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WarthogOsl

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Everything posted by WarthogOsl

  1. I'm pretty sure it does, yes.
  2. Really? I used to use full AB for the cat, then someone said to use zone 3, so I've been doing that. I suspect others have heard the same thing, though I can't recall the source.
  3. AI always detects the missile going active at 10 miles, I think. For the 54A, might as well set the size to large so it goes active earlier, as there isn't a downside to that. On the 54C, the target size doesn't do anything. It's a limitation of the API the C uses afaik.
  4. This reminds me of the "downwind turn" argument in RC. Some people can't get by the notion that a constant windspeed has no effect on how the airplane flies with respect to the air that its in. It only effects your ground track.
  5. Still no fix for the carrier crew launch animations for the A. I realize this is an ED thing, but it's like a one-line lua fix.
  6. Played this a couple times while back, and the last time there was an issue where the "Zeros" were practically invincible. It took like 3 missile hits to take them out. I think I'll wait until we have the KA-6 tanker and hopefully some real AI Zeros before playing this again (I assume Reflected will update it as soon as those are available).
  7. My English is good. I think he is a fan of the Phoenix Suns NBA team. Or maybe the Seattle Supersonics.
  8. I've only seen a single blackout in maybe 20 launches since the patch. Typically flying the F-14A with 4-2-2 + tanks loadout
  9. It works! One extra thing I had to change on mine, though, was it just said F-14A on the line above. You gotta change it to F-14A-135-GR for it to take effect (that must be why it's taking extra long to fix, lol).
  10. Okay, can't really complain about this...4 54C's vs 4 Foxbats....4 kills (though one was a maneuver kill). Looking closely, it does look like one missile might have been very briefly notched, but then reacquired. Tacview-4-foxbats.zip.acmi
  11. So just to be clear here, in my last screenshot, I believe the missile DID reacquire the bandit. It was just a bit too late.
  12. I have had occasions where I can see the bandits (or at least their dots), and even PAL won't lock them up as it sweeps past them. I'm not sure why this happens, as it's not a PD mode (so notching shouldn't be an issue), and they are on the horizon (so not in the ground clutter). It does happen from time to time, though.
  13. Perhaps I've just answered my own question here with this new tacview. Note that the missile turns towards the bandit, but then seems to get locked into a straight line flight that would not intercept. At around a mile away, it suddenly seems to wake up and does a hard turn to intercept the bandit again. Unfortunately, it loses too much energy and ends up 1000 feet behind.
  14. I just wonder if, since the patch, has anyone seen a missile actually reacquire after a notch?
  15. Okay, I actually found 2 or 3 incidents that happened yesterday that seemed almost exactly the same. I've included 2 tacviews. The file names indicate the timestamps of the relevant events (48:20 and 20:31). Or just look for Warthog 1-1 in the event dropdown and see the cases where the AIM-54 missed. I'd be interested in your thoughts. 20-31-Warthog1-1-Through_The_Inferno_MI_v1.1.8.zip.acmi 48-20-Warthog-1-1-Through_The_Inferno_MI_v1.1.8.zip.acmi
  16. Can someone help me with what just happened here? As you can see, the missile went pitbull and turned toward the bandit, but then it just went sailing over the top of him. As far as I can tell, there was never any orientation that put the bandit at 90 degrees to the missile.
  17. I've not seen the black out issue yet either (but that's a sample size of maybe 5 launches).
  18. I pretty much always hit the bomb mode button just after I put my flaps back up after landing. Then I'll either continue to sweep the wings the rest of the way back with the aft sweep button, or after I stop, I'll raise the cover, pop the handle up, and manually pull the handle back the rest of the way with the mouse. It does seem to be visually a bit glitchy when using the mouse, but it doesn't need to go back very far, and it always works for me. After that it'll take around 5-10 seconds before you can manually pull the handle the rest of the way back.
  19. Another confirmation here. Made four launches, all from over 40k with 15 deg manual loft, and all the missile only barely got over 70k, tops. OTOH, I did git a Pk of .75 on a TTI server. In other news, the ground handling seems very nice and smooth.
  20. Not in multiplayer, no. Same issue as before with the pilot body.
  21. Just out of curiosity, how is the F-15E's performance versus the F-14A in the air to air role? I fly the F-14A usually, but I see lots of people flying Strike Eagles with an all A2A load out.
  22. The HUD night mode is controlled by the little pull handle next to the VDI. Pulling the handle out engages the red filter. However, I have seen an issue where the red filter is on, despite the handle not being pulled out. In those cases, just cycle the handle out and back in and it'll go back to day mode. The VDI doesn't have a switch because night mode was done by sticking a red transparency onto the screen. You can turn the effect on and off by clicking the screen of the VDI itself. The other lighting controls are on the far right panel. You can switch on a red or white flood light in the cockpit, and using the dials you can turn up or down the instrument and panel lights (they are always red).
  23. I've noticed that you can now feel when the catapult shuttle is put into tension as well.
  24. Still an issue in the most recent OB patch.
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