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TobiasA

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Everything posted by TobiasA

  1. Datalink is bugged for a while now. Press LIST, ENTER (EDNLK) on ICP. You will see GPS TIME. Switch it to OFF by pressing "1". Wait a second. Switch it to ON again by pressing "1" one more time. It should work now.
  2. The RWR button "TGT SEP" does not separate the RWR symbols on the RWR: Attached please find a short track with a simple test mission. All icons are still placed on top of each other instead of separating them a little so you can read the numbers. F-16_TgtSep_does_not_separate.trk
  3. It says "investigating". It is fixed when it's available to the customer.
  4. You always get a rough steerpoint from people with boots on the ground. Especially if you have a JTAC, you rarely ever find something out of the blue and decide to engage it.
  5. 2x AGM-88, 3x120, 1x9, ECM, fuel tanks, HTS, TGP. But the fuel is pretty much gone, external is empty. However, the two pods pull down the nose, which you counter with aft stick... Probably pushing down the suspension. If this is correct then the manual is wrong.
  6. I had reported this some time ago, it was fixed, but the tail strikes too early (again?). F-16_Tailstrike_too_early.trk See attached track, picture is in the old thread (about the same right now, happens at 14 or something). The manual states >15 degrees AOA for a tailstrike risk, but I am unable to reach 15 degrees AOA while aerobraking, even when the speedbrake is on the 43 degree position (no override to 60). So, trying to aerobrake on 13 degrees AOA is pretty risky.
  7. The problem is that you will get a tailscrape at about 13-14 degrees in DCS which is wrong, it should be 15 with the brakes in landing position.
  8. This. Flying around and looking for targets is mostly a sim thing. DCS doesn't have a lot of OCA strikes, SEAD/DEAD packages with multiple flights and types or Deep Strikes on enemy logistics. And even CAS would have pre-planned target areas.
  9. The F-104 worked well for us. And it is surprising how far the F-16 came, from a light weight fighter with sidewinders to a multirole fighter. Not everything was planned when they designed the plane, but here we are. Just as the 104 did back then. Not without flaws, but it is amazing what we got out of that airframe. Looking back, fitting bombs on it wasn't quite something it was good at, but it was an important step. And not a bad airframe.
  10. It happened when doing exactly that, so that might be a reason for it. We had some people already connected and restarted the server with a different mission.
  11. Given time, it probably does. Not all publicly available information does mention all the capabilities.
  12. Nobody will have an unclassified documentation about HOW this works in detail. My guess is that they use triangulation as a base and then use TDOA to get a more accurate position on that point in space.
  13. As I said, each mode, for example AA "remembers" which radar mode was active in that specific mode. You can think of that mode as a set of radar mode and MFD layouts as well as a weapon type selection. I don't think you really understood that part of the mode selection. The radar mode is switched automatically to this modes radar mode when you switch to the mode. The radar mode is tied to the 5 modes, not the other way around. You do not change the radar mode, you change this submodes radar mode. The design is to switch to what you want to do, do your work and get back to what you were doing before and continue where you left, not doing work and then switching to what you want to do. Dogfight radar modes are switched automatically as well when entering dogfight mode. It would be one hell of work if it was the other way around. Imagine keeping TWS when entering dogfight mode. TGP mode is switched by the same logic. Each mode is a setup that is called when you select this mode.
  14. But that would require multiple measurements over a longer period of time. The original question was why TDOA requires three emitters, and that question has been answered. And there might be different solutions to that mathematical problem, but it seems that the engineers of the HTS did not use these due to reasons being classified. Probably poor sensor angle resolution, not reaching the resolution of what you get by TDOA. Or the need to have a pretty wide spread or multiple locations over time, which can quickly be rendered useless when SAMs start blinking (which they never do in DCS, only in another sim or with the Skynet script). We tried it as a squad and pinpointed a SA-15 in only a few seconds, 20 - 25nm out, 15ft resolution. Enough to employ ordnance without ever seeing it. Doesn't matter if they blink or not. Of course, you can circle the site to find the emitter (the Viggen does that with a single airframe) but you need different angles and more time. The whole point of TDOA is to improve the inaccuracies of other methods that do work, even with fewer receivers, but with less accuracy and in a longer time.
  15. Yes, absolutely. I was only describing a possible and easy way to proceed from MGRS coordinates.
  16. The radar mode is saved for each submode: - AA - AG - NAV - DGFT (dogfight override) - MRM (missile override) So if you switch back to nav mode, it will switch back to the mode you had in NAV. Use the missile override (MRM) on the HOTAS. It's your friend. As soon as I have contact with hostiles, I go the MRM override (which has TWS enabled). When the situation is solved, I disable override and drop back to NAV (which is in wide RWS). When flying AG sorties, this will allow you to flip to 120s when you get jumped while keeping all settings in AG mode. When you disable MRM override, you will drop back to the mode you had before (AG in this case) with the full setup as it was when you left that mode, allowing you to seamlessly continue your mission.
  17. You always need 3D because the radar beam travels in a straight line and you have to take your own height into account. Everything else would have a degraded accuracy. Your triangle is somewhere in space, not even in the horizontal plane. And all those problems with having two receivers leave much room for error. The HTS pod does use triangulation but it is simply not as accurate. You also have to take sensor inaccuracies into account. It is hard to measure the exact angle, but the time of a signal arriving does easily have a high accuracy when clocks are synchronized. The thing with TDOA is that it does not rely on ownship movement and directional measurement as without TDOA but does extrapolate within only seconds with extreme accuracy. Other methods are possible, but require more time or are less accurate.
  18. If you want a steerpoint with all clues then just put that 9Line in, slew the TGP and create a markpoint. Press 0 after setting the markpoint, making it the active one. And why do you dobber back all the way? STPT, 1, Enter, and there you are at steer 1 or any received datalink point. TOO? Press DMS up to make the HUD SOI, MARK, TMS up long, drop the circle somewhere, TMS up, there is your markpoint. Lay down fire. HTS? You name it. Markpoint. You got more markpoints than AG weapons in most cases. And you can go on and on with these.
  19. Yes. 4YA seems to have some test running together with ED and I hope that this helps to sort things out. I am away this week so I can't follow closely but so far it looks promising as they seem to have been able to reproduce the issue(s).
  20. I am pretty sure that laser ranging is more accurate than radar ranging.
  21. The crash report can usually be found as a zip in C:\Users\<name>\Saved Games\DCS.openbeta\Logs as a zip file.
  22. Are you using it to slew the TGP? I came across a similiar issue lately. - First, the TGP will sometimes assue a 180° inverted position and look directly at the opposite direction when assigning a target. Stowing (STBY) and putting it to AG again will solve the issue. Haven't been able to reproduce it. If you see coordinates moving like crazy and some surface of your airplane, even though you should have clear view to the target, this might be the case (can be verified by looking at the TGP from outside view). Have seen this happening sometimes but... I have bigger headaches in 2.9 than just this so I didn't invest the time. - Second, a designation on the TGP sometimes prevents locking a contact on the HAD. I haven't been able to reproduce this either, but it can be solved by making the TGP SOI with DMS down, and pressing TMS down twice to leave POINT and AREA mode, DMS down once more to return SOI to the HAD and then locking the contact. Unclear if POINT TRACK might inhibit the HAD from locking a target once the TGP is no longer SOI but... Who knows. I rarely use point track. A good habit is to cancel out any offsets by TMS down twice on every sensor, followed by CZ when coming off the target. If you want to come back, use a markpoint. - Third... Sometimes the HARM doesn't take designations and won't accept a handoff. I have been able to solve that by switching to another weapon (STRAFE might probably work if you don't carry any other AG ordnance than HARM), or switching power to the HARM. However, this is pretty rare, and I haven't been able to reproduce this in an isolated case either. But... I haven't seen it in 2.9 so it might be fixed. Since I almost exclusively fly Multiplayer, I almost never have the option of saving a track that isn't a lot larger than the forum limit. Those are usually around 100mb or larger... And thus not usable. If you can recreate the issue in singleplayer and can save a smaller track showing the problem, this would help. If not, then it will probably never get looked at. We need a bit more information than "it doesn't work" to effectively solve that issue.
  23. Yes. Had two failed events recently. Server froze for several minutes. It is worse the more AI units you have in game and I think it also depends on units on the move.I have tested a bit but only have had failures. Everything works fine in SP and as soon as you put it on a server and join with 25 people then it runs like 15 minutes after takeoff and dies. Had an instant freeze when attacking a type 52 frigate with about 40 harpoon, and in the second try it died when a SAM starting locking and firing in a group of friendly aircraft. None of my 2.9 MP PvE events have succeeded. Not one. My only clue is that a lot of SAMs and ground units OR dropping a whole lot of missiles at the same time seems to be a safe way to nuke the server. It seems the only thing possible in PvE is very little ground units, almost no SAMs or... PvP. Getting 20 pilots in a slim mission is going fine. Having a tight IADS with multiple SAMs overlapping each other seems to be a bad idea. I am very thankful for ideas how to find out what is going on, and for now I am shifting back completely to a sim whose name shall not be mentioned. I have no clue how to solve it. Fun fact is that when people disconnect, the server comes back to life again. But it is already over then- strike eagles are missing their wings, F-18s have moved 80nm north over a SA-10 site and everything is a complete mess. My bet is that something in some AI or radar logic is using a whole insane amount of CPU and then it freezes. Or the server can't process all the client updates in time, then the next updates from or for clients come and the queue gets longer and longer, effectively freezing everything until the first clients start to disconnect. Same mission runs extremely well in singleplayer.
  24. I am unsure if this is a bug. Honestly... If you want a CEP of 3m, or precision like the LGB with 1.1m (the optics and its drives and stabilization needed for that on a platform moving with half the speed of sound is INSANE) you need to be perfect with everything. You need to compensate incredibly weird things like the speed of light, computing delays and other stuff. And yes, i had a wrong picture of the CEP and I was under the impression that the majority of hits land inside of 3m (Gauss distribution). Thanks for pointing that out. Bottom line: Don't use JDAMS for vehicles.
  25. Plus, it is not the impact angle (that seems to not affect the JIZ either way), it is the total system error. Picture from this track, pickled later, lased, impact angle 90°: I leave it up to you to decide if this is a bug or not, but the CEP is not 3m. Also, most shots should land near the center, but if they miss, they will miss by about the same distance. At least in my tests. Most of them will hit, but about one or two in four will miss. F-16_JDAM_2_9_Part2.trk
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