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Whisper

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Everything posted by Whisper

  1. In PREP mode , offset is a parameter settable for any waypoint. Just select the wp for prep, rotate the switch to the offset parameters ( either lat/long difference or azimuth/distance from wp ), enter datas, validate. To use the offset of a wp, select it as BUT, then click on BAD button. The instruments will point toward the position of the offset for selected waypoint.
  2. Well, ever since (recently) reading about how manual pitch control made the plane handle better (and oooh man, it does!), I just follow the simple guidelines (cruising 1.15 ATA @2000 RPM, speed cruising 1.35 ATA @2400 RPM & combat 1.45 ATA @2600 RPM, I know them by heart now :P ), and indeed the bird is far more stable in cruising phases, juste a liiiitle bit off (ie a little bit of pitch trim for nose down, and stick slightly deflected to avoid rolling). And I naturally do what you explain when I need my hands, ie keep the plane level by applying rudder. But I find the ball really not centered in these cases, to the point of having visible direction slip. I've not checked how much speed I lose by doing so, but for the sake of fuel consumption, I usually just use stick control, I only switch to rudder when needed.
  3. Isn't that rather fuel inefficient since you are raising drag by not having your ball centered?
  4. So test done, and ... I can't take control of normal units either, so not a Moose issue but a Combined Arms one!
  5. Ultra usefull and simple to set up and understand. I've only touched SPAWN & RADIO modules atm, with a bit of SET also. Everything went smooth. Just a little issue with ReSpawn function, I couldn't dig much into it, maybe a bug or user error, I don't know ;) Many thanks for this framework, it is awesome.
  6. An excellent question! :) I'll have to test that, will take long though as I'm away from DCS computer for a few days :(
  7. Yes, exactly. When you own Combined Arms and you take a Game Master slot in game, you end up in F10 view. You can then select a unit on the map, and press a button in the F10 map, on top left of the usual F10 icons, that, if the vehicle is controllable, makes you control it in 1st person. If you select an aircraft and own the module for that aircraft, this button will put you in the cockpit, in control of the aircraft. I have no issue controlling ground units, be it in single player or multiplayer, when these units are dynamically spawned via MOOSE::SPAWN. It doesn't work on air units dynamically spawned in multiplayer. @Yukari, thks for the precisions, it may be indeed incompatible, that's what I'm trying to determine, though your case is slightly different and I can see some reasons making spawning "Client" a bit difficult, like managing the slot list in the lobby. In case of remote control, these issues would disappear, so there may be still be hope :)
  8. Has anyone actually been able to use this procedure, is it functionnal? I can't get the indications like described (the diamond for example is still on top of HUD and not bottom), and I can't update the IP position, Ground Designate/INS Position update does nothing.
  9. Obviously not the latest incarnation
  10. Thanks for the answer, I posted in the mission builder forum.
  11. EDIT : changed th OT a little, the issue is not MOOSE related but a CA issue, see below. Hello, As suggested in the CA sub-forum, I'm reposting my question here : Not too sure of where this message should be posted, as it may be a CA issue/limitation, multiplayer thing or even specific scripting engine used. Anyway : while building mission for an upcoming multiplayer scenario, I wanted to act as a kind of supervisor and leave me with the ability to spawn aircrafts and ground units, and then take control of them through CA. I ended up using MOOSE for handling the actual group spawning. It works fine with ground units. I spawn units via radio calls, and for manageable units, I can use the "remote control" button and control them. It's not working for air units, though : * while testing in SP, if I define a Inactive Mig29 group as a MOOSE template and spawn it in game, I can jump in the cockpit via the CA remote control button in F10 view (I own FC3 module, so can fly Mig29) * But while being a client of a server running the mission : the remote button is inactive. The plane is spawned but I can't tanke control of it. Is it a known limitation I missed in the manual? Or could it be due to implementation somewhere (how I call for spawning, MOOSE being not compatible, , anything else....), but should be possible if done properly?
  12. Isn't Gazelle NADIR using UTM while A10C is using MGRS? I've never been able to get consistent result between both unless using L/L.
  13. Having speed makes for a much more stable gazelle, pilot can then keep the target into the +/- 3° . It works really fine in multicrew, but for desync. Once Polychop resolves this (ie, the copilot puts cross on target on his screen, but it's off on the pilot screen, and the pilot screen is the one that dictates if it hits, unfortunately), shot on the move in multicrew are gonna be awesome.
  14. The landing on grass is normally fixed now, but the pilot still passes out when landing on grass, last time I checked. He comes back to consciousness rather fast, though.
  15. Hello, Not too sure of where this message should be posted, as it may be a CA issue/limitation, multiplayer thing or even specific scripting engine used. Anyway : while building mission for an upcoming multiplayer scenario, I wanted to act as a kind of supervisor and leave me with the ability to spawn aircrafts and ground units. I ended up using MOOSE for handling the actual group spawning. It works fine with ground units. It's not for air units : * while testing in SP, if I define a Inactive Mig29 group as a MOOSE template and spawn it in game, I can jump in the cockpit via the CA remote control button in F10 view (I own FC3 module, so can fly Mig29) * Same while being a client of a server running the mission : the remote button is inactive. Is it a known limitation I missed in the manual? Or could it be due to implementation somewhere (how I call for spawning, MOOSE being not compatible, , anything else....), but should be possible if done properly?
  16. I had to drive my Mi8 on road from the LZ back to the FARP last time I did a rescue. Rotors was apparently a tad bit too short for lifting me and my rescued pilot (I may have touched something while dodging fire from nearby tanks.... ;) ), but still enough to have the bird roll on ground. I unfortunately couldn't make it, a sudden turn got the best of me, we ended up down a ravine. A good 20 minutes driving it down the road, though
  17. You're talking about "first" and "second" rank customers like it's a paying privilege. It's not, it's a choice YOU made.
  18. They cannot hotfix it. ED pushed the wrong binaries apparently, and we'll have to wait for the next update Envoyé de mon SM-T810 en utilisant Tapatalk
  19. Yes, but the mission maker can force a specific aircraft to have to go through alignement. It' s afaik rarely used , but if you jump into a m2k for which the mission maker selected this option, you'll have to do an alignement
  20. Re-read that part which you don't understand. I DON'T say the FM is fine. I DON'T ask for no correction of this. I just point out that saying "the FM is ridiculous" or "But looking at these videos, it becomes obvious, that the quality of flight modelling is far from the quality of systems modelling at the moment" is a massive exageration when compared to this bug and its impact on the overall FM (ie : 99.9% of the FM is fine, but when you disable FBW and find the ultra slow sweetspot speed, and only then, you can do a backflip, which is the 0.1% of wrong in the FM) I will personnally never understand people entirely trashing something when a little part of it, that in practice nobody will see nor use, is not done perfectly. NOTHING is perfect, ever. We all (including the people complaining about non perfection) do imperfect things, all the time. There will always be something wrong in the Mirage FM. It's important to point these imperfections out. The manner to do it is, also, important.
  21. Behavior when out of FBW control is still problematic, that doesn't make the whole flight model ridiculous. Actually, this maneuver in real game scenarios (ie, not a staged stunt against a huge non maneuvering bomber) would be completely useless. 99.99% of the pilot in real game situations will keep their FBW untouched and just fly the damn thing. In which case M2K FM is perfectly fine. We are far, far, far from "flight model is still ridiculous", please.
  22. Use the 4 mns align process which is enough for a2a engagement. And isn't ALCM working?
  23. Expecting video asap :)
  24. Master Arm + Gun Arm (the second little orange switch down left from the master arm one..... sorry for indicating a switch to move with the mouse....), maybe
  25. Whisper

    INS

    AFAIK done on purpose to have initial coordinates entered manually
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