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jubuttib

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Everything posted by jubuttib

  1. Confirmed that they indeed do. "Helipad Single" allows for just about anything to spawn, while "PAD Single" only allows the smaller ones.
  2. Probably, but even when flying directly towards or away it didn't really seem to make much of a practical difference, lock was lost after 2 seconds instead of 1 second. But yeah, tracking a target that's only about 10 km away against the blue sky, and constantly losing that track within a couple of seconds is indeed quite worrying. At least the IR ones worked!
  3. Would have to agree, I have not been able to get any kind of radar response with any SAM. And doing the manual lock by pointing at them constantly loses tracking. Feels kinda ridiculous to try shoot at an F-5E doing lazy circles around an airfield at 5-8 km distance, sometimes head first, sometimes aft, sometimes beaming, with 2xSA-15 and 2xSA-8, and have _all_ of the missiles (16x from the SA-15s, 12x from the SA-8) miss because I can't maintain a lock for long enough.
  4. Ah right, saw that today, just the target cues and shot crosses. Thanks. Doesn't REALLY make a difference, when almost no-one was using the release branch anyway...
  5. What is the problem with it currently? Haven't flown the Apache since the last two updates.
  6. Do some of the FARPs have size limits or something? I'm finding I'm not able to spawn on many of them in the Mi-8MTV2 or the Mi-24P, all other helicopters work fine.
  7. Only thing under scan was up/down.
  8. Thanks! Turns out I was just struggling to find what the bindings were called, d'oh. Search for radar, searched for antenna, searched for elevation, nothing came up, did not expect it to be called "Scan Zone Up/down". This I can't find anything for, those bindings don't do anything for me. I guess it's always stuck on the same azimuth and bars. At least there's elevation now, so that's something. Gunsight I could get to work in the gyro and radar modes, but when I was talking about the depression I was more meaning manual depression for bombing etc. That seems to be missing, you just get a couple of predetermined pipper depressions depending on the weapon. As for the manual, checked the Flaming Cliffs folder but in hindsight that's not where the planes are anymore, needed to check the individual folders.
  9. Are these kinda just missing for now? The radar only power and range, but no azimuth width or elevation controls, so you can only spot stuff that's co-altitude with you (from what I can tell), and there's no way to depress the sights for A-G.
  10. I think the point was that the FC version is technically superior due to the INS...
  11. Couple of questions about the dynamic spawn templating and how dynamic and traditional spawns interact: 1. I'm adjusting a dynamic "conquer the map" kind of mission, where there are dozens of airfields and FARPs in use, to use these slots and mostly anything should be able to spawn just about anywhere: If I wanted to have _all_ aircraft (planes and helicopters both) in the mission, no matter _what_ airfield they spawn in have the same waypoints, do I need to put one of every single aircraft on every single airfield/farp, add the same waypoints to every one of them, set them as dynamic spawn templates, and then in the dynamic spawn options assign every single template manually onto every single plane on every single airfield/farp? Or is there a simpler way to assign the same waypoints to everything? 2. Do traditional spawns affect dynamic spawns, in the sense that if an airfield has every single parking spot set up with a traditional spawn (even if no-one has actually spawned), can I spawn there dynamically at all? 3. Can I get confirmation on if traditional ground spawns overlapping a FARP or a parking spot influence the ability to use that FARP or parking spot with a dynamic spawn?
  12. OK, seems like this was caused by too many "old style spawn" aircraft being too close to the spawn I tried to use. FWIW I was trying to use a FARP and there were a LOT of ground start helicopters around, so for safety it didn't allow me to spawn there. Moving the FARP further away allowed me to spawn there.
  13. For me it says that all the slots are occupied, despite me being the first to try and spawn in.
  14. Well no, the "top down" is already a problem, implying it just shows horizontal speeds. To be fair this is not related to the Apache directly, I'm just trying to figure out if there's a name for a speed that's basically the 3D equivalent of ground speed. Going 200 kts straight up, away from the ground, would read the same speed as going 200 kts horizontally along the ground, instead of 0 kts like you get with normal ground speed. And of course at any arbitrary heading and climb/dive angle in between.
  15. Only in the case of moving horizontally AFAIK. Feels weird that there's no ground referenced speed that allows for arbitrary direction of travel...
  16. Please sir, may I have some sauce?
  17. It's not as obvious there as in the really light helicopters, admittedly.
  18. Yeah, same tends to happen with the other skid equipped helicopters too.
  19. Oki, I'll test some more and make a proper thread if there's anything to it. Thanks for the info.
  20. Just thought I'd ask before investing too much time on testing and making tracks: I feel like you used to be able to trigger the TGP laser basically whenever by pressing the NWS button, as long as it was armed. Testing just a moment ago me and my buddy were only able to get it actively lasing (which we defined as "L flashing on TGP display") when we were in active point track, with the target boxed. Area track and point track that wasn't locked on to a target didn't allow the laser to go active. Is this a newish thing? Are there ways to adjust this behavior? Are there some other conditions to lasing that I might be unaware of, that could have accidentally coincided with point track (like having to be close enough)?
  21. FWIW, is there a term for wind corrected air speed? I'm thinking kinda like "ground speed", but which would also work in vertical. IAS is instrument indicated, CAS is corrected for positional and instrument errors, TAS is true air speed without correcting for wind, can't think of one that'd be for what I'm talking about...
  22. Might be, but still counts...
  23. I can almost guarantee that your collective needs to be inversed, and what's happening right now is that as you move it a tiny bit from what you think is "0%" it immediately goes to 99-100%, jumps in the air and then stalls.
  24. Check for double binds? I noticed this on mine, but it stopped after I made triple sure that only one device is bound to the slew (across both cockpits). Seems like the stationary secondary bindings were the reason it stopped if the input stayed steady. Same thing happened in Gazelle even on the cyclic, the stick just flickering between input and center.
  25. Aside from the limited heading hold one.
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