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Coming Soon - a few bits more to do - plus a couple more variations - link will be on here in due course:8 points
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6 points
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Some major things that I picked up from skimming the podcast: - They've gone past the development milestone "which puts it in a position that [RAZBAM] can be pretty certain that it's going to the user's hands and [a] really really really close term" (16:09-16:38) but Ron refrained from disclosing a specific release date or month or timeframe. - What not to expect for EA is the TFR, some A/G radar modes, and some weapons (44:17-44:36) I suggest listening the podcast for yourself since the two points I just listed are of course just two snippets from a 47 minute long podcast and there is definitely a lot more interesting stuff said that I didn't include.5 points
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The AGM-65 cannot be utilized with offbore angles other than what is originally within the MAV-seeker window when in VIS-HMCS mode. Steps: 1. Select AGM-65H (also other models) on the SMS page and set A/G->VIS 2. SOI moves to HUD 3. Long-press TMS-Up to transfer SOI from HUD to HMCS 4. HMCS TD-Box appears. TMS-Up to designate VIS-HMCS-SPI to a target (or ground) to your right 90° offbore (ie. popup SA-6). SOI is automatically transferred to WPN-MAV 5. MAV slews towards TD-Box SPI but hits gimbal limit and stops movement 6. Move AC nose towards designated VIS-HMCS-SPI 7. MAV does not move towards SPI even though now within MAV gimbal limits 8. MAV does not present HOTAS command to slave towards SPI that is now within reach. TMS-Down with SOI on WPN-MAV resets entire SPI and starts the process anew. Expectation: MAV should either automatically slave towards VIS-SPI when able due to AC rotation or implement TMS-Down to re-slave towards VIS-SPI. Demo: See attached track on Caucasus with AGM-65H. F16_MAV_VIS_HMCS2.trk4 points
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Very unlikely- as we plan to start work on the Navy Phantoms very quickly and this would simply end up being a distraction4 points
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Can't you just knock one up in like 2 mins? Just drop a ship in, pick one of the CAP ships and copy/paste/change for as many as you want.3 points
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There was a very true comment on managing expectation. Because in the end there is a technical limit, to the "want this", "must have that" and "we need those". A real life flight simulator for civilian pilot training cost more per day of operation, than the total of most of our combined PC, controls and periphery. It has a small Datacenter attached that powers the calculations and simulating the aircraft system, weather and effects on the aircraft. It does not calculate hundreds of units fighting, dozens of projectiles ballistically flying through the air, damage effects and AI for all the other planes and ground units... Despite easily 5-10 times the compute power of our average PC at home it does only(!) aircraft systems, Flight Model, weather and visuals. DCS, a Combat flight simulator for a single home PC, handles aircraft systems (often quite deep, with avionics, electrical system, hydraulics, fuel etc.) in an impressive detail. A pretty good flight model for most modules, weapons, ballistics, damage to your own aircraft, other aircraft, ground units and environment, the AI and interaction of all of these AND on top some pretty good weather effects, including basic turbulence, wind, moisture, temperature... and pushes the limit of the hardware most of the time, already. Of course it would be possible to improve the weather and atmospheric effects, but then we need to balance against something else. What could be removed? A combat flight simulator without combat? Or with a limit of 8 AI aircraft and 10 ground units? Or like in the early days, learn to live with single digit FPS? The real challenge for a good PC combat flight simulation is to manage a good balance of all these aspects in a way that it still performs on most customer's hardware. So the request to transform a combat flight simulator into a flight and weather simulator with thermals and up/downdrafts, I've only seen in a specific glider simulation, is maybe a case of excessive expectation on your side? Not that I think the weather/atmospheric effects simulation is perfect as it is. Of course not. There is a lot of room for improvement. But the current balance of all aspects relevant to DCS as a whole vs the compute power available is close to the best we can expect at the moment. And if your focus is on just flying and feeling the wind and weather like in a glider there are indeed other simulations that focus on these aspects and neglect the combat part. Last but not least, despite a focus on realism and simulation of aircraft in incredible detail, an important part of DCS is the "game", be it PvE or PvP, scripted campaigns. And at least for me DCS does a pretty good job at balancing all this into something I can enjoy at home, with a single PC.3 points
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You can also take this file and replace one one in D:\DCS World OpenBeta\Mods\aircraft\Ka-50\Liveries\Cockpit-Ka-50_2\English The issue is, that the original Description.lua is not calling all the textures that it has to replace. The original has around 40 lines, while the fix below has almost 260. Edit: I recommend, that you make an copy of the "English" folder and rename it to "English - fix" or something similar, now you just have to select it in the Special Tab in the settings. description.lua3 points
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In my opinion the current water transparency watervisibility is too high, as you can see in the screenshot below. In real-life you couldn't even see the fuselage of the ship a few feet below the water surface. I hope ED will change the transparency visibility soon, so that DCS gets another step closer to what real life looks like.2 points
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Hello, with this short article, I would like to briefly describe how I make DCS "flyable" in VR for me. Maybe the following text can help beginners. But maybe there will be more ideas and suggestions from the community that will help me to further optimize my settings. So- here we go: DCS delivers many effects and visual highlights right from the start that make this simulation look so fantastic. Unfortunately, virtual reality is still in its infancy and these beautiful effects are a source of frustration. Basically, one could say: All effects that are created by post-processing drastically slow down the VR user. These post-processes are typically processes such as vertical correction, anti-aliasing, but also post-processed light effects and reflections. Another problem is the temperature of the graphics card. My card gets quite hot very quickly. It reaches its peak performance very quickly; the system recognizes the temperature peaks and starts to throttle the performance. So before going into DCS, I turn off all the anti-aliasing filters in all the programs and make sure the graphics card is sufficiently cooled: - In the graphics card settings, switch off all FXAA, MSAA, etc. or set to "application controlled". - In the VR application (in my case Oculus Rift) switch off MSAA! (Otherwise Oculus will render with MSAA all the time). - Manually control the fan of the card (in my case Nvidia Control Panel - Lalt+Z : Fan on 80 % - (Yes- it is loud, but I have a headset on and only hear the engines when flying anyway, the temperature stays at a decent 54 degrees Celsius during the whole session). https://www.nvidia.com/de-de/geforce/geforce-experience/ In the DEBUG TOOL of Oculus you should deactivate most of the settings. Especially "Adaptive GPU Performance Scale" and "Asynchronous Spacewarp." In DCS itself you can only do 2 things: Either: Use a high resolution (Pixel Density) for the VR goggles and do without all post-processing (pixel density 1.5 or higher). or: Use a low resolution and allow certain post-processing. (Pixel-Density 1.2 plus SSAA 1.5 plus MSAA 2 as an example). Textures: HIGH - looks fantastic. However, there can be considerable judder in online mode. The problem is that not all textures from all modules fit into the RAM. So, if you want to land your FA-18 on the carrier after a long flight and at the same time a new player spawns on the carrier with his F-14 and chooses a new skin, the landing becomes a stutter orgy. Lighting calculations of the bump-maps can slow down the system. MEDIUM - looks acceptable and allows fast loading in online mode. You no longer recognize every single screw and rivet on your fellow pilots. LOW - fonts and labels in the cockpit are usually no longer legible - unusable setting in my view. Terrain Textures: HIGH: The terrain has bump maps textures which have to be calculated depending on the incidence of light. The resolution is high (pixel-per square meter) and there are reflections. LOW: No bump maps (relief which gives the textures depth) and the resolution is lower. I try to keep the HIGH setting whenever possible and performance allows. But if you set it to HIGH then it will effect all terrain textures: Houses, Trees, Cars and so on. If I just want to see high resolution ground textures and low res. houses (don't want to read every house number) I rename the LOW texture files in the terrain folder- I just delete the ".min" part of the files by hand and copy them back. So I can speed up the Map a little bit. WATER: Water is displayed and calculated over the entire map even when flying over the desert. Therefore, this setting has a high value! HIGH: Waves and whitecaps are highly resolved textured. Waves are displayed in 3 dimensions. Very high influence on the overall performance - not recommended. MEDIUM: Waves and whitecaps are low resolution textured. Waves are displayed in 3 dimensions. Still very high influence on the overall performance- Not recommended. LOW: Water is flat and without whitecaps. But looks acceptable. Highly recommended for VR! HEAT BLUR, DEPTH OF FIELD, LENS EFFECTS, COCKPIT GLOBAL ILLUMINATION and MOTION BLUR are post-processing effects and should UNCONDITIONALLY be switched off! These effects are very performance-intensive and only something for filmmakers and photographers. SSAA: Personally, I love this option. SSAA renders the resolution in a higher setting (resolution x 1.5 or resolution x 2) and can scale it down again. The trick is that the pixels are only calculated once and not twice or four times as with MSAA. This means that this post-processing mode is faster. I can recognize just as much with a pixel density of only 1.2 with SSAA 2 as without SSAA but a pixel density of 1.8. However, the image with SSAA is much softer and not as pixelated. Unfortunately, you have to test whether you prefer a high resolution in the VR glasses or whether you accept a lower resolution in exchange for a somewhat softer image. SSAA 2 plus MSAA 4 will unfortunately melt every system. What just works is a pixel density of 1.2, MSAA 2, and SSAA 1.5. In short: High resolution - no post-processing Low resolution - low and specific post-processing The card driver is also important. In my case, the latest driver from Nvidia (526.98- November 2022) was a total disaster. I had to reset it to a version from September this year. The best thing to do is to ask Google which version is the best (that means not the newest) for your graphics card. Example for today: · Nvidia driver 399.24. For the Pascal series of graphics cards. ... · Nvidia driver 466.77. Added support for 3080 Ti and 3070 Ti. ... · Nvidia driver 471.11. Added support for the latest Windows 10 version 21H1 released in May 2021. So much for my experience. If you have any further tips and tricks, please feel free to share them with me. I like to learn from your experiences. Cheers TOM2 points
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The Scorpion HMCS is a generation newer than the JHMCS in the Hornet and Viper. It adds much more awareness in comparison. For starters, it can see friendly units that use locator beacons (and is the only aircraft able to do so AFAIK). The A-10 can remain over a relevant area for hours, while the Hornet and Viper will need to constantly go back to the tanker or airfield. The module itself is well developed and flies well.2 points
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Ok, with the help of VincVega and No1sonuk, who as ever were untiring in their inputs, I finally have it working. It's a bit late to do detail today, but will happily share anything with you all, but just to show here is a video of the (loosely assembled) VHF AM panel. I still have to finish some details on it but 95% of the work has been done Thanks once more to all that helped! Les2 points
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The difference between being there IRL with bullets coming towards you, while having a refly button on the sim is definitive in so many cases. I always thought a game could never fully depict a real life experience in flight sims without that component. We should have to fly exclusive missions and campaigns were every time you die you start over everything again, so people would care more about trying to survive, yet unrealistic since even with that one could start over as many times as wanted building knowledge and experience which is a chance RL pilots didn't have. Yet, if it were forced to be like that people would complain about low playability, about it to be boring and what not, so in the end no simulation could fully simulate that. We got what we got in the confort of our homes in front of a PC. I really like the opportunity DCS gives us to experience so many things just on a PC, the FMs, systems and physics specially, now complex weather and more things are getting better and some more are expected, but whatever it is still it's pretty understandable you can't fully replicate 100% of the real experience and differences, even huge differences on some aspect, should be expected. After all, we take so many risks in the confort at home nobody would take IRL.2 points
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I just took a plunge into my wall of books and I stumbled about this curious little fact: 07 January 1944: Egon Mayer (Kommodore JG 2, inventor of the frontal attack tactic) claimed four Viermots (3x B-24, 1x B-17) this day within a time of about ten minutes (13:05 through 13:16, his victories 95 through 98) according to Jochen Prien's Jagdfliegerverbände (Vol 13/IV p.169). I cross-checked this with Eric Mombeek's JG 2 unit history, which also has an entry of four kills by Mayer this day, the last kill clocked at 13:18, though. It also has the information of being killed at an altitude 1500m, which indicates a "final destruction". Mayer would have been flying a plain-Jane Fw 190A-6 or A-7 at the time, not extra guns or armor. Those four kills are also reflected in Donald Caldwell's DAY FIGHTERS (p.179). There's probably a few more of those curiosities, but I think this serves well enough as an initial data-set to answer the question.2 points
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Freeze reproduced. I'll try to help ED and HB as much as I can.2 points
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Dear all, I am trying to replicate a PDLT solution like the following: The top value represents PDLT_WingmanId The bottom value represents PDLT_Altitude The right value should represent PDLT_Range The problem is that it seems that only PDLT_Range exists in the deep-down code. I have the following questions: 1. Where can I find PDLT_name (including all variablenames under the root PDLT) 2. Can I add names to this list? 3. Would this idea be possible to implement? I am also looking into changing the "NOT SOI" addStrokeText line into being a different color. The problem is is I want just that stroke to change color. 4. When I import symbology.lua stuff that holds these colors it crashes the whole MFD.. is there a way to get around this? Thank you, DP -- Edit: was able to change the NOI SOI.2 points
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Ну когда же вы наконец сделаете чтобы камера после попадания боеприпаса не оказывалась в тридевятом царстве,раньше хоть взрыв показывало потом улетал вид в никуда-сейчас вон вообще даже взрыв не покажет и сразу камера на равнине на краю карты(КАВКАЗ).Но не всегда-бывает как и должно,взорвался боеприпас-переключается вид на другой рандомно.2 points
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FYI, this is not "two lines of LUA code". Making an aircraft carrier capable is significantly more involved than that, even without changing the model. A whole lot of things need to happen in order for it to work.2 points
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Then VR users need an option to disable all the beauty which is nice, but unnecessary for gameplay and make DCS ugly but playable again. If the performance drop will be carried over to stable branch its basically over and we can wait another 3 years of hardware progession to get back to 2.7 performance level.2 points
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DANKE VIELMALS who developed this BEAST. You really have captured and nailed the esence/soul/spirit of this aircraft. A very satisfying time trying to emulate Chuck's ride in 1963 from my armchair.2 points
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I think there is a problem with the AI damage model. Heli and airplanes eat multiple air to ground missiles but wil crash after a aim9 or r73 hit with a much smaller warhead2 points
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Better than nothing! Yeah, this is the resolution that it was posted with. I'm super happy that we have a new picture, but.. at this resolution1 point
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Going to answer this one since I made the limits of the axis while doing the mod decade ago.. all this while cruising or basics flights and combats yes it's fine .. but while in competitions it is another storry and this is what disturb me a lot..1 point
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Народ, зачем вам всё это, почему бы просто не летать на старых версиях? Хоть они и "старые" контента там дофига. 2.5.6 на 4090 будет в 2 раза производительней чем 2.8. И она не будет в 2 раза хуже в ясную погоду. Стоит ли дождь снижения фпс в 2 раза? Перестанете пользоваться текущей версией и покупать новые модули, ED это увидит и сделает выводы. Мультиплеер тоже не проблема, сервак можно скачать и летать со своими на любой версии, публичные серверы всё равно тормозной хлам по большей части, там в VR радости мало летать.1 point
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For US, we use Start 2 all the time. Never met a viper pilot who used start 1, and it's taught to use start 2 from B-course on.1 point
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18. November 2022 Liebe Piloten, Partner und Freunde! Wir freuen uns, euch mitteilen zu können, dass die Open Beta jetzt auf Version 2.8.0.32937 ist. Dieses Update enthält Korrekturen für die DCS: F/A-18C Hornet, DCS: AH-64D, DCS: AV-8B N/A und neue Flugplätze für die Südatlantik-Karte. Außerdem ist die Texturvorlage für die DCS: Mosquito FB IV jetzt verfügbar. Die DCS: F-16C Viper hat auch eine große Anzahl von Verbesserungen erhalten, die in der Changelog (nun auch in Deutsch) detailliert beschrieben sind. Ebenfalls sind neun neue WWII-Missionen für die Ärmelkanal-Karte in der aktuellen Open Beta enthalten. Diese Missionen stellen historische Ereignisse während der Operation Jubilee am 19. August 1942 dar. Wir freuen uns auf euer Feedback. Vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics Open Beta Entwicklungsfortschritt Die DCS Open Beta läuft jetzt in der Version 2.8.0.32937. Darin enthalten ist eine lange Liste von Korrekturen und Ergänzungen, die ihr am besten selbst ausprobiert, indem ihr auf die neueste Open-Beta-Version aktualisiert. Insbesondere die Südatlantik-Karte hat sieben neue Flugplätze und unterstützt nun die neue Beleuchtungstechnologie, die mit Version 2.8 in DCS: Persian Gulf eingeführt wurde. Außerdem wurden die Probleme bei der Auswertung von Multiplayer-Missionen behoben. Bitte lest die vollständige Liste (in Deutsch) mit allen Änderungen. F-16C Viper Entwicklungsfortschritt Die Viper hat ein umfangreiches Update erhalten, das viele der zuvor gemeldeten Fehler behebt. Wir freuen uns, euch ein aktualisiertes HMCS im ACM-BORE-Modus, eine verbesserte Genauigkeit der MK-84 im CCIP-Bombardiermodus, eine korrigierte AGM-65D-Übergabe und die Hinzufügung von vervollständigten SEC-Funktionen des Triebwerks wie z. B. der Düsenposition anbieten zu können. Eine Übersicht über diese Funktionen findet ihr im DCS: F-16C Viper November Update Video von Matt Wagner. Operation Jubilee Neue WWII-Missionen Operation Jubilee - Neue WWII-Missionen: Neun neue WWII-Missionen wurden für die Ärmelkanal-Karte veröffentlicht, die alle auf den Ereignissen des 19. August 1942, während der Operation Jubilee, basieren. Zu den Flugzeugen der Alliierten gehören die Spitfire LF Mk. IX und die P-51D Mustang und für die Achsenmächte entweder die Bf 109 K-4 Kurfurst oder die Fw 190 A-8. Bitte beachtet, dass das WWII Assets Pack erforderlich ist, da es das Spielgeschehen noch intensiver macht. Die Missionen wurden so gestaltet, dass sie das Gefühl vermitteln, an der gesamten Operation teilzunehmen. Ihr werdet sehen und hören, wie andere Abteilungen/Gruppen ihre Hauptaufgabe erfüllen. Zu den neuen Missionssets gehören: Bombereskorte, Luftnahunterstützung am Strand, Anti-Schiffsangriffe und Bomber abfangen. Ihr bekommt Anweisungen von boden- und seegestützten Lotsen, und Truppen/Fahrzeuge werden tatsächlich an den Stränden von Dieppe landen. Jede Mission hat einen wählbaren Schwierigkeitsgrad, um den individuellen Fähigkeiten des Spielers gerecht zu werden, vom hartgesottenen Veteranen bis hin zu denjenigen, die gerade erst mit DCS WWII beginnen. Diese neuen Missionen findet ihr, indem ihr im Hauptmenü MISSION auswählt. Nach der Auswahl des Flugzeugs eurer Wahl findet ihr die Missionen zur Operation Jubilee. Abermals vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics1 point
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In my case, i bought the Pico 4 just out of curiosity. Those huge lenses, per eye resolution and resulting FOV caught my attention. To my surprise it turned out to be a very capable HMD, shockingly cheap but also a true swiss army knife. My Index is now collecting dust and the Pico 4 is my daily driver. Just one of it's advantages, it's a normal "open" Android device. You can do whatever you want with it, it's not hold hostage by it's manufacturer. I got PMs asking about how to use the USB tethering method for the streaming connection, so here is a step by step guide: This gives you the best possible data rate with a bit less latency, fully independent of your Wifi network capabilities. - get a 10G USB 3.2 cable (fibre optic cores for data transfer, 5 meters long etc.) - use a USB 3.2 connector on your PC - enable developer mode on the Pico 4: - for standard android settings, get this apk copy it to the Pico4 and install it there: https://drive.google.com/file/d/1PUTpT9boTKssDXQ2qUCLxOKM3LPxQtlA/view - a new app for system settings appears, run it and enable USB tethering - now check your network settings in Windows, a new connection should appear - set this to private - now run the Virtual Desktop streamer on Windows and start Virtual Desktop on the Pico 4 (it needs to be connected over Wifi to the internet at the start, VD's copy protection...) - let VD establish it's standard streaming connection until you see your Windows desktop in the HMD - give it a couple of seconds, then switch off Wifi on the Pico 4 - Virtual Desktop should now run on USB tethering automatically - start Steam VR on your PC - run DCS... Pico's Streaming Assistant can also use this connection, choose the Wifi method and there should appear two possible connections (or with Wifi off, only the USB network).1 point
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SET COMMAND WITH VALUE 10009 <value> value = 1 disables Jester LANTIRN auto designate value = 0 enables Jester LANTIRN auto designate (default) SET COMMAND WITH VALUE 10010 <value> value = 1 silences Jester value = 0 Jester will talk again (default) SET COMMAND WITH VALUE 100011 <value> value = 1 disables Jester value = 0 reactivates Jester (default) SET COMMAND WITH VALUE 10012 <value> This is a special command with which you can force Jester to track a specific target using unit name. Since SET COMMAND can only accept numerical values >= -1 and <= 1, we use the following rule: value = 0.01 will track unit named LantirnTarget01 value = 0.02 will track unit named LantirnTarget02 ... value = 0.99 will track unit named LantirnTarget99 value = 1.00 will track unit named LantirnTarget100 value = 0 will resume Jester state to normal operations SET COMMAND WITH VALUE 10013 <value> Another special command but this time Jester will track zones. value = 0.01 will track zone named LantirnZone01 value = 0.02 will track zone named LantirnZone02 ... value = 0.99 will track zone named LantirnZone99 value = 1.00 will track zone named LantirnZone100 value = 0 will resume Jester state to normal operations Commands 10012 and 10013 are exclusive - when Jester is tracking a unit using command 10012, activating command 10013 will force jester to stop tracking that unit and start tracking a zone, and vice versa. Using value = 0 in either of the two will stop tracking both units and zones. 10014: Jester will designate manually what is under the lantirn cross. 10015: - tune AN/ARC-182 to a selected channel. As the value pass: 0.XX where XX is the two-digit channel number 10016 - tune TACAN channel. The value should be constructed using the following guide: s0.XXXY, where s is an optional - sign - use negative values for A/A and positive for T/R XXX is the three-digit channel number (remember about the leading zeroes for channels lower than 100) Y is 0 for using X-mode, and 1 for using Y-mode. so: 0.0630 is channel 63X, T/R -0.0081 is channel 8Y, A/A 10017: DEST knob 0.1 - WP1 0.2 - WP2 0.3 - WP3 0.4 - FP 0.5 - IP 0.6 - ST 0.7 - HB 0.8 - MAN 10018: select waypoint to enter coords from a trigger zone (this command does no action in the cockpit) 0.1 - WP1 0.2 - WP2 0.3 - WP3 0.4 - FP 0.5 - IP 0.6 - ST 0.7 - HB 0.8 - MAN 10019: enter coords from trigger zone for the waypoint selected with 10018 (if no selected, WP1) 0.01 - WaypointZone01 0.02 - WaypointZone02 ... 0.99 - WaypointZone99 10020: WCS switch 0.1 - OFF 0.2 - STBY 0.3 - ON 0.0 - return to automatic 10021: run RWR BIT 10022: TID range knob 0.1 - 25 NM 0.2 - 50 NM 0.3 - 100 NM 0.4 - 200 NM 0.5 - 400 NM 0.0 - return to automatic 10023: Jester Eject 10024: STT target: 0.00 - Stop force STT track 0.01 - AirTarget01 0.02 - AirTarget02 ... 0.99 - AirTarget99 10025: break lock 10026: weapon station state 0.xy x - station number (1-8) y - state: 0 down (safe), 1 up (selected) 10027: weapon wheel option: 0.10 - MK-81H 0.11 - MK-81L 0.12 - MK-82H 0.13 - MK-82L 0.14 - MK-83H 0.15 - MK-83L 0.16 - MK-84 0.17 - LAU-10 0.19 - CBU-59A 0.20 - CBU-59B 0.21 - CBU-59C 0.22 - MK-20A 0.23 - MK-20B 0.24 - MK-20C 0.25 - MK-45 0.26 - GBU-10 0.27 - GBU-12 0.28 - GBU-16 0.29 - GBU-24 0.30 - BDU-33 0.31 - TALD 0.32 - SUU-25 10028: ATTK MODE knob: 0.0 - CMPTR TGT 0.1 - CMPTR IP 0.2 - CMPTR PLT 0.3 - MAN 10029: DLVY MODE switches 0.xy x: 0 - STP, 1 - RPL y: 0 - SGL, 1 - PRS 10030: DLVY INTERVAL 0.xy x: first roller y: second roller 10031: DLVY QTY 0.xy x - first roller y - second roller 10032: MSL Launch 10033: Radar azimuth -1 to 1 10034: Radar elevation -1 to 11 point
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Thank you! In fact, I am going to meet Jell-O and Kevin Miller next week at Tailhook and we are going to discuss a similar campaign for the F/A-18C. We also have plans for something very similar for the Apache with Casmo.1 point
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