

ASAP
Members-
Posts
537 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by ASAP
-
check procedures Unable to align GBU-38 or 54 on a cold start
ASAP replied to Victor3's topic in Bugs and Problems
Its not done until NAV RDY is flashing. It takes 4 minutes. You'll get the solid NAV RDY around the 2 minute mark. If you've done it right the top right of the CDU will say D5/B1 once you switch over to NAV. -
I don't know in the game. I'd recommend loading up 54's and AGM-65s and doing some tests to see how many it takes. Real world, boats are difficult to kill, and this is when a conversation has to happen about what is the surface commanders intent. Stopping a boat from moving, stopping a boat from being able to shoot, killing the people on the boat, and sinking a boat are all different things that would require different weaponeering solutions (and aim point for various weapons).
-
Eagerly waiting for it.
-
Are you talking about the helmet visor? That isn't going to make the HUD any more readable. Its a realistic challenge for real world pilots as well. flying at sunset is very difficult because its too dark to see targets but still way to bright for NVGs, and the sun totally washes out the HUD.
-
Sure, but that's a 16 year old article. A-10's are pretty much exclusively using litening pods now.
-
Source? I've never seen anything other than a lightning pod on the A-10 and I've worked around A-10's for the last 5 years.
-
Thats a SUU-25 pod for LUU-2 and LUU-19 illumination flares...
-
Pressing enter on the HUD takes a "delta" which is the difference between your GPS derived altitude and the altitude derived from your altimeter. In the sim it's not really simulated, but when you hit enter the number that your jet is deriving for the delta pops up. It's showing a zero for Delta and GPS because in sim land there is no difference. you hit enter again to accept the values. If you hit enter and you saw XXXXD over XXXXG it would mean your system is messed up and you need to manually enter a delta value through the IFFCC menu. You'd basically ask your wing man what delta they got and copy them, or you'd reference the weather planning data you took off with. Without getting too far into the weeds, when you do that you are storing those numbers in IFFCC. They don't really matter until you have an issue with your GPS or jamming that degrades your FOM to something worse than D5/B1 which indicates you didn't have a good GPS altitude source, you'd set that little switch "alt source" switch on the AACP (middle row on the left, it normally is in "baro") to "delta" and it'd use those values to calculate your actual altitude vs the altimeter altitude. That's all really important for the bombing triangle and your jet being able to accurately calculate weapons delivery stuff... but again, not really important in a virtual environment that is far simpler than real life.
-
Because it just wasn't designed to automatically reset itself. The state the latch rollers, and the fuel manifold need to be in to receive gas are different from what they are in after a disconnect. I can't remember specifics but it has something to do with the pressurization of the fuel manifold. The jet wont automatically recycle them to the correct position for another latch attempt, normally latch, get gas and go. Its a "one and done" thing. As for why it doesn't do it automatically... I'd guess nobody told the engineers that it needed to auto reset itself.
-
You dont change it in the profile, you change it in the inventory when you load it. Also, it can only be changed in DSMS if their is the right fuse built into the bomb, which DCS always simulates. There are certain builds of the bomb where you cannot change it in the cockpit and it will only guide to what is set on the nose.
-
need track replay Wingman keeps repeating 'rejoin.'
ASAP replied to MoToad's topic in Bugs and Problems
Why is my wingman even talking?! if its not saying Tally/no joy, Visual/blind, Bingo, 2's ready, lead your on fire, save the fat one for me, or just 2! then STFU 2 Jokes (sort of) aside, There is no reason for 2 to every say "rejoin" much less repeat it like a broken record? Any call for a rejoin comes from 1. 2's job is to just be where 1 told him to be, if he can't do that, 2 should call stripped. It's 1s job to tell 2 to rejoin and what formation he wants him to rejoin to. -
the previously mentioned rain remove switch IS a windshield wiper. It just uses a continuous blast of air vs an intermittent mechanical device. Its actually better
-
to edit this for clarity... You would take a mark, then key the number of the steerpoint you want to replace with the markpoint data into the scratch pad and then press the ?* key on the CDU. That copies the markpoint data into the the steerpoint overwriting the previously entered information.
-
No you can't delete way points. You can however overwrite them with the ?* button on the CDU or you can change their coordinates on the way point page. The mission way points are designed to be used differently than the way most DCS campaigns use them. DCS tends to treat the mission way points like flight plans. The general workflow in the real aircraft is that you would step out the door with 50 placeholder way points already in the system each having the grid zone identifier for where you are flying and 00000 00000 for the coordinates. You'd have a range of way points set aside for targets, a range of them would be for IPs, a range of them would be for friendly positions, artillery firing positions, etc... You don't delete them as you go, you just overwrite them with them if necessary. If you get a 9 line you take line 6 (the coordinates) and go to the way point page for Steer point 1 (labeled target 1) and punch the grids in. Now you can steer to target 1 and go kill it. If you find the target close to where the coordinates are and you want to update the grid to drop a bomb on it you can lase it, take a mark, and then use the ?* function on the CDU to update Target 1 to the actual target you want. When you get the next 9-line you update target 2 and so on and so forth.
-
Not sure how well simulated it is because I never tried it, but IRL There's a switch right by the canopy defog switch that says "RAIN REMOVE". It blasts air at the canopy to remove the rain. Try that. I'd bet it needs the APU running on the ground with your engines below 80%.
-
Maverick bars are grey, not white. How to restore?
ASAP replied to BastanC6's topic in DCS: A-10C II Tank Killer
The only two colors for crosshairs on the mavericks are white and black. Gray crosshairs are a bug. As such, there's no HOTAS solution or in cockpit setting to fix it. At least nothing that would be an accurately simulated. I'd guess theres a .lua way to fix it but I'll let smarter people answer that. -
You can go into the IFFCC menus and turn on the occlusion options so that when the gun cross is put over the TGP diamond, or TD container those symbols disappear so you can put the pipper on the actual thing you are trying to shoot. that's about all you can get though.
-
The pylon should detect if there is a store there or not. There is a plunger on the pylon which is pushed in by whatever is loaded on that station. The jet knows what is on that station because you tell it in DSMS. When you selective jettison the cartridges on the station fire, the store is kicked off and that plunger is no longer depressed. At that point it should be blank in DSMS. This is a bug.
-
That's most likely an old A-10A pilot. The A-10C PAC removes that problem unless you are flying with your EAC off or the gun switch in GUN ARM and not GUN/PAC ARM
-
I can argue that by saying that crew chiefs don't taxi the airplane around... Pilots do and I've heard from plenty that they never have to touch the power and the jet will taxi out of the parking spot as soon as you release brakes. They will bump the power momentarily to get out of the spot faster but if you are not on the brakes the jet rolls.
-
manual being imprecise regarding TAD > Hook function
ASAP replied to Rongor's topic in Bugs and Problems
Selecting BULL/CURS shouldn't impact what you have hooked at all. You should still be able to hook any object and your HUD should still point you to it. When you select BULL/CURS you will get a yellow dashed line form the bullseye to your cursor so you can slew around and plot out where something is if you are told for instance that a threat is active BULLSEYE 025/69. You can drag the cursor over to and drop a mark point, make mark SPI (or hook it and make TAD SPI and slave all). Hook and the BULL/CURS option are independent of each other... or at least should be. I haven't played around with it a whole lot, I'm usually either OWN/HOOK or HOOK/CURS Just to clarify, If you do not have anything hooked and you move your cursor over a TAD object it is "Soft Hooked" It has all the full functionality as if you slewed over it and hit TMS forward. Hitting TMS forward just "hard hooks" the object and you can slew off of it without it dropping the hook. -
MWS with IR SAMs and hit tottally lacking in feel
ASAP replied to DmitriKozlowsky's topic in DCS: A-10C II Tank Killer
You didn't, I was agreeing with you. -
MWS with IR SAMs and hit tottally lacking in feel
ASAP replied to DmitriKozlowsky's topic in DCS: A-10C II Tank Killer
The exact field of view of the system is classified, I'd certainly hope its not perfectly accurately simulated in DCS.