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Recluse

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Everything posted by Recluse

  1. Moved from the main OnReTech forum where i posted originally by mistake. There is a taxi way to some Aircraft shelters at Ramon airbase just off Runway 25R: (Image below). This taxiway and the ground in and around the shelters is extremely sticky a la the "DEVIL GRASS". At least in the Harrier, If I keep power on, once I exit the runway, I can manage it, but if I stop or slow down, getting started again requires FULL POWER and then the jet lurches ahead. Very hard to park. What is up with this section of Tarmac?? Is it eye candy and not intended for actual use???
  2. Moved this post to BUGS... Mods, please delete
  3. You will see an ARROW in the HUD which directs you to the TACAN via the entered CRS and gives you indication of your orientation relative to the selected CRS as shown in your HSI/SA. When the arrow is lined up with the FPM pointing straight ahead you are heading for the TACAN at the desired course. If the arrow is perpendicular to the FPM it means you need to turn 90 degrees to intercept the course. Manual Page 145 null
  4. There is also SCRATCHPAD (for populating Waypoints, which can be passed to JDAMS in TOO mode if desired.
  5. @Rudel_chw I was doing the Cold Start/Taxi/Takeoff mission and I could not get the TEMP dial to move, so the training did not advance. Mouse Scroll wheel wasn't working, but it seemed like I could get it to move CLOCKWISE slightly by spamming the left mouse button, but not COUNTER-CLOCKWISE with the RIGHT button. Didn't see a binding for this knob in the control settings. I downloaded the latest mod from one of the links above. Something on my side or is this just one of those things that needs updates? Thanks!
  6. @Dustbag1969 Good point! Also if the nozzles are forward by more than a certain amount (I want to say 30% but that could be wrong) you cannot release ordnance either.
  7. Using Quest 2 Headset/Airlink/OpenXR Toolkit. On some airbases (most recently noticed on Qeshm Island/Persian Gulf) some of the runway lines appear to be floating above the surface. I have noticed these with the lines on either lengthwise sides of the runway as I turn from the taxiway to the runway. Other lines do not usually seem affected, and I haven't seen this on all maps or even all bases on the Persian Gulf Map. I saw a similar report in the NTTR forum Ahhh... saw this reported already (from 2 years ago!) on the Persian Gulf Map thread, ALSO specified for Qeshm Island..
  8. It's a Pre-Order. The Map is not yet released.
  9. I don't think you are doing anything wrong. Flying at high altitude and looking at a featureless sky, or over the ocean, looking down at cold water, there is just not much for the FLIR to show.
  10. Just tried it. Worked fine. Didn't have to designate T0 at all (with WINC LONG), I did a DESG on a Waypoint to slave the pod, then moved the pod to the target and Designated with TDC depress (TPOD DES). Dropped GBU-12, lased, Hit. Make sure you set the FUZE to something other than SAFE. AV8BGBU.trk
  11. I think you can do this with the LINK function once you pick up the laser spot in the LST (TADS). IN the video below it shows the FCR antenna slewing to the TADS target.. but it does not auto set NTS so you can engage that specific target with RADAR HELLFIRE/FCR. But it helps correlate what is in TADS with what the FCR is looking at. You would have to switch your sight BACK to the FCR to use the LIMAs..
  12. One thing I have done (before the LST was implemented) which works well is to set ACQ source to the Hellfire Seeker. When the JTAC illuminates the target on the right code, you will see a + in the HUD along with the indication of Hellfire in Constraints. Of course, it also helps to know the range to the target so you know the Hellfire will make it there. Fire and it should guide right to the Target. (Still need to go through the processes outlined above to get the Laser ON and cleared HOT unless using AUTOLASE scripts). This assumes you are using KILO SAL Hellfires, of course.
  13. Just tried it on the same mission and it worked.. F15cRefuel.trk
  14. Interesting. I just tried it and it worked. Started with a HOT jet at 100% fuel, went to the COMMS menu Rearm/Refuel and moved the slider down to 85% and it adjusted. Then I asked for 100 and it went back up. Got the UNABLE TO COMPLY for Re-arming as usual, but heard "COPY" for refueling and it did change Fuel Qty.
  15. OK thanks!! It didn't seem to trigger for anything but the Sabre and the Mig, but I didn't extensively test, but I probably had most of the other aircraft types placed in the .miz for the other attempted spawns.
  16. I am trying to track down some errors with NoGap. I am not sure it is a NOGAP error, or a DCS error...or a missing static model somewhere.. Here is what happened to the best of my recollection: I was playing with the Mig-15bis FC and F-86F FC. I have a mission with NoGAP, and also with Dynamic Spawns, so I loaded up the mission as a Server Mission and tried to place a Mig-15bis FC. DCS threw a bunch of popup errors about not finding the Static Model. The error kept popping up and I could not clear it. I had noGap loaded using DO SCRIPT FILE (with an older version), so before trying again to capture the error, I copied the contents of the latest noGap into DO SCRIPT. When I tried again, I didn't get the popup error messages, but I did get the following messages on the DCS screen. Same error came up when trying to spawn the F-86F FC. I then edited the mission and manually placed 2 F-86F FC and 2 Mig-21Bis FC on the tarmac as START FROM GROUND HOT. Starting in Single Player, they spawned fine, and I could see the Static Wingman next to each aircraft. I restarted the mission on a server, did a Dynamic Spawn of the Mig-21bis FC, and everything was fine. Then I did s SELECT ROLE and did a dynamic spawn of an F-86F FC, and the similar messages to the ones below popped up again about the Mig-15bis. So it seems that sometimes the error occurs, sometimes it doesn't but always seems to happen on a Dynamic Spawn, and usually after doing ONE Dynamic Spawn, then Selecting a new Role as another Dynamic Spawn. ONLY seems to happen with the F-86F and Mig-15bis FC. I can spawn other aircraft with no errors. (as described previously, I am using noGap vs. stopGap because I usually manually place pairs of client aircraft for possible multiplayer use, and I like seeing my Wingman next to me even when I am playing in SP. )
  17. I am pretty sure I can hot refuel FC modules (Flankers/Eagle), just get the CANNOT COMPLY on Re-arming. I haven't tried the F-86 or the MIg-15 to see if the "Toned Down FF modules can Hot Rearm" holds true for all of them. EDIT: YES, IT APPEARS TO HOLD TRUE! F-86 FC AND MIG-15BIS FC CAN REARM HOT.
  18. Recluse

    MFD's are dim

    Also check to see if NVG are installed. I was having an issue where the AA/AG/NAV/INST lights were barely visible and turned out that the time of day (though light out) was just on the edge and NVG's were added automatically rendering everything in the cockpit for NVG compatibility. In my case, I saw no difference in the MFD brightness with or without NVG, only the Mode lights and the UFC, but YMMV.
  19. Interestingly, I found recently I can Rearm the F-5E FC with the engines running!!
  20. Just adding my similar experience. Persian Gulf map (multiplayer) Quest 2, Nice smooth 50 fps until going to the F10 map, upon returning to the cockpit, stuttery 24 fps or less. In the past I could sometimes go BACK to the F10 map, do an Alt Tab til frames came back, then go back to the cockpit for a resumption of smooth play. Now that generally leads to additional frame rate loss and usually DCS crash. Seems LESS pronounced in Single Player, but still seems present.
  21. Question: Does this apply to the Harrier? I did see the option in the payload editor on the Harrier to change the code, but the Kneeboard setting doesn't update. Does the payload screen or the kneeboard take precedence? I will try to test it and report back but I thought I would ask. EDIT: Did a quick test and it appears that for the Harrier, the Kneeboard is still the way to set the code for APKWS even though it CAN be set in the payload screen.
  22. The Mig-29 does, (maybe SU-25 as well) but the Flankers do not any longer (if they ever did), or I am not looking in the right place (neither on the HUD nor the MFD have numbers like Waypoints do). The Flankers are the only Russian aircraft I generally fly, so limited to the "cheats" you point out with them as well as the A-10A, F-15C. Was hoping there was something better. LOL, I have trouble with distinguishing Tblisi-Lochini/Soganlug/Vaziani even in full fidelity aircraft
  23. Unless I am missing something obvious, my pet peeve with the FC "LANDING" submode of the NAVIGATION mode is that there is NO indication of WHICH airfield you are pointing at. This "simplified" mode is actually less useful than it would appear. In the Flankers, there is at least a Visual representation of the positions of the airfields/carriers in the MFD, but, e.g. in the A-10A there doesn't seem to be any way to tell. I saw a chart/kneeboard with the numbering of the airfields, but that does not seem to correspond to what is shown in the HUD for A-10A, at least. Am I missing something, or do you just have to use the F10 map or kneeboard Map to ball park the bearing and distance to the desired airbase and then cycle through until to find it?
  24. @cfrag this must truly be a labor of love because your dedication and support is nothing short of phenomenal! THANK YOU.. P.S. I have been going through your A-10A flight school missions (again). Also a GREAT resource for a largely overlooked platform. Overlooked both by PLAYERS and by ED who have yet to fix MANY little bugs I have seen reported in OLD threads on the Flaming Cliffs/A-10A forums. The A-10C was one of the First Full Fidelity Modules I purchased, but it and its big sister the A-10C-2 have pretty much been Hangar queens, so my Hawg itch tends to get scratched by the -A model.
  25. No, I mean in your post it says "nm" ;looks like 20 nautical miles or nanometers
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