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Posted
I'm trying to rearm mid-mission (campaign, single player missions) using any of the preprogrammed loadouts in the ground crew menu, but when I select some specific loadout the ground crew keeps giving me the default loadout (the one I started the mission with) regardless of what loadout I select. Does anyone know what I might be missing here?

 

Thanks in advance!

Radio menu items no longer work in 1.2.3 it is obsolete - hopefully it is removed in 1.2.4

Rearming and refuelling is superseeded by the Re-Arm pop-up interface (ALT+') use this instead. :thumbup:

  • Like 1

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

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Posted
thanks shagrat. i thought it might be a joystick issue, i unplugged it, plugged it back in, and checked the SST software to see if there was a button stuck, there wasnt. it was also showing zero input from the axis. which is why i thought maybe it was a failure of the plane. i did try hitting the t/o trim button which did nothing.

Ok, that was my best guess... did you drop a GBU-31? They are quite heavy so the drop of one shifts the balance quite a bit. You need to trim to compensate, but I won't expect it to put you into a spin, a slight roll if you let go the controls, maybe.

 

Another issue for spinning is too much rudder while recovering from a dive! Or worse, pulling out of a dive with too much Gs (pop goes your wing!) :D

...but you sound like you're quite familiar with the handling, so you should already be beyond these 'beginners' problems.

You use a saitek joystick, with rudder pedals or the twist? You did fix the twist handle, did you?

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

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Posted

i remember hitting F2 and had a look at the outside of the plane. the right aileron was stuck in the up position while the left still functioned like it should. i played with the emergency panel a bit while headed back to the airport. nothin seemed to help. in fact i've never played with it before. i only had an idea of what i was hitting. i printed out an emergency checklist type thing, havent read it yet.

 

does the regular campaign have random failures enabled?

 

edit: oh and i use the twist, no rudder pedals yet. the rudder wasnt the issue.

Posted

does the regular campaign have random failures enabled?

 

edit: oh and i use the twist, no rudder pedals yet. the rudder wasnt the issue.

If you play the campaign and have the option "Use settings for all missions" enabled, and the "random failures" deactivated, this shouldn't be the issue. I never had "random failures" since you could switch them off, what I did - realism is ok, but for gods sake, I have limited time to play and a "random" failure will usually end in aborting the mission.

 

So I'm running out of ideas. You see the aileron stuck in F2 outside view and the RALT+RETURN shows no indication? :huh:

Now we are stuck with the usual: "Can you upload a track" so others may look what's going wrong, try to reproduce the issue quickly. The track replay is fuzzy and not 100% exact, especially when it is long into the mission. I'm on vacation until next week so maybe somebody else have the chance to check your track, or I'll do it when back home.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

no worries. its becoming way more complicated than i was hoping.......swept under the rug....thanks again shagrat. and thanks for the heads up on rcntrl+enter. didnt know about that

Posted

Waking Pilot too slow

 

When the Pilot after ejecting is on the ground, it's a great thing to make him move around with the Joystick to explore the 3D objects on the ground and scout the environment!:thumbup:

 

But the wake is too slow, so is there an option to make him wake faster or better run like for e.g. the option in Micro Soft Flight?:music_whistling:

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Posted
When the Pilot after ejecting is on the ground, it's a great thing to make him move around with the Joystick to explore the 3D objects on the ground and scout the environment!:thumbup:

 

But the wake is too slow, so is there an option to make him wake faster or better run like for e.g. the option in Micro Soft Flight?:music_whistling:

Just use the UAZ (russian jeep) Easter Egg Thread

...or buy "Combined Arms" Module for full ground vehicle fun.

 

With the pilot, I would like it to be synchronised in MP! It is so stupid when a buddy ejected he will glide to the ground on his parachute and may walk around, but nobody can see either the parachute nor his Avatar. :doh:

 

Also it would enable CSAR missions. And with the Huey close to release this is something really giving me goose bumps! :music_whistling:

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted
Originally Posted by SHAGRAT

...It is so stupid when a buddy ejected he will glide to the ground on his parachute and may walk around, but nobody can see either the parachute nor his Avatar...

Press F2 to see the pilot with the parachute, and F1 to go back!:smilewink:

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Posted

Spoilt for choice of ordinance.

 

Does any one have any idea how I can make my ordinance loadout selection more realistic?

Sure I could take AGM65Ks or LGBs until I'm blue in the face but I'm assuming that in RL your loadout actually has something to do with cost/target value or just plain availability of ordinance. I think it was Janes Longbow that had a weapons availability store. You could use up all your expensive precision weapons in he first day, but you would have to wait a week until resupply. Is there any reason why I should go into battle with Mk-82 rather than GBU-12s every time?

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Posted (edited)

Simple enough

Just hit Alt and the Apostrophe Key the same time.

You can customize from there.

Another thing you can do is select one of the standard loadouts that is closest to yours. Then you can just adjust the hardpoints before loading.

Edited by Hamblue

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Posted
Press F2 to see the pilot with the parachute, and F1 to go back!:smilewink:

You did try that in Multiplayer, did you? :music_whistling:

 

As soon as a client plane ejects, all OTHER players can't see the parachute, nor the pilot... only the plane going down in flames. It is not synchronized over the network.

 

For the ejecting pilot it is ok. Problem is: If the others can't see you, they can't "CSAR".

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted
Does any one have any idea how I can make my ordinance loadout selection more realistic?

Sure I could take AGM65Ks or LGBs until I'm blue in the face but I'm assuming that in RL your loadout actually has something to do with cost/target value or just plain availability of ordinance. I think it was Janes Longbow that had a weapons availability store. You could use up all your expensive precision weapons in he first day, but you would have to wait a week until resupply. Is there any reason why I should go into battle with Mk-82 rather than GBU-12s every time?

It is up to the mission designer, now. 1.2.x introduced a warehouse system. You can limit available planes, fuel, ordnance for every single airfield. Aditionally you can define "warehouses" which resupply the airfield regularly. If the wareouse is destroyed, it won't resupply... now we need just a way to save the outcome of a mission to a status file and load it as a starting point for the next mission.:thumbup:

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted (edited)
You did try that in Multiplayer, did you? :music_whistling:As soon as a client plane ejects, all OTHER players can't see the parachute, nor the pilot... only the plane going down in flames. It is not synchronized over the network. For the ejecting pilot it is ok. Problem is: If the others can't see you, they can't "CSAR".

In Multiplayer - Nope I didn't... Well I suppose if the others can't see the pilot with the parachute, he'll probably end up smashed like a fly on some other Plane's windshield:doh:

Edited by Biba

BiBa...............BigBang

WIN 10-64 Pro. MoBo: ASUS ROG STRIX Z390-F GAMING. 1TB Samsung SSD 960 PRO M.2 + 4TB SSD LEXAR 790. CPU: Intel Core i9-9900K. GPU: MANLI RTX 2080 Ti. RAM: HyperX 3200 MHz 64 GB. Monitor: ASUS 4K 28"/VR: Pimax 4K/TrackIR-5/SAITEK X55 Rhino HOTAS-Yoke-Rudder-Trim Wheel-THRUSTMASTER TCA Quadrant.

Posted
It is up to the mission designer, now. 1.2.x introduced a warehouse system. You can limit available planes, fuel, ordnance for every single airfield. Aditionally you can define "warehouses" which resupply the airfield regularly. If the wareouse is destroyed, it won't resupply... now we need just a way to save the outcome of a mission to a status file and load it as a starting point for the next mission.:thumbup:

 

Thanks, that's what I was hoping for! I wasn't aware of the Warehouses.

[sIGPIC][/sIGPIC]

Posted

Jammer problems.

Im currently trying to pass the Maple Flag AAT03 - Countermeasures & threat avoidance mission, but keep getting hit. There are a few things I've notices.

1) With CMSP set to SEMI and the active program running, my ECM does not operate when tracked/locked by radar. Only with my CMSP set to AUTO does the ECM operate when being tracked/locked. Is this correct?

2) SA-9s are a pain in the butt! I cannot make it through. I get the missile launch warning, I activate the CMS program, put the M symbol on my 3/9 line, try visually acquire the missile, if after a second or two and no joy on the missile I turn into the M symbol. I might get lucky with the first, but the second one will get me. Any advice on what else I could do or what I'm doing wrong?

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Posted

ECM doesn't even work in this game. It's barely worth bringing along an ALQ pod.

 

You might be turning onto your 3/9 to soon. The missile still has enough energy to intercept. You need to increase the angle in all aspects so that the missile bleeds energy faster. That means 3/9 and a dive or climb.

 

If you're unlucky enough to be shot at twice you probably wont have enough maneuverability after the first one to get out of the way of the second.

Posted

2) SA-9s are a pain in the butt! I cannot make it through. I get the missile launch warning, I activate the CMS program, put the M symbol on my 3/9 line, try visually acquire the missile, if after a second or two and no joy on the missile I turn into the M symbol. I might get lucky with the first, but the second one will get me. Any advice on what else I could do or what I'm doing wrong?

 

Set up a CMS program specifically for IR threats, preferably dumping a shed-load of flares at a time. Putting the missile on your 3/9 line in an attempt at beaming the launcher is useless as the missile is autonomous. It has launched within it's perceived NEZ so without aggressive maneuvering and countermeasures you are always going to get tagged. Dump a helluva lot of flares, turn 180 degrees and extend, preferably in a dive to gain airspeed whilst extending.

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Posted

Two quick questions:

 

How can I zoom further in with the Maverick when I've pressed China Hat fwd?

How can I toggle the different crosshairs for the GAU-8?

 

Thank you

Posted

How can I zoom further in with the Maverick when I've pressed China Hat fwd?

 

You cannot - no zoom on Maverick.

 

How can I toggle the different crosshairs for the GAU-8?

 

Set HUD as SOI. Toggle guns mode and then cycle between different gunsights with DMS Left Short or DMS Right Short.

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Posted (edited)

Defeating IR missiles

 

Jammer problems.

Im currently trying to pass the Maple Flag AAT03 - Countermeasures & threat avoidance mission, but keep getting hit. There are a few things I've notices.

1) With CMSP set to SEMI and the active program running, my ECM does not operate when tracked/locked by radar. Only with my CMSP set to AUTO does the ECM operate when being tracked/locked. Is this correct?

2) SA-9s are a pain in the butt! I cannot make it through. I get the missile launch warning, I activate the CMS program, put the M symbol on my 3/9 line, try visually acquire the missile, if after a second or two and no joy on the missile I turn into the M symbol. I might get lucky with the first, but the second one will get me. Any advice on what else I could do or what I'm doing wrong?

 

So I figured out some problems I was having,

 

1) The Jammer uses the HOTAS CMS Z axis button to turn on/off when CMSP is set to SEMI. I thought it was linked to the start/stop program function, not so, its a separate switch.

 

2) I found that defeating SA-9s & SA-18s (9M31 & 9M29 IR missiles) require a smooth high-g maneuver out of plane while dumping flares. Aggressive breaks often just result in a hi speed stall making you a sitting duck and bleed off far too much energy. High-g I would call more than 5g through at least 90 deg out of plane, the more the better. I also avoid going up as this bleeds energy, down uses gravity to your advantage, or level if you are low already. I find that you cant out run the missile, you cant out maneuver the missile, so confusing the missile is the only option. i.e. dump flares and change direction quickly. With the CMSP set to SEMI or AUTO it will pick the best CM program to run, BUT, if you are being painted by AAA radar at the same time that someone fires an IR missile, the CMS will BRIEFLY select a flare program (M), but immediately goes back to a chaff program (A) to fight the AAA radar. If you are not in AUTO mode and you don't select run program while the CMS is briefly in the flare program, all you will be doing is throwing chaff at an IR missile.

 

SO, problems I had before were.

I was too aggressive with my break turns, which bleed off all my energy. -you want a max rate turn, not a min radius. (corner speed!) If you hear the chopper tone the next thing you will hear is the sound of impact.

Breaking upwards, nice cold air for the IR missile to find me in, gravity sucking all the speed off my jet, no longer at corner speed... dead.

Too busy finding the missile and beaming it (3/9 line) and assuming the CMS has selected a flare program for me to run. It did, but then it went back to chaff to fight the AAA radar. by the time I got visual and confirmed it was tracking on me and started to run the CM program, all I was doing was dumping chaff.

 

oh, and fighting AAA is best done in the vertical plane. I literally barrel roll my way through their defenses.

 

Im no expert, but this is what I found helps me run the gauntlet.

Edited by Beast

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Posted

Hello guys,

I have bought the DCS A-10 and I download the module for DCS World.The problem is that I had the A-10 stand alone and now I have a problem with my joystick, the same joystick works fine with the P-51 but with the A-10 I have problem only in training the joystick works ok !!

If you have any ideas let me know

Thanks

Posted
Hello guys,

I have bought the DCS A-10 and I download the module for DCS World.The problem is that I had the A-10 stand alone and now I have a problem with my joystick, the same joystick works fine with the P-51 but with the A-10 I have problem only in training the joystick works ok !!

If you have any ideas let me know

Thanks

 

 

Well it might help if you told us what the problem is?

But every module has its own config for joysticks and keyboards so while it might work fine in one module it may not be set up properly in another. There are even two different configs for each module one for SIM and one for GAME modes. So (and I'm not sure) training may use game mode and thus work while your "Sim" mode is not set properly.

 

Anyways tell us what the problem is and maybe we can be a little more helpful

Posted
So (and I'm not sure) training may use game mode and thus work while your "Sim" mode is not set properly.

 

Yup, Sim mode vs. Game mode would be my guess as well. In Options under the "Gameplay" tab, "Game flight mode" enables/disables the Game mode.

 

For the A-10, I'm pretty sure that the trainings use the Sim mode, so it's quite possible that it's actually the Game mode that is not properly configured.

Posted

What is the max distance you can launch a maverick that is properly slaved to and locked on a Sensor Point of Interest? 14 nautical miles?

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Posted

According to Wikipedia: Operational range Greater than 12 nmi (14 mi; 22 km)

 

If i remember correctly, if you have a lock, it should get there.

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