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  2. As soon as I start taxiing I get a consistent stutter, particularly noticeable in VR. Oddly, when this stutter occurs the navigation panel's WP/AD switch gets reset to AD after I had set it to WP during startup. Track too large for direct upload, so adding to Google Drive: here Using the Germany CW map.
  3. I haven't found any of these beacons on the Afghanistan and South Atlantic maps. Will there be an update to these maps to include them? Although it seems far-fetched to me, is it possible to get a portable beacon (like those for TACANs, for example) in the game that we could place at will on the airfields of our choice?
  4. Да всё зависит скорее не от энергетики ракет, а от энергетики полёта. Ракеты можно сравнивать только при равных параметрах выхода на атаку противников, а такое в онлайне бывает редко. На двух махах Р-73 становится гиперзвуковым оружием средней дальности))
  5. Ну про 60 км скорее-всего загнул и у земли это я про 2 тыс метров. Но каких-то проблем, что цель не видна не было.
  6. That's exactly it. That said, the cooldown doesn't always start and end at the same number, which is disturbing. It's not uncommon to see a cooldown start at 55 and end at 30 when shooting at long range.
  7. It's probably how it's supposed to function in theory, but given all the references from various flight manuals mentioned in this thread, I guess in practice this sync is not guaranteed and overspills would obviously occur. Given the state of Soviet electronics, the question is if this would occur constantly or randomly (i.e. couldn't be avoided with the systems used being not reliable or precise enough to avoid this) or perhaps the equipment would get out of tune in time (so it's kind of a maintenance issue where the ground crew would need to tinker with it).
  8. Im very interested but in a M variant. It could be very interesting. many people wish this mod
  9. Не знаю, что и где у вас радар хватает на 60 км у земли, но в быстрой миссии "Патруль" Су-25е, которые не совсем чтоб у земли идут, берутся в устойчивый захват только с 20-25 км в режиме встреча/ппс. В СНП да, нормально отслеживаются. Об устойчивом захвате F-18 ближе, чем в 30-40 км речи не идет, т.к. они применяют помехи. А еще ведомый всю дорогу при полете в строю светит своей рлс в зад так, что Береза от истерики заливается, и ведь не прикажешь выключить излучение.
  10. But MiG 9.12 avionics manual corresponds to this. That's a very particular aircraft.
  11. Сталь и авиационный алюминий. Классический дизайн адаптированный к современным технологиям. Сила и прочность. Мы хотим представить вам, первый, силовой узел Стик KG 13 c удлинителями. Это первое изделие из серии силовых Стиков для устройств с обратной связью, FFBeast.
  12. Signal called same on other page in same document regarding SPO, and in SPO document the graph of duty cycle sync looks similar. Also, in tech plackards, signal generator simulating radar overspill is mentioned, used to test SPO for radar-proofness without turning the actual radar on in the workshop. There is not a single word about SPO being unreliable in the 9.12 avionics book. It just states that SPO is synced to blanking signal without elaboration, and I started to look for that naming on any graph, and found it. And not just anywhere - on HPRF graph!
  13. Hello, will there be this update for Mig 29 as it was written about on September 22 ?
  14. OK ChatGPT had the solution: How to fix it You need to give each object a unique name. For example: DcsBios::LED ltdRSwLed(FA_18C_hornet_LTD_R_SW_AM, 7); // LED output DcsBios::Switch2Pos ltdRSwSwitch("LTD_R_SW", 8); // switch input Now you have one LED object (ltdRSwLed) and one switch object (ltdRSwSwitch), no conflict.
  15. I've purchased the product and the description suggest missions with both English and Russian localization. The voice overs are in English and the ground crews responds in English as well. I want more immersion, is there an option to switch the audios?
  16. Видимо я что то на дотягиваю, хотя по опыту ГС проблем не было...
  17. Hello everyone, I have a question about the laser arm switch in the F-18 This switch is actually a magnetic switch. Since I am using a normal (ON) - OFF switch for this, I would like to display the status of the switch via an LED. So when the switch is in the armed position in the simulator, the LED should light up, even though my physical switch is back in the OFF position. I already implemented this a few years ago in a button box. There was the DCS BIOS prompt: DcsBios::LED ltdRArm(0x74c4, 0x0100, PIN); This call no longer exists in the current DCS BIOS version from Skunkworks! Does anyone have any idea how I can solve this? There is basically the prompt: DcsBios::LED ltdRSw(FA_18C_hornet_LTD_R_SW_AM, PIN); However, I cannot use this in the same sketch because it addresses the same function.
  18. I recommand a coeff 4-5. For example : For a Ropucha landing ship, an explosion "volume 50" on his center left the Ropucha at 93.75 of his life (-120 HP / 2000) Kh-25ML have an explosive mass of 46.2 KG. Coeff 4 make an adititonnal explosion volume : 46.2 x coeff 4 = 184. In this grid, an explosive volume 184 make a Ropucha with ~ 3/4 of his life. So Technicaly, with coeff 4, you must use 3/4 KH-25 to sunk a Ropucha. It's more realistic. Greater is the coef, greater will be the additionnal explosion.
  19. I've had 2 offline fights. I-16 against Spitfire and I-16 against Corsair. 1) I-16 vs Spitfire. The battle pattern is that the Spitfire, having an advantage in speed, always flies away. Then he turns around and goes head-on. The Spitfire is not trying to show a maneuverable battle against the I-16. For what? Obviously, the speed of the Spitfire is higher than that of the I-16. 2) I-16 vs Corsair Battle pattern - Corsair can't break away and tries to keep a maneuverable battle. It should behave exactly like a Spitfire - breake away and fly off. But it's trying to run a losing dogfight. Why? It is obviously - because the Corsair slower than I-16. It's idiotic is. I-16 vs Spitfire Mk.XI.trk I-16 vs F4U-1D.trk
  20. Radar switches itself between transmit and receive periods constantly (so it can receive the reflections), that's normal. I don't see any mention here that these periods are synced with the SPO.
  21. As title, the AI reaction, acquisition and aiming time seems way too short, tracks attached are a simulated low level bombing run and results in mission ending damage (Coolant leak, Oil leak, etc.) nearly 50% of the time on a single pass attack. Is this something that could be tweaked? *I should note that this is with AI set to the lowest possible level, and "Intercept" distance set at around 60% tank_test_track4.trk tank_test_track5.trk tank_test_track1.trk tank_test_track2.trk tank_test_track3.trk
  22. Thats at most of time very dependent on contrast. If you can't area track, 9/10 I bet you can with some contrast adjustments. Biggest problem is they took the weapon maintenance away from Deka. I am more than sure uboats and those guys would have it all working as intended by now.
  23. I hope it will be this horrible entity
  24. Just a note guys, in case this crops up ... The folder for the new Mig-29 Fulcrum is MiG-29 Fulcrum NOT MiG-29-Fulcrum
  25. @BIGNEWY Sorry, I fail to see how a track would help here. This is the same Quest 3 too high issue that had been reported multiple times in the past 2 or 3 years with different modules that had a helmet mounted sight. Here are a couple of the threads: This is a physical headset issue that can be only solved by making the HMD adjustable in the special options of the respective module, like the BS3 has.
  26. MSI in this case is referring to MULTI-SENSOR INTEGRATION in the Hornet and is completely unrelated to your graphics card. The same acronym is just to confuse you and throw off any spies looking into it MSI in the Hornet is what they've recently added and are still working on and since it touches a lot of stuff with the radar it's why things got broken.
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