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tech_op2000

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Everything posted by tech_op2000

  1. Here are a few tips -APU: Almost without fail, I have noticed that the APU status does not sync on CPG load in. This means the CPG will always see the APU off when they join regardless of pilot status. My advice, either join before apu start, or join after engines have spooled up and apu has been shut off. -Rotor Brake: I've noticed this a lot. but it is and easy fix. Just tell the pilot to cycle the rotor brake on then back off real quick. I don't mind doing this even while flying. -Master arm: I just cycle the A/S button if either the pilot or the CPG doesn't see weapons being selected by the other crew member. Either crew member can cycle it -Hellfire laser tracking- If either crew member isnt seeing the large box indicating that hellfires are tracking a laser, just reselect the desired hellfire channel and laser code. Seems to work every time. -TADS bouncing all over for pilot like it is being slaved even when it isn't, or LMC is drifting off for pilot. These days it isn't too bad because it seems the CPG tads location is what the missiles etc follow now so they should still hit the target. Two fix options: 1. change ACQ to Fixed as the CPG and Pilot, then reselect desired ACQ. 2. As CPG, go to WPN->UTIL then using the TADS button on the UTIL page, turn off TADS, then turn back on, reselect desired modes. -Tail Wheel lock: I think this is like APU, just make sure pilot has it locked before CPG loads in. Doesn't matter much though, wont cause either crew member much trouble.
  2. That sounds like a hornet problem. this is a harrier bug post. This bug has been fixed for almost 2 years.
  3. I just flew with a buddy on multiplayer. The lead of a flight of 3 got tadpole and could do a coupled approach. The two wingmen got all correct indications up to the 6 mile point. Then, the wingmen got no tadpole and could not do a coupled approach. This seems to have always been the case for me in multiplayer. The lead aircraft always got everything and wingmen never did. Additionally, on initial call to the boat by lead aircraft, wingmen got an atc popup with established and commencing as options. Same as since launch of ACLS. Anything to report on this issue? @BIGNEWY Thank you.
  4. so what was changed here? Does this mean you can boresight them with master arm safe or you have to be in sim or what? I always used to do it with master arm safe. I'm not sure what I'm doing wrong now but i can't boresight them on the ground anymore. Fixed: Maverick boresighting on ground - no GND JETT ENABLE, no MASTER ARM SIM. Edit: after further testing, I guess it means both have to be on to boresight now....
  5. I experienced 3 crash to desktop events in a row when playing multiplayer on Syria in the A10C2. It happened each time right when trying to view the TAD after selecting other pages on the left Display. Crash was in:edterrainGraphics41.dll every time I updated drivers deleted that file and did a repair Deleted FXO and MetaShaders Tested in Singleplayer as well. same result Steps to reproduce Version: 2.8.0.322235 Flying over the middle of Cyprus on Syria TAD zoomed to show Cyprus aerial map. (20NM) Hide TAD by showing different screen using Coolie Hat Left. Show TAD by pressing Coolie Hat Left (DSMS->TAD) dcs.log-20221111-203942.zip
  6. So, that was in May 1981 with f-16A's if my Wikipedia sleuthing is accurate. My assumption based on the way he said it and my limited knowledge of the f16 and GPS would be that the flight was done with INS only. 10 feet of drift is pretty dang good for an 8 hour flight. I don't know if DCS simulates this, but it is my understanding that INS systems drift worse the more maneuvering the aircraft does. For their flight, I assume they did as little as possible. Takeoff, Climb to altitude and turn on course. Then mostly straight line all the way to Hawaii. That would be ideal INS conditions. That said, My limited experience with no GPS in DCS, the planes seem to have terrible INS drift. I'm here because I'm diving into the INS to learn about inflight alignment in the F-16. I need to go test how accurate that can be in a GPS denied environment. And how much Fix Taking can improve an inflight align. Then how fast it drifts, with minimal maneuvering and how bad it drifts with lots of maneuvering.
  7. And the DiCE config is separate from DCS countermeasures, so it doesn't get reset every update.
  8. I use DiCE. works great. I can set custom profiles in setting then they will already be in my plane when I spawn in. https://www.digitalcombatsimulator.com/en/files/3312680/ Works in Multiplayer and passes integrity check.
  9. Often, when the pilot spawns into a cold and dark AH-64 and starts apu before CPG enters, there will be desync between the two crew members on the state of the APU. Steps to reproduce: 1.Pilot spawn into cold Ah-64 2.Start APU 3. CPG join 4. Note that APU is running for PLT but not for CPG 5. Shutdown APU 6. Note that APU shuts down for PLT and starts for CPG Here is the PLT and CPG .trk for this happening. https://drive.google.com/drive/folders/1mUY8EWvlnk3i2-DyzpBV736AjKRq1WSa?usp=sharing
  10. @Floyd1212 So, I did a little testing on this after watching your video. Here are my observations: The first time you engaged LMC, your range was 742 meters. Activating LMC at this point causes the LMC to attempt to keep an object stationary at 742 meters from the helicopter. Because the terrain is much farther away, it appears to be moving forward relative to your reticle because of parallax. Or to look at it the other way, your reticle looks to be moving backwards. In fact, your reticle is actually now attempting to stay stationary on a point 742 meters away from you. When you lase and then stop lasing, the range is updated to the distance to the tree. Now if you press LMC, it attempts to remain stationary on a point in space the same distance as the tree. When you continue lasing and engage LMC, it initiates LMC without attempting to keep a stationary point. (It is important to note that it isn't actually keeping a point in space, it is just initiating a slew of the TADS that would keep the reticle stationary relative to a point in space at that distance.) In the previous update to the apache, initiating LMC with the laser firing acted the same as initiating LMC with it off. In this update they seem to have changed this behavior. Now: -Initiating LMC with a set range and no active lase attempts to stabilize at that range. -Initiating LMC with an active lase activates LMC without attempting to stabilize at a set range. I don't know whether this is intended or not but it is interesting. Maybe the experts could weigh in on this behavior.
  11. I found an interesting behavior in the mission editor. If I set a tanker tacan to Y. I could select A/A in my hornet and get bearing only. I could also set T/R and get bearing and range. If I set a tanker tacan to X, I could not get ranging or bearing if I selected A/A.
  12. You are experiencing Inertial Navigation System(INS) Drift. This is due to not having access to GPS. It can be identified by the "IFA RDR" message on your HSI when you switch to IFA. IFA uses GPS to update your INS. Do you have the option "Unrestricted SATNAV" selected in your GAMEPLAY options? This should allow you to have GPS access even if not on the right side or too far back in time. Its a bit odd because when I open your .trk in the mission editor, it shows the year as 2022. You are playing as "Combined Joint Task Forces" (blue). Theoretically, you should have access to GPS. It may be a bug with South Atlantic Map, or.... It looks like your playing a Liberation Campaign mission. In another Forum Thread, a user reported problems with SATNAV on one of his liberation campaigns. I'm not sure why.
  13. To add the much needed context. This is the new TALDs It seems attempting to jettison multiple racks will only jettison only one rack, and after that not jettison any racks. It is still possible to jettison them by only selecting one rack at a time. They all jettison if using stores instead of rack, but take the rack with them when they jettison.
  14. It appears that if a player wingman attempts to do an ACLS Cat 3, it gives it to the Lead aircraft of the group instead. I was flying with a friend. I was A and he was B. I was just orbiting while he attempted an approach. The options for "established" "commencing" "check in" "Platform" showed up for me and him as he made his radio calls. when he got to 1200 feet on final, the tadpole never showed up, he had to hand fly. after he went missed, I came in, and got all the proper symbology and was able to do an acls approach. After mine, he was still unable to do one on autopilot.
  15. GBU-24 fall short on target at altitude.trk Track File dropping one at sea level target and one at 5000ft MSL target
  16. Build: 2.7.15.25026 F-16 Self Lase 4x GBU-24 Release angle 0 Degrees I have encountered what appears to be a bug. My GBU-24s are falling short of their target. This happens when I target a point that is relatively high above sea level. Initially, I was trying to learn the bomb on NTTR where all altitudes are 2000ft+ MSL. Every Bomb would stall out then land short if dropped anywhere within the Release Cue. I then switched to Caucuses and found they would not stall out when engaging a target near sea level. I then selected a target atop a mountain. They fell short just like they had in Nevada. It would seem then that the release cue is not factoring in target elevation.
  17. That would be because I have negative transfer of learning from acrobatic RC helicopters, which don't mind full control inputs and can handle all sorts of flight orientations much better than full scale helicopters. Also games with worse helicopter physics where a helicopter doesn't mind flying sideways at high speed (cough....Battlefield....Cough) Generally, it was happening to me when I got surprised by enemy fire and tried to do an evasive maneuver to avoid AAA. I know, I know, The smart answer is to not get into that situation in the first place. The goal was to keep nose on target to engage with hellfire's or rockets without presenting a stationary target for return fire. But I do realize that is not a realistic tactic, better to turn in, fire, then turn out. On a side note, RC Heli's do this really well. I went back in and did more after reading this. Including doing the maneuvers with SAS disengaged. It does sound like the SAS is partly to blame. It also seems the physics of trying to fly a heli sideways are also at fault, instead of any sort of sim bug. I think I could explain it this way after my further tests: For a conventional helicopter such as the apache to translate to the right 90 degrees to its heading, it must provide increasing rudder power to overcome the rotor torque and the aerodynamic force of the relative wind attempting to weathervane the helicopter. Because the tail rotor is above the center of mass this induces a right rolling force that must be corrected with cyclic. The faster it translates right, the greater all these forces. If at this point, the pilot moves the cyclic aggressively right. It will remove the rolling force the cyclic was applying to stop the roll and even add some rolling force in the same direction as the tail. additionally, it will cause the helicopter to yaw to the right some. The SAS in an attempt to arrest the yaw rate increases tail rotor thrust causing more right rolling force. Once the roll begins, the amount of opposite cyclic that would be needed to arrest the roll would be massive. This is probably why I realized the first couple times I encountered it that I had more success just riding it out then recovering once the helicopter is back upright after the roll. I could also reproduce it in the other direction by applying opposite rudder right as I initiate the roll, the rolling force of the adverse rudder helps it roll around much faster. In the same way, neutralizing the rudder at the start of the maneuver did make it roll about the same left or right. My takeaway from this is: -It isn't a bug, it is instead a side effect of how a conventional helicopter counteracts torque and the aerodynamic forces pushing on a helicopter in sideways flight. -Full size helicopters are not great at translating sideways at high speeds. Thus rapid sideways translations should be avoided. -In helicopters where the rotor spins as it does in the apache, the effects of this will be much worse to the right than to the left just because of the physics involved.
  18. Bug: The Apache has an odd rolling characteristic when translating right. If right cyclic is applied it will begin a roll to the right that will accelerate until the helicopter is inverted. Even if cyclic is removed immediately. It does not exhibit this tendency in any other direction as far as my testing has revealed. It feels like a bug, but I don't know if it could be just some odd physics caused by the tail rotor. Steps to reproduce: 1. Enter a hover 2. begin translating to the right, about 20 knots is plenty. 3. add full right cyclic then immediately remove it 4. "Do a barrel roll Fox!" (Star Fox reference) 5. perform same action with a left translation. Here is a short demonstration track: (2.7.11.22211) AH-64D Rolling Right.trk
  19. well, since it says cut-off my guess is that allows you to pull the engine back from idle to cut-off to shut off the engine.
  20. There is a bug with engine 2 that has been fixed internally and should be in the next patch
  21. I end up just making the sa-19 run out of missiles. pop up, let him shoot, dive behind cover. Not ideal but I do eventually win the fight.
  22. reenabling the generators requires using the generator reset switch located in the bottom middle of the pilots cockpit, just above the wipers control.
  23. You are certainly correct about the TEDAC mode. If your sight select is set to Gunner sight, the laser wont work you must be set to TADS as Sight. Your Acquisition source should be fine being anything, just as long as the pilot isn't desynced into believing it is slaved when the CPG sees it as un-slaved. I'm glad you got it working better!
  24. I had my other PLT/CPG in discord stream his view. it quickly became apparent that almost all of the relevant settings needed to fire a hellfire had the potential to desync. Then it was just a matter of developing a method to detect each desync and a method to sync it back up while flying. My friends and I haven't found any surefire way to get around the weapon loadout desync in the air(just have to land and rearm) and no surefire way to get around the TADS slave desync. The rest were pretty easy to find a workaround for once we knew they were happening.
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