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Chain_1

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Everything posted by Chain_1

  1. First track was from an air start so I can't check the alignment, but to help troubleshoot I tried a cold start with both a stored heading and normal alignment and the behavior persisted. I ran a full repair, and the behavior still persists regardless of alignment or type of start. That said, I didn't do myself any favors in the last track by doing a roll in normal mode first to show it was working properly. Here's a track where I only use DRIFT C/O. First I roll right and go a bit more and less than 90 degrees of bank, then I go left and do the same. You can see the pitch ladder and flight path vector rapidly move to the top and bottom of the hud as I go to either side of 90 degrees both ways. To be clear, the ladder is oriented correctly, i.e. perpendicular to the ground. It did not used to behave this way. However, if you all are seeing the ladder remain caged as it does at all other angles of bank, I guess I have a different problem. hudladderDRIFTCO.trk Here's some pics to show what exactly I'm seeing.
  2. After today's update, the pitch ladder and flight path indicator displace to the side of the HUD at around 90 degrees of bank in either direction when in DRIFT C/O. NORM is working normally. Track attached. hudladder.trk
  3. I assume that it would be expanded, but I'd like to know for certain, as well. The mountains in the northeast provided some great scenery, plus Bagram, J-Bad, Kabul, and the Mez are there. And I want to provide cover to FOB Shank because it got mortared all the time.
  4. Use Rt Ctrl + \ to open the menu for comm 2. Also input the correct frequency: 131.00 in this case.
  5. I noticed it in the last update or two as well. You're starting the toss right at the edge of the envelope and drifting in and out of it, based on what people are saying in another thread. If you wait a few potatoes after the max toss cue, or use a lower toss angle, you'll see it doesn't happen.
  6. Especially considering that ED is actually working on the DTC, according to the roadmap.
  7. To make it easier on yourself use 3000' at 10 mi (1 deg = 100 ft/mi) since math kills lift. If you look into the 60:1 rule, there's a bunch of things you can mentally figure pretty easily if you round a bit, i.e. 1 NM = 6000' instead of 6076'. It's all close enough. Technique only.
  8. Check out the community keybinds mod, it has slower options for you to bind.
  9. Use the landing light for takeoff/landing, and the taxi light for taxiing.
  10. razo+r is correct, you were looking too low with the radar. A fighter's radar isn't an all seeing eye, for want of a better term, it can only see in a cone. It won't detect anything outside that cone. This tool (https://tawdcs.org/radar-f15/) was made using the F-15's radar, but the principles are the same. Use it to practice locking contacts, and that will help your understanding of the system.
  11. I was looking around yesterday and it looks like it's not a bug.
  12. I just tried it in MT and ST and the NCTR worked as advertised in the training mission. The unknown IFF return did not show in either though. Have you tried a repair?
  13. In the meantime you can also use this: https://www.digitalcombatsimulator.com/en/files/3312680/ You set up your programs under the special options tab so you don't have to mess with the CMDS pages every time.
  14. Brick visibility was the OP's issue, but you are correct in that the terrain was not displayed by default in GMT/Sea pre-patch.
  15. Just tried your replay in MT and both worked as advertised. The issue was needing to turn down the map gain under the data page (like in the Viper, if you have that). The GMT bricks blended in with the terrain until I turned it down.
  16. You also should make the Mav SOI and TMS up on the same object you're looking at through the TGP so that it's locked, then hit BSGT
  17. Negative. The F-15C does it perfectly because it is a lo-fi aircraft. You'll have to manually spin the HSI in the A-10. That said, the waypoints can cycle automatically in the HUD/on the TAD.
  18. Double check your control axes for any binds. I have the HUD/JHMCS brightness bound to some controller axes, and if i move those controls after a hot start that will cause the HUD or JHMCS to instantly turn off and then back on while the game matches the physical axis position, and it looks like what you described.
  19. Looks like I misremembered. I was thinking of stepping through the missiles, the boresighting works as you say. I just tried it.
  20. If memory serves, this is an ongoing issue. You should only have to boresight each rack, but currently you have to do each individual missile.
  21. Not enough by itself, there would be procedures in the SPINS/ROE that would address such a situation and hopefully prevent friendly fire.
  22. There are certain conditions which will disconnect the autopilot. What were your flight parameters at the time? If you put the gear down or set the air refuel switch to open, for example, it would disengage. I couldn't get it to disconnect just by going to the F10 map.
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