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TobiasA

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Everything posted by TobiasA

  1. The manual was the place where I looked before I wrote the report... That solves the issue. Thanks for the quick reply!
  2. With the latest beta, the SP option became available without the TGP, but it is not working. SP does not SP, the cursor does not return to in front of the aircraft but instead stays centered on the selected waypoint. So, contrary to the changelog, it is NOT available without a TGP, instead, it got removed completely. This is exactly what is no longer working. SP mode is completely gone now. Snowplow_mode_not_working.trkSnowplow_mode_not_working_with_TGP.trk
  3. I understood that it was sarcasm, but my frustration came through
  4. I could very well not have the ALE-50 for a while if we finally see some updates on stuff we already have. Like PRF tones on the RWR, the radar rework, connecting two aircraft with HTS to get to PGM1, datalink features, a working JSOW, JDAMs that hit a tank from 20000 ft... There are so many things that remain unfixed for quite some time. And I would really like to know if something is happening there.
  5. I'd expect the F-16 SUFA mod to cause some trouble as it did so in the past. I think the best approach is to uninstall it before updating, but you never know. However... It seems to be worth it. Thanks for the list!
  6. Then the track is corrupt That happens, I hope mine works and you can see what I did and what is different to what you did. Your laser code is correct, so it should work given a valid release. I'd be interested in a list of mods in that case.
  7. GBU-12-GBU-24.trk I took your track and continued when you rolled in to the target. Some notes: - First of all, you should use CCRP. I don't know if DTOS works for LGB's, it should, I think but... I don't know. CCRP is a safe bet. CCIP will almost always miss. - I don't know if you had the TGP as SOI, but it should be - Most people that come to the F-16 mistake the pull-up cue for the release cue. The first flashing with the two lines intersecting each other (one from above, one from the bottom) is the pullup cue. If you pull up at about 4G, you will reach the desired release angle at the moment you achieve a drop solution. I did one level release with the GBU-12 on the original setting pf 30 degrees, ignoring the pullup cue, continuing straight ahead and holding pickle until the bomb is released. The second one is with a 10° loft angle, you can see (at least I hope so) that I pull up on the cue and end on 10° climb when the bomb is released. I then bank a bit to the right, as the TGP is located on the right chin hardpoint to avoid masking the pod (GBU-10/12 aren't prone to that). Lasing is auto-lase, 8s prior to impact. I don't touch the first detent, so each time the laser code is flashing I am holding either release (which will trigger laser ranging) or the auto lase function is active. - The GBU-24 are a different game, as they require you to lase all the way down. You can't loft these in DCS (in real life, I am pretty sure you can), so any physical release angle above 8 degrees will not have a release. The loft cue is just a cue, but I usually set that to a range so I will have it at the top of my dynamic launch zone (rule of thumb: 7-8nm at 20000ft altitude). But anyway... Release angle is usually 0 for me. On this one, I release it in usual CCRP, lase after release until I see an impact (first trigger detent) and I gently turn left after release, to be followed by a long right bank to avoid masking the TGP. I often throttle down as well to avoid passing over the target and then masking my TGP. There might be a more sophisticated approach and some more magic in the range cue but... I rarely use the 24. I hope my track helps. Put it in the track folder, choose "replay" in the main menu and load the file. If you have further questions, feel free to ask. I am happy for anyone learning the F-16, because it's an awesome plane. I won't blame anyone for asking questions.
  8. Your laser code is correct, but the track is a bit strange. You crash into the ground after the second drop, neither of the drops do happen in the track. But I noticed two things: - You don't see to hold until release... But that might be a track issue - You drop in DTOS. You should do it in CCRP.
  9. You don't loose anything, those are in your saved games folder. A backup doesn't hurt though.
  10. You need to use the laser code that you can find in your kneeboard. Often, it is 1688 but this might be totally different. The kneeboatd page will tell you which one to use, and it can only be changed with a screwdriver by the ground crew (the 16 is one of the modules that is realistic about that), so engine off and on the ground. Maybe I can watch the track later. There are no random failures if you did not enable them. LGB's hit if released within parameters. Unless someone else is lasing on the same code, then funny things will happen.
  11. I can confirm the wobble. The wobble starts at the same distance towards the target with the munition entering multiple sharp and hard turns, which leads to a severe energy loss. JSOW_double_release.trk And I also can confirm that they have a tendency to fall short even if released inside the WEZ: JSOW_double_release_take2.trk Two of four did pull up behind me to more than 1000ft above my altitude, nearly stalled and then fell short. So, there are two issues: - When released from high altitude and sufficient energy, they have a tendency to wobble and do weird maneuvring but they usually hit (but often without doing damage) - When released from medium altitude, they have a 50/50 chance to make it to the target, and sometimes pull up until they nearly stall, followed by falling short. Released at 5800 ft, climbs to >7800. Be sure to not slow down after release and bank away, you might get rammed by your own JSOW.
  12. But that's been several months now. Is there a chance that we can buy a beer for you guys and get a sneak preview? Like... We haven't heard something from the radar rework, or the HTS feature to work together with a wingman for higher precision, PRF tones, the jammer to be used together with your wingman... I am not even talking about the large features. We've been waiting so long for small goodies. There must be something in the pipeline for the Viper right now... Doesn't it? Doesn't even need to be finished yet. A little tease for the die-hard fanboys.
  13. It would be very nice to know what is currently in development. What are you working on? We haven't seen any new features in a while, and I would be interested in knowing what is next in the line.
  14. And focus on something that is several miles in front of you
  15. I found out that you have to toggle stations again after boresighting the second station, or it might be borked.
  16. This. Currently realism differs from module to module. We need HTS and the hornets HARM TOO is about as precise as that. Mavs have a limited power on time in the A-10, other modules don't care. There is a buggy mav alignment on the Viper, which other modules do not need. The TGP is the next issue with the litening pod being on many planes, now the RWR. Or the thing with changing laser codes on bombs mid-flight. It feels like different standards of realistic exist in the same company. Some consistency would be nice, and precision which plays an important role in real life is underrepresented in DCS. The HTS pod is a nice example for that, however it is a bit strange that only some modules "suffer" from inaccuracies. I would like to see those realistic deviations on all the FF modules.
  17. In general, RWR's in DCS tend to be too precise...
  18. The fix that units don't start cold made a HUGE difference. Thanks for that! Really appreciate it.
  19. I usually go to the TGP, TMS down to delete the offset (three times out of a point track), then make FCR SOI and enter a GMT track. Then the TGP will point to the FCR track.
  20. The AI can do some weird moves that humans can't do. That's all. Work in progress afaik, the MiG-29 is the first after the rework and really is more "human". Against the AI, try to keep the fight tight to deny heater shots and when you see the AI extending and climbing, pop a 9X against the cold sky.
  21. I can conclude that it is not a multiplayer issue as it is the same when I open exactly that mission offline. I somehow suspect that a large part results from spawning the unit via a script, and some units (like the Ural-375) seem to never heat up, while others do (most MBT's heat up slowly). The "units" with best visibility are in fact the civilian cars. Those are really awesome... Will test further.
  22. The forum editor deleted my whole text in the message above. The track is about 40Mb large and pretty long. I don't know if this really helps... Unit type is Ural-375, and it is driving around Rota Island. I am unsure if this is a server issue / multiplayer related. In my offline tests, the signatures usually appear after the unit is driving around for a while. When we fly online missions, they often don't show like in the pictures above, making the units transparent in WHOT or BHOT (as shown in the screenshot). This did not only happen with the Ural trucks, but also with SA-8, SA-9, SA-15 and SA-19. I am unsure if this might be a multiplayer / server issue...
  23. Do multiplayer tracks help or are they usually worthless? I think I have one watching 5 trucks driving around endlessly for about 15 minutes, and the remain totally invisible on both BHOT and WHOT. Might it be the case that the graphic quality plays a role? I also noticed that the A-10 is always better than the same pod on the F-16.
  24. Why not avoid customer frustration and cut the word "litening" and speak of a generic TGP? Any TGP.
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