Jump to content

Caldera

Members
  • Posts

    783
  • Joined

  • Last visited

Everything posted by Caldera

  1. Hey All, There is a problem that I experience occasionally only when I am playing on a multi-player server. My flaps will fully extend and I can not retract them normally. I do not know exactly when this happens, but I do see them lower one notch when I extend them following start-up in preparation for take-off. I would use my HOTAS to do that. On the runway, when I am doing last checks, that is when I notice that they are fully extended. I have not noticed when the "in between" part occurs. If I move the Flap Control lever in cockpit, nothing happens. I have checked both key board and HOTAS binds in ADJUST CONTROLS and both always work on the ADJUST CONTROLS screen, but not in the cock pit. I have also checked that there are no blown fuses. The only way to get the flaps to retract is by using the Emergency Retract switch in the cock pit. However, once doing that the flaps will stay locked in the retracted position and can not be extended at any time. Is this problem unique to my system? Does anyone else have this problem? Thanks in advance, Caldera
  2. Hey all, Probably the wrong place to put this, but as to the correct forum I am clueless. This is one version of an SA-18. Look at the bottom picture showing the launch. This picture shows no smoke just yet. The launch angle is very high. And as a sideways comment, the missile size seems a bit oversized. Realizing that this is a game... In reality: Is that launch angle in even possible? What ejects the rocket from the tube? When does the rocket motor ignite? Caldera
  3. Ah Oops, maybe so. Thanks again. Caldera
  4. Grimes, Thanks! I guess having the mission planner screen looking exactly the same as for infantry as for a vehicle through me off. A glitch you think? Caldera
  5. Yeah, don't know either, well maybe... If they are pulling G's or maneuvering rapidly, I would bet that they are back in the seat. However, from the video's that I have seen, the pilot always seems to adjust the harness to the right amount of slack. Caldera
  6. Hey all, How do I get EPLRS to work for capable infantry. It works for capable vehicles. The situation This works This does not work What am I doing wrong? Caldera
  7. I do this same thing for CCRP bomb drops... Caldera
  8. Pmaura, Do you use TrackIR or something like it? You can edit the lau file to move your default head position, which includes the viewing angle. By default the viewing angle (vAngle = -19) is 19 degrees down, this is mostly to provide for the correct cockpit view point and the HUD. Because of this, the HMD cross hair is then also 19 degrees down. Which IMO makes it more difficult to use. I have my viewing angle set at 5 degrees down. I have tried setting it to zero, but then the HMD is in the way of the HUD very often and it gets annoying to have the two screens over lapping. Caldera
  9. Silent, As an option... This is a snap view that I created when I had the same problem that you do. It is set at maximum zoom and I always get 100% of the HUD 100% of the time. Because the view is static I have a button configured to my HOTAS that I can press when the target is with in the HUD. I simply release the button to return to TrackIR view which makes switching views very convenient. This view is very useful A-G for gun runs and CCIP bombing attacks. It is also useful A-A when the target is not maneuvering to wildly. I have modified a lau file to be able to get this view to correctly work. Let me know if you are interested. Caldera
  10. Yurgon, I most likely had it slaved to the mark point, which I do frequently. Caldera
  11. Yurgon, Good Morning and thanks for your reply! I don't have a picture, so I do not know the TGP mode was in the above pictures. I had already shot off 6 Mavericks using the TGP. I was not using point track so it was either in INR-A or AREA mode. I ran the exact same circumstance on my test range. This time the laser worked with out a hitch Now even more confusing... Caldera
  12. Hey Guys, I think I got this one nailed, but I do not know if I am doing something wrong, it is a bug or it is working as intended. I have configured the bombs correctly using the DSMS profile page. I am positive that I am using the correct profile when dropping. Also meaning that I am not using the DSMS, but I am using the HUD to select weapons. I have loaded a total of 9 GBO-12's where 6 are loaded onto TER's. For this load out, when I cycle through weapons using the HUD the TER's and the single loaded weapons will select in two groups. So attempting my first drop I get this error at the very instant that the bomb is released. Because I get a sort of "AH HA" moment I repeat the process. Now I switch to the next GBU-12 group using the HUD. And... I am sure that it has to do with having the same profile for two weapon groups. Does anyone know what is going on here? Caldera
  13. After typing for an hour all the text got wiped with a click on save.
  14. Hey All; I just noticed that THIS THREAD got moved to General Bugs. I am not sure exactly why, but maybe because I had put some info about the JDAM's and their accuracy at the time. To my knowledge those weapons are now working correctly. However, I put allot of good information in that thread that got pigeon holed in a Bugs thread. I continue to test using my weapon test range and I am currently working on rockets. For accuracy I am using APKWS. So there is a weird thing here. One would think that the HE would have a larger splash radius than the AP, because they are HE. However, that does not appear to be the case. Infantry are spaced at 25 feet. With the HE rocket, one is killed (the target) and the two adjacent are wounded up to 86% With the AP rocket all three are killed. Unarmed Vehicles are spaced at 25 feet. With the HE rocket, one is killed (the target) and the two adjacent are undamaged. With the AP rocket the target is killed the two adjacent may be damaged up to 50%. BTR-80 are spaced at 25 feet. With the HE rocket, one is killed (the target) via BDA and the two adjacent are undamaged. With the AP rocket the target is killed the two adjacent are undamaged. I have not finished testing to see if the firing range has any effect. Caldera
  15. QuiGon, After further review it is different in a subtle way. The difference is the NO EL message in red. This does not happen on normal CDU resets if I am correct? Jay, Yes, however it was much longer than 30 seconds as I was sitting there messing with taking and saving the snapshots etc... Thanks for you help! Caldera
  16. Hey All, After more practice, these MK-82AIR's I have decided have almost no advantage in the game other than for the purpose of role playing, I guess. The aircraft safe blast radius for GBU-12's is about 250 feet, I am guessing it is the same for MK-82's and MK-82AIR's. I do not think shock wave reflection or shrapnel is modeled. That makes it pretty easy to not frag your own aircraft with any of the 500 lbm bombs. Usually with MK-82's, especially if I am taking ground fire, I just stay as fast as I can. I have little trouble even if my swoop is below that AGL value. The CCIP fall line for MK-82's allows for a much steeper dive and for some reason the MK-82AIR requires you to be in only a very shallow dive and pretty darn low to the ground. It is more difficult to be accurate. The CCIP fall line stays dotted until practically tree top level (Reminds me of a CBU). This causes the pipper to be crossing the target at a much faster rate and as a result that makes it harder to time the release. You can release the MK-82's using the same shallow dive profile as a MK-82AIR if you want to and virtually at the same altitude. But, the MK-82AIR's can not be released accurately from a steeper dive as you can with a MK-82. The CCIP pipper is accurate for the release point with either bomb. All this is considering that a 500 lbm bomb has to hit with in about 15 feet to kill a tank. Why would the CCIP require this dive profile? Baffles me... Maybe I just got too proficient using MK-82's? The MK-82AIR's seem clunky in comparison... They are designed in the game to be released primarily CCRP? No clue... Releasing at 50 feet AGL? George, watch out for that tree... I am just missing something? No comment... Anyone else have this opinion? Caldera
  17. Hey All, This old thread is resurrected! One of the first things I did when I started playing the A-10C was bomb testing. And probably a review for many folks. Practicing with MK-82's, the lower and closer I go the more accurate the impact is. This is especially important for tanks that must be hit within a 25 foot radius. So for this test I used a GBU-12 for high accuracy on target. My target was a Russian APC set at various distances from a Russian A-10C. I wanted to find out the splash damage range vs aircraft. This is so I would know how low I could actually drop MK-82's and not catch my tail feathers in the blast. Doing so often results in the instantaneous loss of both engines. Among other things... The results I got were very similar to dropping the same bomb at the same distance from infantry. Basically: Infantry can be hit, but not killed at 250 feet. They will most often be killed at 225 feet. An A-10C can be hit and killed at 225 feet, but will be left untouched at 250 feet. So what I got out of this is that I can drop low drag MK-82's at 250 AGL (depending on air speed and dive angle) and I should be dropping high drag MK-82's below that. Depending upon the attack profile (diving or low level toss) the difference in fragging my own back side vs hitting the ground using low or high drop bombs is practically mute. However, the low drag bombs seem like they should be more accurate in a dive. Sound about right? Caldera
  18. Hey All, I don't know what to think about this one because it got weird at the end. This is on Caucasas map at Batumi. I had just landed and turned on to the taxi way when I noticed. NO SPI Unfortunately my timing was a little late. Just as I pressed PRTSC the CDU reset and this is the picture I got. The picture below is the actual MFCD screens that I had up when I first noticed the NO SPI message. I did not notice exactly when the message first came in as I was in the process of landing. But somewhere during inbound fairly close I switched the right MFCD to divert and selected Batumi. I am pretty sure that it happened about then, but I am unsure. Notice the NO EL in red on the upper picture and the elevation is 000 in both pictures on the left MFCD. I exited the mission and saved the track. Then I tried to watch the track within the mission editor. It wasn't even the right track as it was from a previous mission where a SA-13 took me out. I exited mission editor and then I tried to watch the saved track, same deal. It was the wrong track. Then I tried to watch the track in TacView, but the track was not recorded. Something went wrong... Caldera
  19. DPorter, Agreed! I am just trying to keep on playing with the best work around that I can find. You are correct. It mostly still sucks. Caldera
  20. Legion, Quote: Many thanks @Caldera. Have been getting used to head tracking so 'sort of forgot' about the zoom function. I like the gun stab, but I also have issues with target fixation whereby I tend to drive my hog into the target... Tips: I generally try to set up my gun runs with an egress route in mind. I try to find a flight path that has the least ground fire so I don't get so many holes in my aircraft. Stay as fast as I can. Don't hit a tree or the ground. I time my dive so that it is fairly steep, and has become just a feel thing for me. I switch to max zoom after I am lined up and the target is in the HUD. I dive in and line up pretty hard and fast, then I unload the aircraft by removing back pressure on the stick. Letting the pipper slowly drift towards and over the target works the best. If I am lined up perfectly with the target and diving straight in, then the return fire is also lined up perfectly and coming straight at me. Fly the TVV to the target and then line up the pipper. I don't really try to hold the pipper super steady on the target as I-PAC will do that for me when I shoot. I just pull the trigger through both switches when the pipper crosses over the target. I generally shoot at a range of 1.0 to 0.5 miles for greatest damage probability. Give it a squirt or two and notice where ground fire is coming from for my egress. I try to see some detail on the target when I shoot, allot of detail on modern tanks with better armor. Don't get greedy. I only take out multiple targets only if they are pretty close to each other, but it just has become a reaction thing for me sometimes when the opportunity arises and being too greedy has led to allot of mishaps. A rudder push is ideal sometimes to get on a new target very quickly. When I hear "Pull Up" I really think hard about doing just that. Longer squirts for armor and at a closer range, very short squirts and at a longer range for un-armored. Attack tanks from the rear and / or the top. The most important rule I have --> Always choose a stand off weapon with more range if possible over guns. If the target is likely to shoot back. And... I-PAC is a wonderful thing. I hope some of this helps. Caldera
  21. Then I noticed that the same thing happened on an adjacent Mark Point (B) that I had created about the same time (as A). So in process, I created two Mark Points A and B. I noticed about the same time that these Mark Points had the error "NO EL" in red letters. I am guessing that means no elevation data, as you can see by the hooked data where the elevation is zero. I do not know why or how this happens. These Mark Points where created like just many others on the TAD. Anyone have a clue? Caldera
  22. Hey All, I did not get a track as it was a long mission, but I did get it to happen I again and got some snap shots. This is when I first noticed that I had no SPI. TMS L Aft had no effect. So I created another Mark Point on top of Mark A (C). I got this error when I switched the CDU Steer Point from Mark to Flight Plan. Continued...
  23. Hey All, Check out the pictures. This happens to me now and then. It is a little weird to get used to. I am not sure what causes it. Is the a glitch or working as in RL? Caldera
×
×
  • Create New...