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Kercheiz

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Everything posted by Kercheiz

  1. Those binds were removed. You now have a dedicated ground crew menu (just below rearm/refuel command) for adjusting ground settings. Edit : in April they were definitely there, but assignable only to the keyboard, not controllers, which was what you noticed. They are removed anyway now.
  2. Kercheiz

    IFF Mode 4

    Just wait for next release, which will have a full IFF implementation!
  3. That's a weird reason for choosing between a M2.2 interceptor and a straight wing subsonic tank
  4. You can't, it's in the aircraft model itself
  5. There are new DCS binds that allow highlighting a F10 menu item in yellow and selecting it. It's perfect for use with a clickable encoder or clickable wheel, and I enabled it on my throttle side encoder and grip clickable wheel, now I can interact with the F10 menu hands on throttle and stick. It's a very good improvement on 2.9 for VR users. Still you need a mouse for interacting with the new configuration panel, but it's exactly like the rearm menu, for which a mouse is always mandatory? The idea behind it is unifying rearming and ground aircraft configuration interfaces. The whole kneeboard system has been removed for configuring laser codes, and burst lengths. There is a new ground crew configuration panel for this now, and it's much clearer and easier. It also allows setting the Mode 2 IFF code. In the next release, a Mission Editor setting was also added for setting Mode 2 codes.
  6. NO! The system prevents launching a missile if the seeker is not locked. This is what you experience and has nothing to do with the AUT/MAN switch. The AUT/MAN is a relic from the older variant (RDM). It never allowed to launch the missile earlier, but the opposite. It was just launching the missile automatically when the system decided the conditions were best. So actually, enabling this switch was launching the missile even later. It would do the inverse of what you want. In the current version, which is faithful to the modelled RDI variant, if the missile does not launch when you press the trigger, means the missile's seeker is not locked on target. That's explained in the documentation, too
  7. The Mirage 2000C has a fixed amount of 112 chaff and 16 flares. You can attach a pod on pylon 10 if you want more, with 108 chaff , 48 flares, or a mix. The DCS decoy system being too limited to properly model the M-2000C, the amount is overriden by internal code and thus changing values in lua does not work. If you need more than you can mount with the pod, for training purposes, I think you can use the "unlimited weapons" option, it also applies to decoys (to be confirmed)
  8. The amount of internal chaff and flares is fixed and cannot be changed. It's 112/16 In order to add more chaff or flares, you need to load an "ECLAIR" pod in the Rearm Menu Since this work differently to the classical DCS chaff/flare sliders, those sliders are disabled and the value is not relevant. Those values are there because of a DCS decoy system limitation. Again, this is a bug report channel. Not a place to request mods.
  9. You can't launch a missile until the missile seeker has a lock itself. Having a target locked by the aircraft radar is necessary but not sufficient. Launching a S530D while the seeker isn't locked would result in an unguided shot. And the launch restriction is verified and sourced. Also, the bug report section is not a proper place to request mods.
  10. All correct. The display/cycle waypoint limit is realistic, and you can manually choose another one, this will display it.
  11. Hi! Just got the files, they seem pretty difficult to print due to the big internal overhangs. How did you configure your slicer? I'm using a Prusa Mk3S+, and I can find no way of printing the main part without massive internal supports (which will be very hard to remove) or having unsupported overhangs that I feel will fail printing properly. Yours seem very clean. Thanks!
  12. ASL was fixed for upcoming update with a lot of A/G bombing improvements. Deleting Saved Games will not fix it now, it's most likely a luck effect or different conditions.
  13. Check the face scenes in the movie! It's two years old. I had the privilege to take part in it as a virtual pilot and speaker, this was a good experience. Even if the merge scene required like 50 takes
  14. There are sevral pilot face views in this movie: But with the lighting it's not easy to tell the color. Just a pretext for linking to that movie though
  15. Modes 1/2/3 are not secure. They are not used for RoE. They are used for coordination, M1 will identify the task, M2 uniquely identifies an aircraft, and M3 is AFAIK for being identified by civilian ATC and identifying civilian aircraft (because it's the civilian mode A) Mode 4 is secure. It uses a bigger key that is loaded by ground crew. There are actually two keys named A and B that the pilot can select, common use is having each key being used for a zulu time day, and everyone switches at zulu midnight. So key A will be the key chosen by the coalition for the flight departure day, and B for the next day. There are maybe other real life procedures for keys A/B, such as B used in case A is suspected of being compromised (hacked by the opponent), all is classified. In DCS M-2000C, currently: - A and B are two different keys, the pilot has no access to the actual key and can just select A or B as IRL - All aircraft in the same coalition on a server share the same A key and B key independently of their zulu departure day. That's for simplicity, to ensure that two friendlies using key A will recognize each other. It might change in the future if users show interest in being more realistic, maybe with an option. - Aircraft from different coalitions have incompatible keys Warning : key erasure is implemented. If you land and do not select "HOLD" within one minute, or if you select "ZERO" at any time, the keys are wiped. You don't have mode 4 anymore. The "AUDIO" switch position allows having audio warnings whenever you are interrogated in Mode 4 by an incompatible key. This means you either: - Have wiped keys or an IFF failure - Have selected key B while the interrogating aircraft has selected A, or conversely - Are interrogated by an ennemy in mode 4.
  16. You used the word "weed" several times in this thread, this might be the root cause of the "unexplained myriad of problems" you encountered
  17. Just breaking wings is for sure very simplified, aircraft over speed damage is more complex. There can be destructive oscillations, excessive heating, engine malfunctions or compressor damage... From a development point of view its not really cheesy, just simple. The goal was to punish people going 15% faster than the envelope and breaking parts is easy in DCS. You deserved to be punished For instance, with over-G damage, wings are bent and the FM is altered, which required much more work, whereas other modules just break wings in this case.
  18. It's not a gimmick, the mini-feeders just before engine fuel pumps don't refill in negative G conditions, and thus can only supply the engine a couple of seconds, depending on fuel flow. That's actually very common. Designing a fuel feeding that can sustain negative G indefinitely increases complexity and weight and can be considered unnecessary in most cases. Besides this, staying at negative G in a fighter aircraft has mostly zero benefit and is never done by pilots more than a couple of seconds because it's very uncomfortable and demanding for the body. For pitching down by an important amount, reversed positive G pull is faster, more effective, and more comfortable. Besides airshows, where it's not uncommon, nobody does level inverted flight. Now for the F-16, I know it has the capability of sustained negative G. I don't have the information for the F/A-18, but it really could just be not modeled in DCS. What about the tomcat? From NAVAIR 01-F14AAD-1, 11-21: And for the A-10C, I don't have the information either, but it would seem absolutely dumb to have designed the fuel system for sustained negative G given its missions. It's simply not yet modeled in DCS. What you see in the F-15E now is the norm IRL, and the F-16 is an exception. Now every DCS module has its simplifications, don't consider to perfectly know how a real jet behaves because you know it in DCS. That's true for every module from any developer.
  19. Wing damage is triggered, not "anywhere near its rated speed", but 15% above the mach max at altitude. This means you absolutely can maneuver around the air frame limits without causing any damage. CptSmiley and SMEs might comment about that limit better than me. The actual damage realism (broken wings, fire) could be debated. But you are fully outside the specified airframe limits, and that's a fact! The engine fuel starvation under long enough negative G is also realistic, as far as I know. The argument "Yeah but F-15C in DCS doesn't loose engines" isn't elligible... This is an old FC3 module, systems models are simpler.
  20. A fix is being tested. This should be released in December if it works well. The oscillations have been caused by several changes in FBW laws, mostly the one coordinating the rudder. AP gains have been tuned but we need to test it a lot to be sure we do not impact negatively the autopilot.
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