Jump to content

LetMePickThat

Members
  • Posts

    226
  • Joined

  • Last visited

Everything posted by LetMePickThat

  1. What exactly is tracking mode? I can't find any control with that name and I'm not sure what it refers to. While I'm at it, is it possible to fire missiles using the SA-19 and the PPI (Rctrl+F10) view, or only the guns? Each time I switch to the missiles, the system will lose the lock and refuse to reaquire the target...
  2. Hello all ! I'm having several issues with the SA-19 and Combined arms, and I can't figure out why. Sometimes, I can't lock targets using the PPI view (Rctrl+F10) whereas I have no problem using the optic (F1) view. When I do manage to get a lock on the PPI view, my guns and missiles are instantly brought up at maximum elevation, and do not lead the target properly. See the enclosed track for more details. Any idea what I could be doing wrong? Thanks ! SA19_issue.trk
  3. Gdrive or Wetransfer are both fine. https://wetransfer.com/
  4. Can you send me your .miz files? I can't reproduce on my end...
  5. There you go, I suspected this was the problem. Thanks @buur
  6. Unfortunately, no can do. Most of them rely on the HDSM, and I have no way to check that people who installed 2SAP also have HDSM. @norman99I haven't forgotten you buddy, I just need to tidy up a few things and I'll send you my templates. I'm a bit short on time here, sorry for the delay. Somewhat. In real life, the Clam Shell and 30N6 would be located further apart, and the Big Bird would be on a different site (probably feeding two or three batteries at the same time).
  7. You wouldn't perform every single step on a real aircraft, since the ground crew would prepare the a/c. If your definition of a simulator is to do the procedures as closely as real life, your job would be to check that all switches are in the right position, that's it. It's not about "just pushing start J2 and get all cockpit on" but going through all relevant check-lists to make sure that when you push start J2, everything will indeed light up as intended.
  8. I have made quite a few. I'll send you these once I'm home.
  9. Smooth sailing for this little ammo transfer operation, so far.
  10. I seem to recall that ED is working on a gun-laying radar, so that should be covered pretty soon.
  11. Hello all, I saw that this thread got the cannot reproduce and missing track file header, so here is a track. Very simple flight, the goal is to drop two JDAMs on a static Il-78. The radar in air-to-ground mode is used, and as one can see this results in a large (0.5 nm) offset between where the radar thinks the target is and where the TGP shows it to be. A TGP correction is therefore needed to avoid bombing a random set of coordinates .5 nm away from the actual target. RDRGNR_TGP_OFFSET.trk Thing is, even in pure RDR AG bombing, when selecting the target right after a sweep, there is still an offset... See: RDRGNR_OFFSET.trk
  12. Welp, I'll keep working on our version then. Thanks for the heads-up.
  13. Yes, you can direct them to attack a specific group, or even a specific radar inside a group. EDIT: also, if you want to make sure that they return home after the attack, force them to use all their weapons on the target so that they reach winchester and RTB.
  14. You're partially correct. The 9S19M2 is in fact able to track planes, cruise missile or any other high flying target. The problem arise when said targets dip below the minimum elevation angle of the radar, either because they're too close or because they dropped in altitude. Putting the 9S15M2 first in the group solves the issue because it makes it the "defaut" search radar, but it's not convenient for mission makers. I found two ways to solve the problem. The first one is to make the 9S19M2 more capable against airbreathers so that it can be used from start to finish during engagements versus planes. The second is to make it even less relevant for conventional SAM engagements, so that the system has no choice but to pick the 9S15M2 when dealing with planes. I still haven't picked an approach yet but I'm more enclined towards the first one, as IRL the 9S19M2 has very decent capabilities against all sort of targets.
  15. That's a nasty bug that should be solved with the next version of the mod. Please send me your mission so that I can take a look though, it's always useful. As for the range, both the 9M92M from the S-300VM and the 48N6E2 from the S-300PMU2 have a maximum range of around 200 km. Only the S-400 (48N6DM, 250km, 40N6, 400km, not demonstrated) and the S-300V4 (9M83ME, 150km, 9M82ME, 380km), have longer ranges.
  16. The KS-19 was broken by ED a few updates ago, I believe that @Hextopiaand @Auranisare still trying to find a way so solve that issue. Can you send me the exact installation path you're using?
  17. Hi all, I've jumped back in the 16C after a long hiatus, and I'm trying to understant the AG radar modes. Smooth sailing so far, save for this little problem: there seems to always be a (quite large) offset between real and radar-given object positions. See for instance the image below, where I initially slew the radar to the target, sent the FTT to the TGP then corrected until the TGP was actually on the target. There's a significant difference between where both sensors think that the target is (and the TGP is right). I've tried to use CZ on both the pod and the radar, to no avail. Is there a way to correct this offset for TGP-free, radar-only weapon delivery? Thanks !
  18. Hmmm, I did not encounter this issue. Would you mind sending the .miz so that I can give it a shot on my own server?
  19. Hi Bignewy. Thanks for the heads-up. Do you plan on adding new CWIS/CRAM systems after adding RCS values to bombs? Follow my gaze...
  20. No, you need to pay attention to the contour lines on the map.
  21. Thanks. As far as I am aware, the new missile API only works for Fox 1s and 3s, as well as a few other specialized missile types (HARM, Scud, etc). I searched for quite some time for an ED-made Fox 2 using the new API while I was working on the Super, but wasn't able to locate one. If there is one, it is hidden somewhere where I can't access it.
  22. It's part of the problem, but the real killer (and the reason we don't use them on AA/SAM names) is that long names exceed the maximum length permitted by the drop down menu of the mission editor... ^^' The latest version uses it for most units. It's a "passive" option: you're cycling through the long, short, dot and no label modes when using shift+F10.
  23. I'm well aware, but you can't use the short name in the unit list. It also requires the user to actively set up the game to use the short names, something most people don't even know is a thing.
  24. Beta 1.8.2 is out. No change to the content of the mod, but thanks to @Rudel_chwthere is now a catalog of 2SAP units in the Doc folder of the mod. I'll ask around in the various squadrons using the mod intensively, see what they think about that. If that's a problem for them as well, we'll change the naming convention to something else.
×
×
  • Create New...