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VR Flight Guy in PJ Pants

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Posts posted by VR Flight Guy in PJ Pants

  1. 3 hours ago, MilesD said:

    Hey Guys,

    Here is the latest iteration of the FCUs that are now shipping.

    Improvements:
    1)  Reduced  size.
    2)  Added support for the IR LED . It  no longer can be pushed into the FCU case my mistake.
    3)  New magnetic charger with rotating and pivoting head, and a power indicator built into the cable.
    If you ever need to, you can charge these while flying.

    As always, thanks everyone for your continued support and patience.

    Miles

    FCU.jpg

    Cool! Still waiting for the order to be ready.,

  2. Cases for consideration:

    1. Hard points 1, 5, 9, Quantity = S; continuous firing, with all hard points firing together

    Screen_240528_165452.jpg

    Screen_240528_165542.jpg

    2. Hard points 1, 5, 9, Quantity = C; continuous firing, Points 1 and 9 fired first, 5 can be fired unless 1 and 9 have been deselected

    Screen_240528_165910.jpg

    Screen_240528_170030.jpg

    3. Hard points 1, 5, 9, Quantity = P; No continuous firing; Points 1 and 9 fired first, 5 can be fired unless 1 and 9 have been deselected

    Screen_240528_170521.jpg

    Screen_240528_165452.jpg

    (Allow me to go lazy here)

    4. Hard points 2, 5, 8, Quantity = S; continuous firing, with all hard points firing together

    5. Hard points 2, 5, 8, Quantity = C; continuous firing, Points 2 and 8 fired first, 5 can be fired unless 2 and 8 have been deselected

    6. Hard points 2, 5, 8, Quantity = P; No continuous firing; Points 2 and 8 fired first, 5 can be fired unless 2 and 8 have been deselected

    7. Hard points 1, 2, 8, 9, Quantity = S; continuous firing, with all hard points firing together

    8. Hard points 1, 2, 8, 9, Quantity = C; continuous firing, Points 1 and 9 fired first, 2, 8 can be fired unless 2 and 8 have been deselected

    9. Hard points 1, 2, 8, 9, Quantity = P; No continuous firing; Points 1 and 9 fired first, 2, 8 can be fired unless 2 and 8 have been deselected

    10. Hard points 1, 2, Quantity = S; continuous firing, Point 1 fired first (!), and 2 can be fired unless 1 has been deselected

    11. Hard points 1, 2, Quantity = C; continuous firing, Point 1 fired first, and 2 can be fired unless 1 has been deselected

    12. Hard points 1, 2, Quantity = P; no continuous firing, Point 1 fired first, and 2 can be fired unless 1 has been deselected

    I guess combinations for hard points 8 and 9, 1 and 8,  2 and 9, behave the same for 1 and 2.

    Screen_240528_165542.jpg

    • Like 1
  3. I have converted a transport shoot down scenario from Viggen for A2A practice. The player is not being shot at, so one can take time to try using the radar, interacting with Jester, employing sparrows, sidewinders and gun. If you like to have a go, please let me know.

    Edit: Attach it here:

    Note the missiles used, IIRC, are of the M variants to ease things up. There are 4 IL-76 instead of the original 5. Have fun.

    F-4E Paratroop intercept.miz

    • Like 2
    • Thanks 1
  4. You may wish to check if in the XRNeckSafter app has your "VR Center View" key map set. When in DCS VR, switch over to the XRNectkSafer app to see if there is a message saying the view has been centered or not. Once you have made the view centered, it may work.

  5. I checked the manual and I think these was not mentioned. If I missed anything or it was already mentioned, please kindly correct me.

    1. In the case of having full-load of rockets on all 5 hard points, even if all of them have been selected, they will not fire all together (edit: I tried using continuous setting so far);
    2. The order of firing would be: the outer 2 hard points, then the inner 2 and the centre one would be the last;
    3. Even if the rockets have been depleted, the pods would still be shown to be armed.

    I would try different combinations to see how it works.

     

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