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Machalot

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Everything posted by Machalot

  1. I have reproduce the non-spinning right main gear and added it to the bug tracker. I see the floating too, and submitted it to the bug tracker. Can you elaborate on the rudder moving the wrong direction?
  2. Confirmed and added to the bug tracker. Thanks for the report.
  3. There's an optimal height that depends on your speed. If you are too far above or below this height, the HUD symbols will drop lower. It takes practice. I spent time just flying around flat ground on a training mission with the trigger safety open, testing how the HUD symbols behave at different flight conditions and getting a feel for it.
  4. Any chance you're accidentally cycling to another cartridge with a stray keybind?
  5. I have submitted this as a suggestion on the official issue tracker.
  6. A trigger on your stick or a mission event trigger, it something else?
  7. You can improve the drift over water by flipping the Doppler mode switch on the left console from LAND to SJÖ.
  8. This is getting beyond my wheelhouse, but you want to activate it other than by clicking the keybound button or hatswitch?
  9. Strangely there's no English Wikipedia page, but the German page says the overall frequency range is 2-20 GHz. It doesn't specify the sub-bands, but a zero order guess might be to divide up that range into 5 equal geometrical bins. For example, 2-3.2 GHz 3.2-5 GHz 5-8 GHz 8-12.5 GHz 12.5-20 GHz https://de.m.wikipedia.org/wiki/AN/ALQ-131
  10. Yep. With an initial reentry speed on the order of 20,000 ft/s, it takes only a few tens of seconds to descend from the edge of space, say 400,000 ft, to its burst altitude or ground level. And in the handful of seconds when it's in the engagement altitudes of a Phoenix it's decelerating at possibly tens of Gs. Yep, there's also a reason why ballistic missile interceptors use direct kinetic impact aka Hit-to-Kill, because blast frag warheads are ineffective. The chance that a Tomcat would ever be flying within intercept range near an ICBM's target is remote.
  11. I think you've misunderstood something here. Maybe it could engage low flying cruise missiles, but definitely not ICBMs.
  12. As it turns out, this is already a tracked issue based on the same request from this post: Hopefully the community fix can work for you until it gets implemented in the module.
  13. I'll take a look at it and submit a suggestion to HB if necessary. As a workaround, is this video helpful?
  14. Unfortunately there are videos online that incorrectly describe it as an IR Maverick, but it is the visible light version so night ops are not guaranteed.
  15. A track would be very useful. Or provide the mission file so others can test it themselves.
  16. I was not able to reproduce this bug. I started at Sukhumi and set a navigation waypoint near Gudauta, and an attack waypoint past Anapa, which would be like a 20 minute flight, and takeoff time was 10 minutes in the future. When I changed the Mach number for B1 to 0.80, the takeoff time changed to 25 minutes in the future. The best way to help you would be for you to provide a track file.
  17. There's a mod for it: However, I would recommend just flying with tooltips on for a few weeks and you'll quickly learn what all the switch and knobs do in Swedish.
  18. Glad you could get it working. I have run into a few issues where the frequency of my flight was different from what the briefing said.
  19. What do you mean? Is this a new DCS feature?
  20. Does an old stable platform system align in the same time as modern strapdown IMUs? Isn't it also driven by mission accuracy requirements?
  21. I checked in the game. The keybind called Autopilot Quick Disengage will disable all autopilot and stability augmentation, including SPAK. This is only supposed to be used in emergencies, maybe when SPAK is malfunctioning. If you press the SPAK keybind (default E), it disables HOJD and ATT, and leaves SPAK active. This is probably when you want.
  22. I don't have access to the game right now, but I have two suggestions to try. The SPAK button might disable both ATT and HÖJD, and just leave SPAK enabled. There is a button on the control stick called Autopilot Disconnect, which apparently is called SNURK in Swedish (item 50 on p. 22). See if there is a keybind for it.
  23. I just ran your track and saw that. I see memory addresses 83 and 86 are not working. The rumor is that 81, 84, or 85 might work. I'm not in a good position to do testing until later this week.
  24. I know we are now officially past the deadline. I'll still post this for your consideration. Today we had a discussion about how to handle the non-functional input codes for the BK90 and RB15. One suggestion was to keep them in the manual, but note that they are unimplemented in the game. For the BK90, the only codes that are implemented are 921, 922, and 923 to control the dispersion. I believe the 91XXX0 altitude codes described on p. 343 are not functional. For the RB15, the only codes that are implemented are 800000, 800001, 800002, 800003, and 800004. All the other custom settings in the tables on pp. 336-7 are not implemented.
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