ground targets. The f16 on the other hand has as ammo choices: HEI-T High Explosive Incendiary-Tracer HEI High Explosive Incendiary AP Armor Piercing TP Target Practice-Tracer SAPHEI High Explosive Armor Piercing PGU TP Target Practice-Tracer PGU - By Default it uses "SAPHEI High Explosive Armor Piercing PGU" - The f16s gun can kill most ground targets with a few gun round hits. I think that info is enough to say with some certainty that the f16 does use SAPHEI. Your welcome to draw your own conclusions about the hornet ammo but for me I don't think the f18 is using SAPHEI by default, or if it is using it, the round is significantly less powerful when used in the simulator's f18s. I stand by my request to have f16 SAPHEI ammo in the f18 since it can and does carry it IRL
  24. +1 from the future. I love the SAPHEI rounds in the f16. They have so much more stopping power. Seeing that the f18 gun has a selector for whether it is using PGU or M50 makes me want them even more. The Hornet Default rounds are listed as 20mm HE if you spectate them. Please ED, Give us the rounds!
  25. I was referring to the volume knob on the ALR-67 which people often think should turn up and down RWR audio warnings. then again. as you quoted me "volume knob on the ALR-67"
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