Jump to content

AvroLanc

Members
  • Posts

    1323
  • Joined

  • Last visited

Posts posted by AvroLanc

  1. At the end of the video Magz asks for comments on what you want to see next. Y'all should post and ask for a startup video. He did make mention of a cockpit tour as well as an option.

     

    He did indeed, and the suggestions were made. We can hope. Maybe all the youtubers hands are tied to some extent.

     

    However, it’s a shame as ‘content creator’, (not being specific to anyone) there is a slight lack of imagination and creativity to offer an insightful preview. The most insightful and revealing preview so far has been the written preview that Mudspike did.

  2. When the launch zone symbology is activated the track vector (line from the symbol center dot) changes from representing the track speed to representing a timeline of 180 seconds.

     

    That line then represents the time until minimum launch range which is the dot in the center that the line eminates from.

     

    Along the line you then also have the maximum range dot and the optimum range box.

    As the vector shortens (as the time until rmin shortens) the end of the vector line then reaches the rmax dot and then the optimum range box and that represents when you're at those points.

     

    A bit of a mindtwist but not too bad when you're used to it! :-)

     

    Thankyou, that sounds easy enough. Can’t wait to try it out. Maybe you should make a little video and post it here for us, hehe.

  3. I think they're talking about how in the A-10 you can slew to a SPI. I'm wanting this functionality also. Maybe when a T-Pod is implemented we'll be able to do it.

     

    Yeah the problem at the moment is that you can slave to the TGT WP, but once slaved, there is no way to slew without undesignating.

     

    This is a problem since you only get the TTMR and IN RANGE details when a TGT is designated. This means you lose IN RNG when you actually lock a target, which is madness, I’m sure it’s not how the real thing works.

  4. Any word of the launch zone symbol Naquaii?

     

    Can we expect to see this on the TID?

     

    Edit:

     

    Ahh, just seen the following image. Looks like the symbols are there on the Velocity Vectors of the TWS targets (centre TID image)?

    TID_Compilation.thumb.jpg.bbd9ab68ff9f084a61dd468720125a66.jpg

  5. Just found a good graphic of some of the AWG-9 Pulse Doppler modes and scan limits in a book of mine.

     

    What's interesting I think is the launch zone symbol in the bottom left. Hopefully this will be implemented as is, on the TID.

     

    Getting more pumped up for this day by day.

    AWG-9.thumb.jpg.aceecee0138cdeccebecc10204cc0bee.jpg

  6. Although it’s been mentioned in passing in a few updates, is there any more information on how the Link 4 datalink is going to work?

     

    Is this going to be fully functional upon EA release? I’ve not seen many glimpses of symbology etc in the few preview videos.

     

    Is the FFDL, the Fighter to Fighter Datalink, going to be modelled accurately? Capabilities, were I gather:

     

    4 F-14s in a network displaying own aircraft position and each friendly aircraft

    A transmission of each RIOs trackfiles list

    Auto transmission of fuel and missiles remaining

     

    Pretty useful stuff.

     

    Any insight from devs? Can’t wait to start seeing the RIO cockpit.

  7. Open in ME, select your flight and switch to start from parking cold.

     

    You’ll need to adjust the timings as well.

     

    I changed my start time for the mission itself and my flight to 1620 (15 mins earlier than original). I then changed all the friendly AI to 1635 start/spawn time. This worked well, gave 15 mins for start and checks before taxi at 1635 as briefed.

     

    ED needs to desperately implement a ramp start feature that doesn’t mess with waypoint timings.

  8. Tried today and also couldn't get the MK-82X to detonate. DLY1 or DLY2 should be used for denotation after the bomb penetrated the target (explained in the last Wags video for GBUs).

     

    I noticed that whenever you drop ANY bombs with the "brake X" displayed on the HUD the bomb will not detonate regardless of fuse settings.

     

    I tried with regular MK82 and if you drop the bomb before you have the "brake X" it will detonate... but if you drop it after it will not.

     

    I don't know if this is intended or a bug.

     

    From what I understood, the"brake X" means you are in the frag zone and/or the bomb won't fuse correctly? Does anyone know the exact meaning of the "brake X"?

     

    From the EA manual -

     

    Breakaway X. The flashing Breakaway X will appear on the HUD when a ground collision is imminent, or the DUD cue is visible.

     

    DUD Bomb Cue. If a canister weapon is selected and the bomb would impact before it would be armed, the Dud Bomb Cue is displayed.

     

    Pullup Cue. The distance between the Pull Up Cue and the Velocity Vector provides a relative indication of a safe altitude for delivering the selected weapon. For a safe weapon release, the Pull Up Cue should always be below the Velocity Vector. The Pull Up Cue also provides minimum altitude release for cluster munitions.

     

     

    It's still not entirely clear what factors drive the 3 'cues'. Terrain impact would appear to be one of them, since a velocity vector below the horizon will immediately show the breakaway X (Probably incorrectly I would say). I don't think any of the cues provide warning of the blast / frag zone. I remember Wags has stated this as well.

     

    I still think the 3 different cues are displaying incorrectly with some combinations of munition, release Altitude and dive angle. The new fuzing introduced in the latest update might be confusing the issue as well. This is particularly inhibiting for the accurate low level release of retarded weapons.

  9. But that's not how you want to employ Snakeyes. You want to be low and fast for that.

     

    Absolutely. There’s a definite problem with the pull up cue / DUD caution for snake-eyes and balutes. There way it works at the moment is that the DUD cue and break away cross shows anytime the velocity marker is below the horizon, whilst at low level.

     

    This should not be the case, retarded weapons are designed for be dropped in level or shallow dive delivery’s from less than 1000ft, more like 200ft..... I’m pretty sure the Pull Up Cue and break away cross is indicating incorrectly. I think they just use the standard slick MK-82 values atm.

     

    This might be a separate problem from fuses not arming. Needs more investigation, maybe ED can confirm it’s still WIP.

  10. I am absolutely excited to see those DDI pages getting populated with data. This all look so good and make the cockpit fresh.

    I would really like to start reading ahead on how this pages are used in the Hornet.

     

    Yeah I would like to read ahead as well. It's all new, and I guess that's why its's cool. We've all seen radar, stores and rwr pages in sims going back 20 years, but this is new.

     

    I don't think there's any public info on the specifics of these pages available as yet?

  11. Anyone else feeling excited about the glimpses of the MIDS pages, SA page, and TGT data page we can see in the new update?

     

    Of course they’re non functional, but the possibilities and depth is clear to see. Hope it all lives up to my hopes.

     

    It’s all probably a first to have such datalink and comms functions to be simulated in a fast jet sim, and it really feels like the hornet is about to come to life over the next few months. It will stand out above all over fast jet renditions if all EDs plans come to fruition.

  12. Trying jettisoning them. I just did and they fired. Unfortunately I wasn't aimed at a SAM so I can't tell you anything more.

     

    I'm not going to bother, they clearly aren't functional in any authentic way. I'll wait a little longer.

     

    Everything else in this update seems good though.....well done ED!

  13. It's actually loadable in the aircraft in the current patch 2.5.4 right now

     

    Completely nonfunctional in flight though. Usual placeholder for new weapons. Means we most be getting closer though......

  14. in other words, it is a complete game changer when it comes to SA in the sim, and no other module in DCS is comparable when its implemented

     

    To be honest I think it's truly a first in combat flight sim history. True other sims / modules have modeled simple datalinks, but these are often just own ship/flight symbols that magically appear on a HSI.

     

    It looks like ED are trying to model separate data radios / networks that might actually require some detail setup before use. No one knows for sure how in depth this will be, but it looks interesting. Definitely a first for combat sims that I know of.

  15. I watched the new f-18c release LGB video, which showed the operation of changing the laser CODE. However, in the TAC-300 of 2001, GBU-12 needed to set the PRF on the bomb.

    In LWS all LGBs set CODE on the ground, but GBU-24G/B has MIDS-1760. So how does LGB without data bus change CODE?

     

     

    I've been wondering this as well. I'm curious to know how ED have modelled this. As you say, the Paveway II series laser codes can't be changed in flight by the pilot.

     

    The code you set on the ground, on the exterior of the weapon itself, is the code you get to play with...

     

    So what exactly is the function of the CODE UFC input? Is this even a RL feature of the stores DDI page? If so, it might just be an input to remind / reference for the pilot in flight, having no effect on actual guidance at all.....?

     

    It would be more authentic for ED to allow LGB code settings in the Mission Editor, rather like the F-5.

  16. Only the most basic ones as our Hornet has no way to support the HARM, which means the HARM will only be able to work with data recieved by its own sensor, which limits it to the very basic modes.

     

    HARM also makes use of the RWR for handing off targets. Personally I think we need to see improvements to the RWR and ALE-47 as well as just HARM itself.

     

    There are still a few symbols and audio tones missing for the RWR I believe and the CMDS still needs a config page with CM Bingo levels etc. Wags did mention it months ago, but it's been quiet on that front.

     

    Also, it's unthinkable that a SEAD mission would be flown with an aircraft without a Self Protection Jammer, hopefully implementing this can become a focus soon too.

  17. Yes, this is what the AI will use in regards to bullseye. Mission designers should set this bulls as a waypoint in the sequence and note it in the briefing so the player can set the A/A waypoint to this waypoint.

     

    Does it have to be in the sequence though? Can you not create a waypoint, out of sequence, say WP15 and set this as the A/A waypoint. The location of this additional out of sequence WP would be the bullseye as noted from the ME in the normal way.

  18. +1

     

    I've seen this recently as well.

     

    In the past prior to the last update or two I'd get a periodic '5' and a slight position shift of the waypoint position. This no longer happens...

     

    Possibly related to a recent change to the TERNAV system now being able to be switched off.....

×
×
  • Create New...