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AvroLanc

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Posts posted by AvroLanc

  1. I believe the steering info became important at certain points in an engagement. At really long range, I don't think the HUD steering tee was all that important. Once in visual range, it wasn't all that important. But I think at that mid range, where you can't visually see too well what the target is doing, but yet it's maneuvering will have big effects, is when the steering info became important. If you watch that Libyan shootdown video, at about 16 miles you hear the pilot saying he's "centering up the tee".

     

    Yeah OK agree with that. I would guess that in that engagement the T was commanding Lead Pursuit for the missile, as it does for a Fox 1 shot, since they were preparing to engage.

     

    I've been playing with the Collision Steering option and it does work, it's alot more obvious when up close to the target.

    At long range it sort of commands a homing or chase command, rather than the pure one heading / most efficient intercept track I was expecting. Not sure if this is as intended.

     

    Thanks for your input.

  2. That doesn't sound right to me. I do know that they have not implemented all of the steering modes yet, so it may just be an artifact of the incomplete implementation.

     

    hmmm....maybe.

     

    My initial thought was that a pure pursuit command might be of some use in an ACM situation. But I'm not skilled in the specifics of the tactics and maneuvers you might want in each case.

     

    I guess it leads to the next question. If we know the what and how of each steering command, do we know why and when each mode would be useful tactically? How were they actually used?

     

    Do aircrew really concern themselves with the actual detail, or in practice is it a case of 'put the thing on the thing' and pull the trigger?

  3. Thanks!

     

    Selecting a missile activates Lead Pursuit. Without a weapon selected, you're in Pure Pursuit.

     

    Thanks but the steering indicator makes a distinction between and can indicate all 4 of the following:

     

    LD PURST

    or

    PURST

    or

    LD COLLSION

    or

    COLLSION

     

    My confusion is what's the difference between LD COLLSION and LD PURST?

     

    I've generated pure pursuit i.e PURST on the indicator, by flipping the ACM cover. There's no other way I've found.

  4. I'm sort of with you as well... it seems to be steering to more of a Lead Pursuit for a weapons launch rather than a collision course. I'll discuss it with HB.

     

    It'll be great if you could bring it up.

     

    I assumed it would command an intercept heading for a collision course from any range.

     

    If I carefully follow the T then I do literally collide with the target, but it seems a bit odd. Not sure.

     

    Do you know how to command LEAD COLLISION on the steering indicator?

     

    Love your vids.

  5. If anyone's still curious, I've had limited success with the COLLISION steering option. It does seem to actually command a true collision course with the STT target. The steering T is ultra sensitive and it requires a very fine touch to centre it up.

     

    It also appears to only kick in when within a certain range, although I may need to confirm this.

  6. Was it just a case of the target being static but very hard to spot, so an offset from a known point was used? Or was it for mobile targets, and the offset established after the mission began?

     

     

    If the latter, how? It's easy enough for us to pull up F10 and use the ruler to get the offset information but how was it done in reality?

     

    It would have been used for preplanned hard to spot static targets. Let's say there is a camouflaged vehicle park that's hard to pick out visually when at medium or even low level at 480kts. However, there's a distinctive bridge or spit of land a few miles away. Use the distinctive feature as the IP, to then help visually pick out the actual target.

     

    It was I guess just another tool in it's tool set. Many aircraft of the day had similar systems. Remember though, it was designed in the 60's and it's bombing capabilities were not the first priority.

  7. I rewatched Wags video, and at 8:31 it does not show the range and vec info either so maybe that is just the way LTWS is... I might have to uncheck that mode and wait for TWS. But Wags does say the LTWS is for surveillance and not engaging since you get detailed info on up to 3 contacts.

     

     

     

    Well maybe, but it's doubtful. It's after all a 'Launch and Steering' contact, there's no sense in not having that info in HUD. I'm putting it down to half complete LTWS at the moment. I'm sure it will come with time.

     

    Also missing is the 'Acquisition Cue'. This is cross shape that takes the place of one of the return bricks, and indicates which track file will become L & S once AACQ mode is commanded.

     

    See the photo below. The small cross above the TDC cursor is the Acquisition Cue.

    Radar.thumb.jpg.8fb19eadd31da364afae4ff7e2086bc8.jpg

  8. It's an autopilot Mode similar to heading hold, but compensating for wind drift.

     

    To engage switch HDG-OFF-GT switch to GT position. When the A/P REF warning light (13) illuminates, press the nosewheel steering pushbutton on the control stick grip. When the A/P REF warning light goes off, the mode is engaged.

     

    gOzoZWP.jpg

     

    Except that this doesn’t work. The A/P ref light doesn’t illuminate for GT Mode. Looks like it’s still to be added.

    • Like 1
  9. I’m a little surprised that’s there’s no Range and Closure info displayed in the HUD for your Launch and Steering contact while in LTWS.

     

    I would assume it would be displayed, since you may want to transition to weapon launch at any time. The same would go for showing the contacts heading in the radar page.

     

    This is possibly a symptom of early implementation of LTWS.... maybe not though.

     

    Also, I was under the impression that a HOTAS function would cycle / swap L & S and DT2. The undesigate button I think. Coming later in EA?

  10. For me setting them in ME or by the ground crew has no effect. I always have 40 chaff launches and 60 flares no matter what.

     

    After you set them with ground crew, 'rearm' using the round crew menu, don't change weapons etc, just click ok to 'rearm'.

     

    Once it's complete, set CM panel to kneeboard setting. Also reset counters.

  11. So it seems the ME countermeasures setting has no effect. I’ve recentjy figured out the way to get the chaff and flare load out you want is to:

     

    1. Use the groundcrew menu to select the chaff/flare combination you want. There’s no feedback but don’t worry.

    2. Use the rearm menu, and just click ok.

    3. After rearming check the C and F settings in the kneeboard.

    4. Reset your ALE-39 panel to correspond to those settings. Remember to hold reset for 5 seconds.

    5. Reset the counters on the panel to match.

     

    This is fine for a cold start or any start on ground,, but why doesn’t it automatically take the setting from the ME? It’s obviously a problem for air starts, you just get the standard 60 flare load out it seems.

     

    The only ME setting that matters is the LAU-138 loaded or not option.

  12. While other aircraft have this, the legacy Hornet does not.

     

    OK thanks Wags.

     

    One less thing to code I guess, can only be a good thing.... I assume at some point we'll get extra SA page stuff like EXP and STEP functions?

     

    TGT DATA page is intriguing as well, I'm assuming it shows more detailed data about the hooked track on the SA page? Be that friendly or not. Don't envy the coding task, but it's Gucci stuff.

  13. I believe Link 16, as implemented in the F-16C, has the ability to show Lock Lines and Shots Lines for own flight.

     

    I.e. a dotted line that shows what target wingmen have locked up, which then flashes when they've taken a shot.

     

     

    Does the Link-16 / SA page on the Hornet have such a capability IRL and if so is it planned for the sim at some point?

  14. Thanks! Yes, the IP TO TGT changed location, the manual will be updated to reflect this.

     

    The liquid oxygen gauge isn't in yet, it will be added during EA.

     

    It looks like other CAP options changed as well.... The 'MAND ATTK' Mandatory Attack, has disappeared completely? This would seem like a very useful option and I've already had need for it.

     

    Will it return?

  15. Will try that, thanks! :thumbup:

     

    It would be great if the manual would contain this information...

     

    Agreed the manual could contain more detail about a wealth of WCS systems. Basic airplane stuff I can get from the public natops, but finding out how esoteric weapons stuff is supposed to work is a nightmare.

     

    The problem I can see with IP bombing is that there’s no way to tweak your designation once the actual target comes into view. The designation is fixed from your IP and if it’s slightly out, you better get quick asking jester for COMPUTER PILOT.

  16. The 9G variant probably had the DD scan pattern, Heatblur obviously had documentation for this function from sometime/somewhere....

     

    The DD scan may come back I guess if HB ever model the early A's and the Aim-9G...

     

    Although this is purely conjecture by me and I may be still getting it wrong.

  17. Which is what I do anyway since it makes a lot of sense.

     

    When and why would you use SEAM alone then? Honestly if my radar was down I'd rather switch to boresight than play the "scan lottery" that SEAM feels like.

     

    I don't think the DD scan is modeled at all now, not even invisible in the background. This is apparently true to life for 9L and 9M variants.

     

    SEAM alone could be used in scenario where, after getting tone by pointing nose, pressing SEAM would allow maneuver off nose up to seeker limits while maintaining tone/seeker lock.

     

    Boresight now just moves seeker head back to the ADL. I think.....

  18. How do you use this mode? Even when you could see the pattern, I found it very hard to get a lock because it moved so slowly I couldn't keep the enemy still in my sights long enough for the cursor to find him. Now I don't even have a visual guide, am I supposed to just point my nose in the general direction of the enemy and sit on his 6 until I get a tone with twitch-reaction on the ucage button to lock him up?

     

    Ideally you're supposed to get a radar lock and let the seeker be slaved / directed by that. Uncage for steady tone and shoot.

  19. I may have modeled that, can’t remember but I’ll check tonight. I do model inlet rumble at low RPM in SEC mode.

     

    Sounds good. The nozzle shift during ground test in SEC is the most obvious omission at the moment. ( sorry I originally said ‘great work’ and meant it as a general compliment, but realise now it may have sounded sarcastic and ungrateful. Wasn’t meant to).

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