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OH-6A by Tobsen and Eightball


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Posted
6 hours ago, VR Flight Guy in PJ Pants said:

Thanks. I delete the who OH-6A folder and pour in the 1.2 zip file. What have I missed?!

I know some time I am dumb…

Important lesson in learning to fly helicopters well - do everything early, slow and gentle! (start slowing down early, increase power and speed slowly, move the cyclic gentle e.g.)….

It propelled my heli-skills leaps forward when I realized that.

7 hours ago, VR Flight Guy in PJ Pants said:

All the airfields on Falkland here are on my side.

Need to check INT2 though...

BTW, here is the track. This time, I may have been tampering with the collective too much.

OH-6A What goes up must come down Part 1.trk 2.62 MB · 1 download

 

this was the post I meant to quote, sorry

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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

Posted
17 hours ago, VR Flight Guy in PJ Pants said:

Is the radio working? I tried to get refuel at Port Stanley, I managed to call up the menu but there was no response. I made sure the radio frequency was correct.

This was headache the boys and I had to figure out.  I did a quick video for you and the Cayuse pilots out there struggling with the radio.  The mod is working just fine.  There are a few switches and volume knobs that are off in the default state.  Check out the short video below and it should correct any issues you are having.  I stole the screen shot you took. LOL.

 

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Posted (edited)

There's a bug in the smoke grenades loadout. It doesn't follow what you select in the ME mission payload. If you don't choose all of the smoke grenades in stations G1, G2, G3 and G4 (say you pick only stations G1 and G3 to have them), when you enter the cockpit, you will see none of them. And even the frag grenades, gun and rockets that you selected will not show up. But occasionally, although rarely, it works and follows your selection but I could not replicate it.  

Edited by GrEaSeLiTeNiN
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Posted
4 hours ago, GrEaSeLiTeNiN said:

There's a bug in the smoke grenades loadout. It doesn't follow what you select in the ME mission payload. If you don't choose all of the smoke grenades in stations G1, G2, G3 and G4 (say you pick only stations G1 and G3 to have them), when you enter the cockpit, you will see none of them. And even the frag grenades, gun and rockets that you selected will not show up. But occasionally, although rarely, it works and follows your selection but I could not replicate it.  

 

Could you check if doors are still removed? If there are doors some weapons would not be installed even if they are showed in ME. The behaviour in the ME is a little strange. If i remove grenades from one slot it reinstalls the doors. No idea why.


Let me know if he behaviour still occurs if you re-remove the doors.

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Posted (edited)
20 hours ago, tobi said:

Could you check if doors are still removed? If there are doors some weapons would not be installed even if they are showed in ME. The behaviour in the ME is a little strange. If i remove grenades from one slot it reinstalls the doors. No idea why. Let me know if he behaviour still occurs if you re-remove the doors.

Yes you are right. When choosing the smoke grenade slots in the mission payload screen, the Cayuse doors can be seen to come back on - door gunner and minigun, if you have them, are blended in with the doors. You have to play around with selecting, unselecting and reselecting the grenade slots to remove the doors. As long as the doors are removed in the Cayuse model in the mission payload screen, you will have your grenades and weapons selection show up correctly in the cockpit. 

Only thing is if you have say 2 slots of OH-6A each with an AI wingman, switching back to the previous slot causes your AI wing in that slot to lose the door gunner and minigun (no doors). Strange.

Edited by GrEaSeLiTeNiN
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Posted
5 hours ago, GrEaSeLiTeNiN said:

if you have say 2 slots of OH-6A each with an AI wingman, switching back to the previous slot causes your AI wing in that slot to lose the door gunner and minigun (no doors). Strange.

 

An AI wingman?

Maybe I missed something? This is what I was trying to ask Tobi about. Whenever I’ve plotted any OH-6As as AI they explode on startup.

On the odd occasion I plot em in the ME anyway. I did a few days back and was surprised to see one flying along merrily having taken off and not blown itself up. 

As far as I remember it (with a really bad memory) the OH-6 didn’t work as AI. Either as a wingman or just to fly on its own. 

Has it been fixed? Does it now work as AI regularly? Is my brain addled? (don’t answer that one).

I’ll check it again later if I get time anyhow, cheers. 🙂

- I’ve never managed to set it up without grenades in the cockpit but I’ve seen the doors on and closed with guns etc loaded too.

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Posted (edited)
1 hour ago, Slippa said:

An AI wingman?

Maybe I missed something? This is what I was trying to ask Tobi about. Whenever I’ve plotted any OH-6As as AI they explode on startup.

On the odd occasion I plot em in the ME anyway. I did a few days back and was surprised to see one flying along merrily having taken off and not blown itself up. 

As far as I remember it (with a really bad memory) the OH-6 didn’t work as AI. Either as a wingman or just to fly on its own. 

Has it been fixed? Does it now work as AI regularly? Is my brain addled? (don’t answer that one).

I’ll check it again later if I get time anyhow, cheers. 🙂

- I’ve never managed to set it up without grenades in the cockpit but I’ve seen the doors on and closed with guns etc loaded too.

Did some tests.

AI wingmen can't take off from ground because they drift sideways, roll over with skids going into the ground and explode. Some bug there. They have to start in the air.

But they seem to follow my radio menu commands (if radio is set right) and reply with "copy". I managed to get my AI wing to jettison weapons, cover me, pincer right, RTB, etc. Just that he seems to do it all at some strangely high altitude separation above me (I was in active pause at 500ft AGL though). But as for engaging enemy ground targets, he won't comply ("unable").

As for the frag/smoke grenades and weapon combo loadouts, they should appear in the cockpit whether correctly or incorrectly as described in my earlier post. Give it a try.  

Edited by GrEaSeLiTeNiN
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Posted (edited)

Aha,

cheers for clearing that up. 🙂

edit: Which begs the question, could a bit of tinkering by Tobi & Eightball fix it so it doesn’t roll over, explode etc. from starting on the ground or would this be a problem from the DCS side of things?

Edited by Slippa
AI fix?
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Posted (edited)
51 minutes ago, Slippa said:

edit: Which begs the question, could a bit of tinkering by Tobi & Eightball fix it so it doesn’t roll over, explode etc. from starting on the ground or would this be a problem from the DCS side of things?

Update:  Taking off from ground hot. The skid of the AI Cayuse will gradually sink into the ground on the roll side (see pic) and eventually cause the helo to crash and explode. But as player, you can even initiate some cyclic roll while on the ground and your skids won't sink into the ground. So it seems this issue affects the AI Cayuse only. I also tested an AI Gazelle taking off from ground hot and it had no issues with sinking skids. So I don't think it's a DCS thing. Tobi & Eightball could have a look at it and see if it can be fixed (and also look at how to get the AI to engage targets).    
image.png

Edited by GrEaSeLiTeNiN
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AMD Ryzen 5 5600X | Gigabyte RTX 3070 Gaming OC 8GB | 64GB G.SKILL TRIDENT Z4 neo DDR4 3600Mhz | Asus B550 TUF Plus Gaming | 2TB Aorus Gen4
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Posted

Adjusted existing skin set to make semi-fictional Army MP heliborne security. Saw something similar IRL around Rachel, NV, JB HIckam, and in vicinity of Elmendorf. Basically a counter infiltration and security. Actual aircraft are MD-500, UH-1N(USAF Sec Forces), and yet to be deployed USAF Grey Wolf suppourt/security helicopter. Made with Intel DDS Tecture Tools and Nvidia RTX Tools.

Cheers

Army_MP_sec.jpg

Army_MP_Sec.rar

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Posted

MH-6 Little Bird.  Militarized MD-500.  More powerfull powerplant. 5 bladed rotor. Higher VNE. Used 160th Special Operations Aviation Regiments "Nightstalkers' . Has 'Round out' training and qualification detachement assigned to Missisippi National Guard.

Root traced to failed 'Eagle Claw' mission .

Participated in 'Blackhawk Down' episode in 1993 in Somalia.

Posted (edited)

Slight improvement. Replaced Yosemity Sam with TerrorBusters logo. Moved MP Crossed Pistols where AirCav Crossed Swords Wings or Cav unit guideon would be. Kept it slightly mettalic glossy. As thats how I perceive aviation metal. Even when painted and weathered, the water vapor and sunlight and air stream still give it slight gloss. Even on tactical matte finishes of modern combat rotaries. Also my RTX effects desaturates in game by 15% and blooms slightly. So your look may vary.  

Funfact. On night time missions, I set RTX effects to desat almost 100%. 

Army_MPsec_TerrorBusters.jpg

Army_MP_Sec_TerrorBusters.zip

Edited by DmitriKozlowsky
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Posted

Hi guys, sorry to possibly be the bearer of bad news but it's been reported in another thread that a few mods including the Oh-6 might be contributing to stuttering issues.

I for one am plagued with them as of the latest update. I have removed it and tested the huey in which I'd also been experiencing the microstutters which seemed to fix the issue. Honestly, I fly nothing in DCS as consistently as the Oh-6 (IMHO the best mod out!) and would love to know if anyone has any ideas? Thanks in advance.

dcs.jpg

Posted
14 minutes ago, cochise said:

Hi guys, sorry to possibly be the bearer of bad news but it's been reported in another thread that a few mods including the Oh-6 might be contributing to stuttering issues.

I for one am plagued with them as of the latest update. I have removed it and tested the huey in which I'd also been experiencing the microstutters which seemed to fix the issue. Honestly, I fly nothing in DCS as consistently as the Oh-6 (IMHO the best mod out!) and would love to know if anyone has any ideas? Thanks in advance.

dcs.jpg

Thanks for pointing out. I answered there. It is a known issue on some devices especially in missions with a lot of units. 

No need to remove the whole mod. Removing scripts always solved the issue. Only drawback is that the doorgunner won't work out.

Btw. It happens with every script which uses a special function provided by ED in the hook environment. Tacview etc.

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Posted (edited)

Will try that now @tobi. Thanks again for the speedy reply and awesome mod!🙏

Update: Without removing any scripts the stutters only seem to affect the Caucasus map for me. Marianas map runs smooth. Gremlins...

Edited by cochise
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