blunt_waco Posted May 11, 2020 Share Posted May 11, 2020 So if I have two different types of rockets in my inward stations, does the system always uses the left station first before I can use the right one? Is there a way to switch between inner stations? Link to comment Share on other sites More sharing options...
QuiGon Posted May 12, 2020 Share Posted May 12, 2020 There's a rocket type selector on the right rear wall panel, although I'm not sure if you can use it to switch between rocket types on the fly or if it is more of a general rocket setting, that you sset as part of the startup routine. Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit DCS Panavia Tornado (IDS) really needs to be a thing! Link to comment Share on other sites More sharing options...
Blackjack_UK Posted May 12, 2020 Share Posted May 12, 2020 It's a ballistic setting that adjusts the aim point to take into account different weights etc. It doesn't choose what you fire. [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Ramsay Posted May 12, 2020 Share Posted May 12, 2020 Is there a way to switch between inner stations? TL;DR: Not by default/as designed. Detail However weapon stations cycle in game/arcade mode and you can mod ... • DCS\Mods\aircraft\Ka-50\Cockpit\Scripts\Devices_specs\WeaponSystem.lua so line 2 reads ... allow_cycle_loadout = [color="Red"]true[/color] ... to do the same in "sim" mode. https://forums.eagle.ru/showpost.php?p=2283573&postcount=3 Tested in Open Beta 2.5.6.47404, not sure if it passes the MP integrity check. i9 9900K @4.9GHz, 64GB DDR4, RTX4070 12GB, 1+2TB NVMe, 6+4TB HD, 4+1TB SSD, Winwing Orion 2 F-15EX Throttle + F-16EX Stick, TPR Pedals, TIR5, Win 10 Pro x64, 1920X1080 Link to comment Share on other sites More sharing options...
blunt_waco Posted May 12, 2020 Author Share Posted May 12, 2020 There's a rocket type selector on the right rear wall panel, although I'm not sure if you can use it to switch between rocket types on the fly or if it is more of a general rocket setting, that you sset as part of the startup routine. Hey, thanks. It seems this is only for impact point calculation!! The ballistic data is used for impact point calculation. The selector position must match the selected weapon; if not, the impact point will not be calculated correctly. At the start of a mission, the rocket selector switch will be automatically set to comply with selected rockets from the mission planner. If more than one rocket type is selected, the selector will set first rockets by hard point number (outer on the left wing is #1 and outer on the right wing is #4). Before a second rocket type is used, you must select the dial position manually for the rocket type of gun pod. The same operation must be done after rearming the helicopter during a mission. Link to comment Share on other sites More sharing options...
blunt_waco Posted May 12, 2020 Author Share Posted May 12, 2020 (edited) TL;DR: Not by default/as designed. Detail However weapon stations cycle in game/arcade mode and you can mod ... • DCS\Mods\aircraft\Ka-50\Cockpit\Scripts\Devices_specs\WeaponSystem.lua so line 2 reads ... allow_cycle_loadout = [color=Red]true[/color]... to do the same in "sim" mode. https://forums.eagle.ru/showpost.php?p=2283573&postcount=3 Tested in Open Beta 2.5.6.47404, not sure if it passes the MP integrity check. I will try this out in MP servers, thank you. Edited May 12, 2020 by blunt_waco Link to comment Share on other sites More sharing options...
blunt_waco Posted May 12, 2020 Author Share Posted May 12, 2020 Hey, I just checked the WeaponSystem.lua and I have two lines inside the filre already: use_single_trigger = false --true allow_cycle_loadout = false select_empty_stations = true if LockOn_Options.flight.easy_radar then use_single_trigger = true allow_cycle_loadout = true select_empty_stations = false end need_to_be_closed = true Link to comment Share on other sites More sharing options...
Holton181 Posted May 12, 2020 Share Posted May 12, 2020 Hey, I just checked the WeaponSystem.lua and I have two lines inside the filre already I believe Ramsey ment "on line numer two (2)". On that line change False to True. Helicopters and Viggen DCS 1.5.7 and OpenBeta Win7 Pro 64bit i7-3820 3.60GHz P9X79 Pro 32GB GTX 670 2GB VG278H + a Dell PFT Lynx TrackIR 5 Link to comment Share on other sites More sharing options...
Ramsay Posted May 12, 2020 Share Posted May 12, 2020 Hey, I just checked the WeaponSystem.lua and I have two lines inside the filre already: use_single_trigger = false --true allow_cycle_loadout = false <---- This is for Sim Mode select_empty_stations = true if LockOn_Options.flight.easy_radar then use_single_trigger = true allow_cycle_loadout = true <---- This is for Arcade Mode select_empty_stations = false end need_to_be_closed = true Change line 2 to "true" to allow the inner and outer weapons stations to cycle i.e. first press selects left, second press selects right, third press cycles back. i9 9900K @4.9GHz, 64GB DDR4, RTX4070 12GB, 1+2TB NVMe, 6+4TB HD, 4+1TB SSD, Winwing Orion 2 F-15EX Throttle + F-16EX Stick, TPR Pedals, TIR5, Win 10 Pro x64, 1920X1080 Link to comment Share on other sites More sharing options...
blunt_waco Posted May 12, 2020 Author Share Posted May 12, 2020 ah, I'm not familiar with lua files, thank you all. Link to comment Share on other sites More sharing options...
chromium Posted May 13, 2020 Share Posted May 13, 2020 Don't know if it would work in MP, maybe integrity check issue: that is not as real Ka-50 could do AFAIK. It's game mode. Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
blunt_waco Posted May 13, 2020 Author Share Posted May 13, 2020 Don't know if it would work in MP, maybe integrity check issue: that is not as real Ka-50 could do AFAIK. It's game mode. Strange :huh:, so in real life the ka50 pilot has to go through all his smoke rockets before he can employ HE rockets? if that's the case, what's the reason for this weapon station restriction? Link to comment Share on other sites More sharing options...
chromium Posted May 13, 2020 Share Posted May 13, 2020 AFAIK, IRL you shouldn't load different rockets in the same inner/outer station. But I might be wrong Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
Lt_RAzOr_957 Posted May 14, 2020 Share Posted May 14, 2020 TL;DR: Not by default/as designed. Detail However weapon stations cycle in game/arcade mode and you can mod ... • DCS\Mods\aircraft\Ka-50\Cockpit\Scripts\Devices_specs\WeaponSystem.lua so line 2 reads ... allow_cycle_loadout = [color="Red"]true[/color] ... to do the same in "sim" mode. https://forums.eagle.ru/showpost.php?p=2283573&postcount=3 Tested in Open Beta 2.5.6.47404, not sure if it passes the MP integrity check. Does that break the IC ? Link to comment Share on other sites More sharing options...
AldoUSMC Posted May 14, 2020 Share Posted May 14, 2020 Please don't take this as a RTM Comment... not meant to be :thumbup:... just a reminder also.... Once you get the switching worked out you will need to change the AP/HKC Selector knob manually to the proper rocket type (that you have currently armed) so that your aiming reticle will be adjusted for rocket type currently armed. I've never messed with the selectable.. I've just dealt with whichever was going to be fired first.. checking HP/AKC Setting before engaging. Manual pages 6-95 and 6-96 " 'НР/АКС' selector. Unguided rocket and gun pods ballistics data settings. o 0 – S-8KOM rockets with anti-tank/antipersonnel warhead o 1 – S-8TsM rockets with smoke warhead o 2 – S-13 rockets o 3 – S-24 heavy rockets. Not used o 4 – S-8M HE rockets o 5 – UPK-23 gun pods, twin 23mm The ballistic data is used for impact point calculation. The selector position must match the selected weapon; if not, the impact point will not be calculated correctly. At the start of a mission, the rocket selector switch will be automatically set to comply with selected rockets from the mission planner. If more than one rocket type is selected, the selector will set first rockets by hard point number (outer on the left wing is #1 and outer on the right wing is #4). Before a second rocket type is used, you must select the dial position manually for the rocket type of gun pod. The same operation must be done after rearming the helicopter during a mission." Semper Fi AldoUSMC Intel i7-6700 CPU @ 4 GHz, 32 GB Ram, GeForce GTX 980 Ti, Windows 10 Pro -64 Bit Link to comment Share on other sites More sharing options...
S.E.Bulba Posted May 14, 2020 Share Posted May 14, 2020 Google Translate … Manual pages 6-95 and 6-96 " 'НР/АКС' selector. Unguided rocket and gun pods ballistics data settings. o 0 – S-8KOM rockets with anti-tank/antipersonnel warhead o 1 – S-8TsM rockets with smoke warhead o 2 – S-13 rockets o 3 – S-24 heavy rockets. Not used o 4 – S-8M HE rockets o 5 – UPK-23 gun pods, twin 23mm… + 6 – FAB-100 7 – FAB-250 8 – FAB-500 9 – KMGU AO-2.5RT 10 – KMGU PTAB-2.5KO This is an addition from the DCS BS2 Flight Manual RU (pp.6-84÷6-85). Sorry, I don't speak English, so I use Google Translate. Link to comment Share on other sites More sharing options...
chromium Posted May 14, 2020 Share Posted May 14, 2020 RTM is always the right way to go, IMHO. That said, ok about aiming point, I already knew it. What I'm asking now is: If I load 1xS-8KOM & 1xS-8OPF2 in the inner stations, Could I launch only left rockets (lets say KOM) or right rockets? forcing left/right stations? Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
blunt_waco Posted May 15, 2020 Author Share Posted May 15, 2020 + This is an addition from the DCS BS2 Flight Manual RU (pp.6-84÷6-85). So which one of these is for the illuminating rockets S-8OFP1 (S-8M)? Number 4? Link to comment Share on other sites More sharing options...
S.E.Bulba Posted May 15, 2020 Share Posted May 15, 2020 (edited) Google Translate So which one of these is for the illuminating rockets S-8OFP1 (S-8M)? Number 4? How can position #4 and positions from #6 to #10 on the switch be connected? Edited May 15, 2020 by S.E.Bulba update. Sorry, I don't speak English, so I use Google Translate. Link to comment Share on other sites More sharing options...
blunt_waco Posted May 15, 2020 Author Share Posted May 15, 2020 How can position #4 and positions from #6 to #10 on the switch be connected? I have no idea how to solve your riddle. Why answer a question with a question!! Link to comment Share on other sites More sharing options...
S.E.Bulba Posted May 16, 2020 Share Posted May 16, 2020 I have no idea how to solve your riddle. Why answer a question with a question!! DCS BS2 Flight Manual RU (pp.6-84÷6-85). 'НР/АКС' selector. Unguided rocket and gun pods ballistics data settings. 0 – S-8KOM rockets with anti-tank/antipersonnel warhead 1 – S-8TsM rockets with smoke warhead 2 – S-13 rockets 3 – S-24 heavy rockets. Not used 4 – S-8M HE rockets 5 – UPK-23 gun pods, twin 23mm 6 – FAB-100 7 – FAB-250 8 – FAB-500 9 – KMGU AO-2.5RT 10 – KMGU PTAB-2.5KO Sorry, I don't speak English, so I use Google Translate. Link to comment Share on other sites More sharing options...
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