

gekoiq
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Everything posted by gekoiq
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It's the newest version of the small diameter bomb, with a tri-mode seeker, most definitely a bomb not a missile, it just has wings so it can glide longer distances, no motor in it. No we won't be getting it on our C Hornet.
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[REPORTED] RWS radar stabilization and tracking loss
gekoiq replied to KungFu's topic in Bugs and Problems
Would like to hear more as well. But we're probably being ignored. -
My point is that FC3 is a simplification compared to the level that they are doing the Hornet RADAR. I know that the coding in FC3 is a lot more complex than most people realize, but the Hornet is getting an even more complex implementation.
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You make it sound easy, but that part about determining whether to show the blip is the hard part... Coding a realistic representation of a RADAR is extremely complex and involves a ton of variables. Easy to make a very simplified RADAR ala FC3 style, but MUCH harder to do an accurate study sim level representation.
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ED is replicating a Lot 20 USN Hornet. Not a swiss hornet, not a canadian hornet, not a spanish hornet, not a kuwaiti hornet. If the USN Lot 20 doesn't have ILS, you aren't going to get ILS. They can't start adding random features from other countries planes because that will dilute the authenticity of the jet they are poring their hearts and souls into replicating as accurately as possible. We all have features/weapons/etc that we wish we could get that we won't, ED have made it clear exactly what we are getting (and what we aren't... no BRU/55 or centerline LITENING :( ), time to move on an accept it for what it is: the most accurate simulation possible, embrace it, learn to love it for all it's strengths and weeknesses.
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It's called the "Sensor Select Switch" it's a hat on the stick.
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Depends, smoke rockets will often be set to single fire for marking targets. And attack helos will often have them on single or ripple 2/3 as they are closer to the ground and can be a little more accurate with them. Fast jets will often use salvo as rockets are used as area suppression weapons, they are simply not accurate enough to hit individual units on the ground when fired singularly.
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Yes, mimicking real life, current modules aircraft have unrealistic behavior. Currently in the Hornet we are limited to the "all" setting on the pods, in real life, the setting can be changed on the pod and cannot be changed in the cockpit. Setting on the pod is single/ripple/all (depending on the type of rocket). In the cockpit the hornet and other aircraft can be set to fire one pod at a time (ie: if pod is set to single, you release a single rocket from one pod) or all pods at a time (ie: if pod is set to single, you release a single rocket each from all pods, if 4 pods on the aircraft you release 4 rockets).
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Also no track, but after dropping some Mk82's in ccip, using tacan and waypoint navigation (no idea if related but being thorough) my gun ccip was no longer accurate, it seemed glued to the vv in a low angle dive, gun rounds went quite high.
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Also very excited to be able to order my extension for my gfmk2, things are looking up!
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Yeah actually I would say that, this is a simulator, if it better simulates real life I'm all in favor. Missiles failing, service life, reliability are all massive factors in real air combat, why shouldn't it be in a sim as well? Besides an 8mil 90% gun (probably a value of .0010 or something) would still be a very usable accuracy and massive improvement over the current (.0022).
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If you're numbers are correct, I'd rather see a gun that is 8 mil, ~90% to replicate a typical "well used, well loved" gun, as opposed to a brand new gun. We have a well worn cockpit, well worn skins, lets get a well worn (but still serviceable) gun too. Just the jump from from 8mil 80% to 85% would be very noticeable, and to 90% even more so.
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Nope, even if you zoom all the way in and use the deg/minute/seconds it'll only get you to roughly 101ftx80ft (Ex: 51* 42' 23") it's still not accurate enough to target an individual tank or truck, large building is fine. We'd need to get to tenths or even hundredths of a second before a precise location of a vehicle would be feasible (ex: 51* 42' 23.4" or 51* 42' 23.43")
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The Hornet does not have a Missile Approach Warning/Missile Launch Warning system like the A-10, which detects a missile launch by sensing the IR sig from it's launch. The Hornet only has the RWR which can detect when an enemy RADAR goes into STT which generally means he has launched, and warns you accordingly. It has no ability to detect the launch of IR or SACLOS or other missiles that are not RADAR guided.
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The pod will be king for this, the ground radar will also be able to more accurately designate precise points. Currently you can designate a target with the HUD (sensor select forward to move the dot to the FPM then TDC press to designate a target, TDC slew to move it around) but it can be tricky to move it precisely while you are flying directly at your target, you don't get much time... and you have to find it visually first. But if you make a few passes to refine your designation, this point can be used to accurately bomb with AUTO.
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To add on to this for the OP and his troubles hitting small targets: even if you punch in the coords into a way point and designate it. The max resolution of lat/long we have is Degree/Minute/Second, a "second" of latitude is still ~101' long and longitude is ~80', OK for a large building, but not fine grained enough to target specific vehicles (unless you get lucky and it's on the exact spot of the coords)
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full flaps and gear down = very draggy bird, perfectly normal that you need more power to stay aloft.
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the LSK/OSB/whatever buttons have binds in the config, figure out which button it is (11 and 12 I believe) and bind them to whatever you want.
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ATFLIR is planned, we've known about it for a long time.
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Double Racks Dropping Two bombs with one pickle press
gekoiq replied to JNelson's topic in Bugs and Problems
On newest version, can confirm: I had the following things happen: 3 racks of 2x83's (center and outer wing stations) center rack selected, 1 qty, 1 mult, ccip, noze and impact fuzing. Results: 1 bomb from each rack came off for a total of 3 released. Repeated this a second time after resetting the settings, same result. 4 racks of 2x82's (both wing stations on each wing) outer left rack selected, 2 qty, 1 mult, 10 interval, ccip, noze and impact fuzing. Results: 1 bomb from each rack for a total of 4 released. outer left rack selected again, 1 qty, 1 mult, ccip, noze and impact fuzing. Results 1 bomb from 3 of the stations came off for a total of 3 released. Left one bomb on inner right wing station. -
Need this desperately IMO Threat circles, routes, countermeasures, target location and flight path for GPS/INS weapons, fuzing, etc.
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Introducing the VKB-Sim ‘Modern Combat Grip’ (MCG)
gekoiq replied to rrohde's topic in VKB-SIM Flight Gear
or gf-mk2 extensions? -
Introducing the VKB-Sim ‘Modern Combat Grip’ (MCG)
gekoiq replied to rrohde's topic in VKB-SIM Flight Gear
I just want an extension for my gfmk2-mcgpro. Love the stick, but waiting 2 months now for an extension is making me eyeball my extended warthog again... -
<-- avid shooter. Vortex and Hornady as companies both have a great sense of humor, this was 100% an April Fool's joke.