Jump to content

Recommended Posts

Posted
Strangely, I've never seen this behavior while testing the A-4 besides with SAMs. The Latest update reduced the A-4's hitpoints to match that of the F-5. I'm really not certain what could be going on, although I have seen a number of instances where the missile had a near miss that likely should have been registered as a kill due to proximity. I'll be looking into it going forward, but wanted to give a brief update on this issue since its the second highest priority bug, behind the IC issues.

 

 

Could it be a materials problem? Because I've flown headfirst into SA3 sites and bounced missiles off the nose and been fine, but then get shot at by AAA and have it destroy me. The A-4 was quite good at taking damage because of the simple strong wing, but not quite that tough XD.

Posted

The issue has persisted for me up to v102 (latest). Yes bullets and flak kill the A-4e just not missiles I have been hit by Rolands and Aim 9s w no effect.

Posted
Sorry mates, I can't destroy radars with AGM-45 anti-radiation missiles; what is the correct procedure, distance, etc.

 

 

My system is to put the gunsight down to about 80-100 mils, hang out long enough to get a valid launch, and ripple off your Shrike when you can get the site inside the inner ring of the sight. That's range and angle, and should let the missile guide in.

Posted

First of all... Thank you guys SO much for this amazing mod!!

I have been flying only the A4 since the day it was released, doing carrier landing attempts over and over, and i love it!!

 

 

I've a little issue tho, which i already sent into the bugtracker, but i wonder if i'm doing something wrong here

In order to spawn on carriers, i need to set the plane with the engine running, but if i want to decide the loadout after i've spawned I need to shut the engine off, and so far so good.

issue is... i can't get ground power to start the engine back up. the ground power model falls through the stennis' deck and the needles in the cockpit move for an instant and then go back to off position

am i missing something, or is it a known bug i've missed in over 60 pages ?

Posted
Sorry mates, I can't destroy radars with AGM-45 anti-radiation missiles; what is the correct procedure, distance, etc.

 

Do you have the RWR mod loaded? This will definitely help. Once you hear the "pings" of the radar, you know you've got something tracking you. Otherwise, the AGM-45 won't be able to track anything for a chance/kill.

 

Hear the pings, then point your nose towards the SAM site and fire away. You need to keep your nose right on the radar, (such as the P-19). Be ready to juke just in case they launch on you.

MSI MAG Z790 Carbon, i9-13900k, NH-D15 cooler, 64 GB CL40 6000mhz RAM, MSI RTX4090, Yamaha 5.1 A/V Receiver, 4x 2TB Samsung 980 Pro NVMe, 1x 2TB Samsung 870 EVO SSD, Win 11 Pro, TM Warthog, Virpil WarBRD, MFG Crosswinds, 43" Samsung 4K TV, 21.5 Acer VT touchscreen, TrackIR, Varjo Aero, Wheel Stand Pro Super Warthog, Phanteks Enthoo Pro2 Full Tower Case, Seasonic GX-1200 ATX3 PSU, PointCTRL, Buttkicker 2, K-51 Helicopter Collective Control

Posted
First of all... Thank you guys SO much for this amazing mod!!

 

I have been flying only the A4 since the day it was released, doing carrier landing attempts over and over, and i love it!!

 

 

 

 

 

I've a little issue tho, which i already sent into the bugtracker, but i wonder if i'm doing something wrong here

 

In order to spawn on carriers, i need to set the plane with the engine running, but if i want to decide the loadout after i've spawned I need to shut the engine off, and so far so good.

 

issue is... i can't get ground power to start the engine back up. the ground power model falls through the stennis' deck and the needles in the cockpit move for an instant and then go back to off position

 

am i missing something, or is it a known bug i've missed in over 60 pages ?

 

 

 

Read the first post

 

 

Sent from my iPhone using Tapatalk

Posted
First of all... Thank you guys SO much for this amazing mod!!

I have been flying only the A4 since the day it was released, doing carrier landing attempts over and over, and i love it!!

 

 

I've a little issue tho, which i already sent into the bugtracker, but i wonder if i'm doing something wrong here

In order to spawn on carriers, i need to set the plane with the engine running, but if i want to decide the loadout after i've spawned I need to shut the engine off, and so far so good.

issue is... i can't get ground power to start the engine back up. the ground power model falls through the stennis' deck and the needles in the cockpit move for an instant and then go back to off position

am i missing something, or is it a known bug i've missed in over 60 pages ?

 

 

Currently it is impossible to use ground power on the carrier with the A-4E-C module. Rick is right, it's on the first page. If you want to do a mission from the carrier deck in an A-4E-C, you need to have your loadout selected from the mission editor when you spawn in.

Posted

Cold starts on the Boat are reportedly possible if the Boat is not moving - I have not personally tried this but have seen video of cold start from the Boat.

 

If the Huffer cart can be linked to the Carrier like other static objects this might be possible with the Carrier on the move but the workaround is to know your desired loadout prior to mission start and include it via the Mission Editor.

 

DISCO, CO vVMA-131, vCSG-1

[sIGPIC][/sIGPIC]

A-4E | F-5E | F-14B | F/A-18C | AV-8B NA | UH-1H | FC3 | Yak-52 | KA-50 | Mi-8 | SA-342



i7 8700K | GTX 1070 Ti | 32GB 3000 DDR4

FAA Comm'l/Instrument, FAST Formation Wingman, Yak-52 Owner/Pilot

Posted

I see the html of keystrokes, however there are several functions with keys assigned, which do not work. Could we have a listing of functions with operate, when keys assigned?

Posted

Most excellent job. Hard to beleive it is free. The devs must be really dedicated. For WIP module in development, it is fantastic. I've been wanting Scooter for a long time.

Question on wheel braking. I hope that wheel brakes are eventually made to be a axis, so it can be used with toe brakes on rudder pedals, or pressure handle on HOTAS.

For now a FC level 'W" constant pressure brake is what is available. That is where I am running into a problem. When landing, with 120-135 KIAS touchdown, and 135-150 KIAS at threshhold. My config is FLAPS DOWN, Spoiler ON, Air Brake OUT, gear DOWN & LOCKED, internal fuel 50% or less, no tanks, no stores. Clean aircraft.

I aero brake to below 100 KIAS, and apply brake by holding down W in 2-3 second increments. I am unable to stop the aircraft. Wheel brake appears to have no effect. I tested the function on ground, by accelerating down runway until 70 knots, then power to IDLE and "W" held down. A rejected T/O of sorts. Wheel brakes had no effect. Aircraft kept on rolling.

I repeated the test but IDLE at 35 knots IAS, and "W" held down. The aircraft stopped, eventually.

The mission of Instant Action Takeoff in Georgia.

Posted
Most excellent job. Hard to beleive it is free. The devs must be really dedicated. For WIP module in development, it is fantastic. I've been wanting Scooter for a long time.

Question on wheel braking. I hope that wheel brakes are eventually made to be a axis, so it can be used with toe brakes on rudder pedals, or pressure handle on HOTAS.

For now a FC level 'W" constant pressure brake is what is available. That is where I am running into a problem. When landing, with 120-135 KIAS touchdown, and 135-150 KIAS at threshhold. My config is FLAPS DOWN, Spoiler ON, Air Brake OUT, gear DOWN & LOCKED, internal fuel 50% or less, no tanks, no stores. Clean aircraft.

I aero brake to below 100 KIAS, and apply brake by holding down W in 2-3 second increments. I am unable to stop the aircraft. Wheel brake appears to have no effect. I tested the function on ground, by accelerating down runway until 70 knots, then power to IDLE and "W" held down. A rejected T/O of sorts. Wheel brakes had no effect. Aircraft kept on rolling.

I repeated the test but IDLE at 35 knots IAS, and "W" held down. The aircraft stopped, eventually.

The mission of Instant Action Takeoff in Georgia.

 

Have you updated to the most recent version? Brakes were strengthened to help prevent overruns, in the mean time there is no reason to "pump" the brakes, simply hold them. By the way make sure you're actually getting to idle throttle with your curves, as the Spoilers will not deploy unless Idle as a safety system.

Posted

IDLE works fine. Just before T/D I arm spoiler. The spoiler does not actually come out until there is weight on wheels. At low ground speed, I tested at taxi speed of 10-12 knots and run up to 30-35, the nose dips as A/C leans forward on W press-hold. So wheel brake works during taxi and start of T/O roll. But somewhere between 50 and 70 knots wheel brakes loose effectiveness, and A/C keeps rolling. On these rejected takeoffs, I pop out air brake, ARM SPOILER which pops out immediately, retract flaps, and press-hold W.

 

The version I dwnld was A-4E-C v1011 (HotfixPreApplied)

Posted (edited)

@ DmitriKozlowsky: You should download the new version 1.02. Link is in the first post of this thread.

 

v1.02 Changelog:

- Gunsight Power On Effect

- Brake power adjusted to prevent "Runaway Plane" on Tarmac and Runway

- Implemented Heclak's weapon fixes (Thank you Heclak!)

- Removal of ECM Panel (Unused for Now)

- Removal of files tripping integrity check

- Adjusted damage values

Edited by norbot

 

 

Posted

Thank you.

Installed v102.

 

I am unable to say if wheel brakes are stronger. I still ran out of runway. I landed slow, 110 kts. Aerobraked (slight overrot with sparks) till 80'ish kts and front gear settled. W press and hold. At one point it did feel that it slowed to taxi speeds. Released wheel brake. Started on post-landing list; SPOILER ARM-OFF, FLAPS-IN, SPEED BRAKE-IN, engine at idle (I idled engine at rwy threshhold), and found myself rolling fast. W press-hold, little if any effect, and went into grass. I think that even at idle, there is too much thrust from motor . I note that if wheel brake is not held, the aircraft will start to accelerate.

During flight I explored slow speed flight. I was able to hold altitude and attitude without departure, at IAS below 100 or even 90 kts at AOA 30+! Wow that is amazing. Can the real A-4E , in clean config, do that? I beleived that all these Gen 3-3.5 tactical fighter bombers needed 150 or higher knots just to stay in the sky, and AOA NE of no more then 20-25.

I say again, fantastic job on the mod. Ever considered partnering up with ED and monetize it. DCS: A-4E in bright lights!

Now we need one of those postage stamp sized Cold War-Vietnam Era attack carriers, CVA. U.S.S. Oriskany, late John McCain flew A-4 off Oriskany. U.S.S. Shangri La, U.S.S. Antietam. Or perhaps former Royal Australian Navy fleet carriers. Something so absurdly small that if it were placed on flight deck of Nimits or Ford class CVN , could fit inside the landing area.

Track is attached.

A_4E_cnv.trk

Posted
The A-4E-C will not roll at idle power, so if your's is, you have a throttle problem.

 

Correct. At idle power it stands still. It starts rolling at 65-68% RPM.

 

 

Posted

Installed v102.

 

I am unable to say if wheel brakes are stronger. I still ran out of runway. I landed slow, 110 kts. Aerobraked (slight overrot with sparks) till 80'ish kts and front gear settled. W press and hold. At one point it did feel that it slowed to taxi speeds. Released wheel brake. Started on post-landing list; SPOILER ARM-OFF, FLAPS-IN, SPEED BRAKE-IN, engine at idle (I idled engine at rwy threshhold), and found myself rolling fast. W press-hold, little if any effect, and went into grass. I think that even at idle, there is too much thrust from motor . I note that if wheel brake is not held, the aircraft will start to accelerate.

 

Good morning to all.

Same experience here, just seems it's still needed a very long runway to get the plane correctly stopped after the touchdown, because I'm pushing the wheel brakes 'to the metal' but without effect (apparently).

Another question: is the plane equipped with a chute? And if so, how to activate it, given that the usual 'P' key listed in the keyboard commands refused to work?

 

Thanks in advance, with best regards.

Posted

A-4E v102 weak wheel brakes.

 

My throttle mapping appears to work correctly in A-4E. At IDLE engine is at 55% power, and at MAX throttle it goes slightly above 100%.

 

Attached is a short track, where I go from IDLE to MAX for few seconds, then back to IDLE, followed by W press-hold. Wheel brakes are indeed weak. The aircraft takes very long distance to stop from very moderate run speed. If I were landing at 110 , throttle IDLE on gear runway contact, aerobrake until 80-90, with Speed Brake OUT, FLAPS DOWN, SPOLILER OUT, and wheel brake held, I am confident the aircraft will not stop, before it runs out of runway.

Maybe wheel brakes need SPOILER ARMED and OUT to work correctly?

I am doing all my testing in the Instant Action/Takeoff mission.

 

Track attached.

A_4E_weakWheelBrakes.trk

Posted

Agree on all yours above.

 

I'm also wondering if may there be 'something' I'm doing not correctly or not caught at all in the landing procedure. But there's nothing wrong in all what I'm doing ATM.

 

We will see.

 

With best regards.

Posted (edited)

I don't think A-4E had a drogue chute. A-4E-C in DCS likewise has no drogue. I have function mapped to my HOTAS and default key. But it does not pop for me. At least in v102 that I have. In RW it was small and light, and did not need one. But there may have been special cases. Northern nations, like Norway, Sweden, Canada, and Finland require chutes, because they have to operate from snow or iced runways and roads. USAF, USN/USMC squadrons shore based in Alaska , may have local modifications. I suppose if US Navy and Marine squadrons were headed for NATO exercises up North to Scandanavia or Alaska, they may temporarily mod their aircraft. Argentina gets pretty cold in Tierra Del Fuego, where Argentines train. Southern Latitudes near Antarctica adjacent to Australia, New Zealand, get cold and icy. I found this, but can't place the tricolor ;

 

https://www.bing.com/images/search?view=detailV2&ccid=74WKy0pf&id=52082A350082C01A1A2D382503DF28C77358574D&thid=OIP.74WKy0pfoIURAzoBmWxL2wHaDf&mediaurl=https%3a%2f%2ffarm5.static.flickr.com%2f4005%2f4511548627_f63cda59a3_b.jpg&exph=482&expw=1024&q=A-4E+Skyhawk+drag+parachute&simid=608013195532568140&selectedIndex=6&ajaxhist=0

 

According to this Discovery Wings doc on A-4, the Marines A-4M variant did have a drag chute, and export version of A-4D, and E could be fitted.

Edited by DmitriKozlowsky
Posted
I don't think A-4E had a drogue chute. A-4E-C in DCS likewise has no drogue. I have function mapped to my HOTAS and default key. But it does not pop for me. At least in v102 that I have. In RW it was small and light, and did not need one. But there may have been special cases. Northern nations, like Norway, Sweden, Canada, and Finland require chutes, because they have to operate from snow or iced runways and roads. USAF, USN/USMC squadrons shore based in Alaska , may have local modifications. I suppose if US Navy and Marine squadrons were headed for NATO exercises up North to Scandanavia or Alaska, they may temporarily mod their aircraft. Argentina gets pretty cold in Tierra Del Fuego, where Argentines train. Southern Latitudes near Antarctica adjacent to Australia, New Zealand, get cold and icy. I found this, but can't place the tricolor ;

 

https://www.bing.com/images/search?view=detailV2&ccid=74WKy0pf&id=52082A350082C01A1A2D382503DF28C77358574D&thid=OIP.74WKy0pfoIURAzoBmWxL2wHaDf&mediaurl=https%3a%2f%2ffarm5.static.flickr.com%2f4005%2f4511548627_f63cda59a3_b.jpg&exph=482&expw=1024&q=A-4E+Skyhawk+drag+parachute&simid=608013195532568140&selectedIndex=6&ajaxhist=0

On screen is wrote that its TA-4K. So its not A-4E.

Posted (edited)
Read the first post

 

 

Sent from my iPhone using Tapatalk

oh...found it ^^ thanks

 

Currently it is impossible to use ground power on the carrier with the A-4E-C module. Rick is right, it's on the first page. If you want to do a mission from the carrier deck in an A-4E-C, you need to have your loadout selected from the mission editor when you spawn in.

yea but I was looking for a way to refuel and rearm ^^

 

Cold starts on the Boat are reportedly possible if the Boat is not moving - I have not personally tried this but have seen video of cold start from the Boat.

 

If the Huffer cart can be linked to the Carrier like other static objects this might be possible with the Carrier on the move but the workaround is to know your desired loadout prior to mission start and include it via the Mission Editor.

 

DISCO, CO vVMA-131, vCSG-1

I saw a video with a startup on carrier aswell, that's why i was thinking i might had been doing something wrong

Turns out, it is indeed possible to startup with a static ship, it's a hell of a ride to take off tho :joystick::lol:

 

 

 

I've also found out that SA-6 missiles don't do a scratch to the A4 (1.02) :o

but two R-27will do the job, so it's not really impervious to missiles

Edited by dix
Posted
@ DmitriKozlowsky: You should download the new version 1.02. Link is in the first post of this thread.

 

v1.02 Changelog:

- Gunsight Power On Effect

- Brake power adjusted to prevent "Runaway Plane" on Tarmac and Runway

- Implemented Heclak's weapon fixes (Thank you Heclak!)

- Removal of ECM Panel (Unused for Now)

- Removal of files tripping integrity check

- Adjusted damage values

 

:thumbup:

 

Безымянный-3.png

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...