

WarthogOsl
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Everything posted by WarthogOsl
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Yeah, we were talking about it on the HB Discord as well. It appears with other airplanes, and even persists to new sessions, apparently. I saw one report that it could be triggered by simply calling "Tomcat Ball" to the Supercarrier.
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Got to jump into the rear cockpit and flip the switch down to "out." The MLC switch is on the left side of the top-front panel (where the DDD is). There are apparently mods that let you do it (and other RIO stuff) from the front seat, but I'm not familiar with them.
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I know nothing about FFB, but it sounds like people are getting quite excited about Moza's new FFB base. Apparently the company is well known for making affordable direct drive FFB wheels for racing sims. https://mozaracing.com/flight/moza-ab9-base
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In a couple other forums, it was suggested to me to try setting the MLC filter to "OUT" when doing multiple TWS shots (or flying low enough that it does so automatcially). I've been experimenting with manually turning it off, and so far I've not lost tracks on the trailer of a pair of bandits, as long as they are around 25k or higher (I'm launching from around 40k). Now, why this would make any difference, I'm not sure, as these are AI bandits that are not attempting to notch in the first place. Maybe the MLC causes a reduction in resolution when bandits are close together? Or it's just a bug? Either way, I will continue to experiment.
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Please don't let Iceman touch the throttle.
WarthogOsl replied to RPY Variable's topic in DCS: F-14A & B
I think they usually say it's tied into the Iceman autopilot functionality, but I'd happily have Iceman be disabled on every axis if it would prevent him from touching the throttle as well. Just have the plane do whatever it does when the pilot GLOCs or is killed. I accept the risk! -
I've seen the "ghost track" as well against AI bandits. I initially thought I was being jammed or something, but it's not the same.
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Which was and continues to be the issue. There's a good chance that the second missile fired in TWS won't get anywhere near the target. Now, that might be two separate problems...one with the radar dropping tracks much more often than it used to, and another with the missile's behavior when a track is dropped.
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I've never got a replay track to work for more than about 1 minute with the F-14. But here's a screen shot from a TacView taken after the last patch. Note that the second missile fired initially follows the loft course of the first missile, then suddenly pitches up more, ultimately sailing over the second MiG. I see no difference in the missile behavior when TWS track is lost. I'm not really sure what the patch solved, if anything.
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Makes me wonder if the behavior is split into 3 segments...loft, cruise, and terminal. Because we had a fix for the missiles suddenly going into a steep climb when notched in the terminal phase. Then we get a fix last patch, I guess for the missiles going vertical when losing track in a loft. Wouldn't it make sense to fix that in all phases, or am I asking too much?
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So what is the expected behavior of the Phoenix when losing a TWS track before going pitbull? Because I still see them climbing. For example, if the missile has reached the top of its loft, and you lose track, the missile will initiate another climb and go sailing way over the target. Is that actually intended?
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Is there an axis bind for speed brakes?
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Also noticed that non-AI OH-58's on MP servers do not have external sound either (non OH-58 module owner here as well).
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Are you using any loft assist by any chance? I usually do (about 15 degs), and tonight, I saw the same results you are seeing, with the second missile going ballistic. However, I later launched from level, and in 3 similar cases, I never lost track on the second bandit...both missiles made it to pitbull range. No idea why lofting would affect the AWG-9's TWS tracking ability, but I'm gonna do some more testing.
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I've not seen any changes with the Sparrows. In my experience they will guide fine unless they eat chaff, which happens around 50% of the time (mind you, I'm usually firing at 10 miles). As for the Phoenix, something happened around April that really screwed them up, especially in the loft phase.
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The X-32 and 35 were at least the consistent numbering within the "X" designation, thought its not clear to me why they weren't "YF" such as the YF-22 and 23 were. But then this is the same system that went from the B-2 to the B-21, so what-are-you-gonna-do?
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I've heard F-14 pilots say they never even bothered to touch the thing. It's supposed to be set to 53 mils for A2A, but unless your radar is out and you can't get a lock, there's no real reason to mess without.
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Something to do with the torque rod arrangement the F-14 had for flap actuation, I'd assume. Perhaps due to the variable sweep wing, as you say. One thing that apparently does blow up is the tail hook, above 400 or 500 knots or so. The transit light remains lit in that case. It wouldn't really effect anything, but it would be a nice detail to see in the future.
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Is my own radar locking my Sparrows after launch?
WarthogOsl replied to SmoglessPanic's topic in DCS: F-14A & B
Look for "Radar STT: Lock enemy ahead." There's also a bunch of other useful Jester command binds, like break STT lock, changing the TTI range (I have this on a hat), switching between aircraft and ground stabilized mode, switching between TWS and RWS, etc. -
Is my own radar locking my Sparrows after launch?
WarthogOsl replied to SmoglessPanic's topic in DCS: F-14A & B
You should have a button bound to "lock enemy target" if you don't already. And as diego says, you can use the ACM modes (PAL, PLM, VSL) to lock the target and then fire a Sparrow as well. -
Cool, thanks for that. FWIW, I get a 50% pk on those shots. Flankers and Fulcrums are often able to dive away, but lesser AI fighters can be hit, even if they do try and manuever.
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In the past around 50%. I typically launch from at around 40k and Mach .7 or .8. Things seemed to have changed in the month or two though. Thoug I'd say that if the missile actually managed to get to the target without going vertical, it's still around 50%.
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My typical use case is on the TTI servers, where I'm firing at AI fighter targets from 60-70 miles. So typically the Phoenix is going active well before they can fire their missiles (especially MiG-25 and earlier). So, they wont start any kind of maneuvering until the 54 goes active.
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I guess I'm just not sure I understand your bullet points that the Mk60 will arrive at the target with higher energy, yet is somehow worse when the target starts maneuvering (against AI, anyway).
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So, do you mean if the target is maneuvering during the missile's boost phase? Because it seems like, at least for typical AI targets in DCS, they won't start defending until the missile goes active, in which case you'd want to use the missile that has the most energy in the terminal phase (the Mk60).
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That would seem to require a conscious effort, whereas in the case Mooch was discussing, it didn't sound like anything like that happened. FWIW, I don't recall anyone either confirming or correcting Mooch. Dave Baranek would probably be a good guy to ask. I actually have a neighbor who worked for Hughes on the AWG-9, so I could ask him...but not sure he will remember.