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  2. Actually I just Started in ED
  3. Тут тоже ушки на макушке. Система отмечает крестиком просто факт пуска Хелфаера любого типа по этой цели, факт поражения цели или факт применения пушки с НАР она не отмечает. Поэтому вторичный «обстрел крестиков» возможен. Возможен так же обмен этими крестиками по датилинку. Стирать и рисовать их вручную возможности нет, а было бы неплохо.
  4. Вообще, ускорение LCTRL+Z, замедление LALT+Z, сброс LSHIFT+Z.
  5. this is a known issue with quadviews/dcs
  6. The timings are all randomized a bit. But hey, this is training, and IRL nothing will ever go as planned
  7. It worked this time as intended. I wonder if initially it didn't work as I had input some data into the bombing table early on in the mission. The mission was very fun. I'm having real difficulty getting to the target though. The SA-6 launches like 4 missiles at me out of which I can dodge 2. This happens all before getting to the target, and with dodging my ToT is all messed up. Looking at the Tacview, the Monkey Tornado flight takes out the SA-6, but only after my flight's ToT. Is that the planned timeline? I wonder how I could make it to the target. Jinking didn't help xD
  8. Do we have any source of an accurate target size table then?
  9. WRCS integration with the pod is only available with the weapon release in TGT FIND or DIRECT and the TGT FIND switch on the WRCS panel in NORM not HOLD. Further, the pod must be unstowed, ready for use and integrated with the INS. In your case you have the weapon release mode in LOFT, not TGT FIND or DIRECT and further you have the WRCS switch TGT FIND in HOLD, not in NORM. So WRCS integration with the pod is not available and the WSOs Antenna Hand Control is instead integrated with the radar system. See TO 1F-4E-2-38, p. 2-9, 2-14, 2-31, 2-33, 2-41, 2-45, further a direct explanation for NORM/HOLD at 2-48 and the electric wiring diagram for the WRCS panel towards the pod in Figure 2-11. And also the normal Weapon Delivery manual TO 1F-4E-34-1-1, p. 1-99, 1-100, 1-103. (If you can and have the docs available, please check the manuals before you question something to save us the time digging and verifying, thank you )
  10. 1) what you describe is not scripted in the mission. Better check with Heatblur. But I see your trim hat being all the way to the right... 2) changing your loadout can possibly break triggers, I highly recommend not to. Even if it doesn't, it adds drag, and increases fuel consumption.
  11. It's just a small but clearly visible issue: in Rostock, the Unterwarnow is crossed by a tunnel that runs underneath the water. Unfortunately, the tunnel is visible, which shouldn't be the case.
  12. Это точно. Первые штрафы за Френдли фаер на серверах быстро охлаждает ковбойскую стрельбу по отметкам радара.
  13. Today
  14. Does anyone know where to find some good cockpit templates? I’d like to make my f-16 cockpit passthrough
  15. Very frustrating bug, indeed
  16. Thanks for your work. Any chance that you change the gun sound to anything else than the actual pop pop popcorn That Razbam gun sound is so frustrating. Any .22 rifle sounds better.....
  17. Это нормально, даже сгоревший или выведенный из строя условный танк - это все еще характерный радиоконтрастный объект. И это еще у нас нет ложных засечек стационарных целей, которые в реале были большой проблемой по кр мере во времена второго Ирака. Все это (вместе с отсутствием "свой-чужой") не дает возможности невозбранно разбрасываться ракетами налево и направо, актуальным становится визуальное опознание перед применением. Однако в умелых руках (оператора) и с разумным подходом это страшный инструмент.
  18. I've been working closely with the GD team on the merge. We are very close. Once the initial merge is done, updates should be easier. When that's done and I've gotten some additional features added (force feedback, GCAS, etc.) I may have time to start looking at custom avionics. I think Nightstorm has a great start on some of the screens, we just need a functional radar, RWR, countermeasures, weapons, NAV and radios - which I've already started looking into. It's a major undertaking and realistically could take up to a year or longer to build it all out.
  19. I'm experiencing the exact same issue. I can not get JTACs to work in multiplayer at all; however, AFACs work fine. I have tried every conceivable combination in the last few days verifying the dedicated server isn't preventing something, double checking my own mission and the mission linked above by @Flappie. I have tried every combination of both easy comms and regular comms, both radios, frequency settings in manual or preset (both in aircraft and in the mission). No matter the change, the JTACs always show as Axeman and do not respond. Whereas the same exact mission in single player works find with the correct JTAC names and responses. There is definitely an issue with JTACs in multiplayer working when not using scripts and just using the basic advanced waypoint functions. @Flappie Are you able to verify again that the dedicated server is working correctly. Is there any server online that has JTACs in a mission that is working? Attached is the same file linked above that was used for a multiplayer test. I also included a very simple basic JTAC mission that works fine in single, but doesn't respond in multiplayer. Thanks! Workups_WK3_Ai-JTAC-Helo-9Line3-OOBEJTAC-rev2_FIXED.miz JTAC Test.miz
  20. I did further testing based around wind direction of 39 and 219 degrees and wind speed of 11knots. It seems that Hawkinge is main problem of the few fields I tested. It does not change with wind speed or direction. It also showed that windspeed needed to get to 9knots, to get AI to change takeoff direction (The Channel changes with 6 knots). I tested 2 planes (1 takeoff from runway and another from parking spot) just in case there should be a difference. I tested the following strips: Hawkinge and Lympne; Kenley and Biggin Hill; Tangmere and Ford; Brazeville and Lantheuil in France and Detling and Manston All except for Hawkinge and Kenley were consistent with wind changes. Hawkinge did not change at all and always took off in the Southwest direction. Kenley was strange, in that it always held takeoff direction to Northwest (approx 300deg - crosswind) with wind speed from 0 wind to 20 knots and with wind direction set at 39deg - main runway is 21/201degree heading. However, when wind direction was set to 219deg the AI tookoff in the correct direction to the NNE, once speed was set to 9knots. Normandy AI Direction Lym Hawk wind 39deg.trk Normandy AI Direction Lym Hawk wind 219deg.trk Normandy AI Direction Ken Biggen wind 39deg.trk Normandy AI Direction Ken Biggen wind 219deg.trk
  21. Yes for sure, its different topic and not for us :). Good day!
  22. This A2A session was called ''Su-22 Farewell''. Su-22 in Poland will probably fly until September 2025...
  23. First jump into an F-15c (or one of the others mentioned, depending of the VSN), this will load the corresponding files for the VSN Mods. Jumping directly jumping into an VNS will not trigger loading those files.
  24. Strange combination: so careful about critiquing others work, so careless about formatting the post's text... You know you can hit 'edit' and remove the unwanted 'null' entries, don't you? You are of course right. The rims of the road wheels on the model (a part of the real tank that can only be seen by crouching down close to the ground just in front of and beside it) are slightly narrower relative to the total width of the wheels than the rims of the actual tank. Obviously the fact that if you position the camera in game in such a position (on the ground very close to and at 45 degrees to the tank ) & you pause the game and happen to have a drawing of the actual tank handy to compare to - you might notice this - renders the model completely unsuitable for use in a combat sim where that you normally only get to see LOD2 of the tank model anyway. You've inspired me - I'm off to check the width of the flanges on the wheels of the steam trains in the WWII maps.
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