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not when it's a heat seeking missile....
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you forgot - the Russian engine, and the Turkish targeting pod
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Also, if you need the extra G, then you can switch to AA mode instead of A/G its literally one switch, and it'll disable the G limiter, however your pylons will be damaged if you over-g them, which given the choice is between death or a damaged plane, seems like a reasonable compromise to make.
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Smaller fuel tanks have a higher jettison speed, so take less fuel, fly slower to conserve fuel and give yourself the option to EJ. If it is an SA-13, then your flying low will give your flares a better chance to work. Use the flares in that case. You can turn on auto flare/chaff if you aren't quick enough on the flares, or program in a continuous release program for EW when you're doing your low flyby. If you don't like those options, then don't fly those missions. However, this hypothetical situation is untenable - for one, flying near mach 1 at low altitudes can flame out your engine so you likely don't want to do that; any high g maneuvers would rip your tail off anyway, also you aren't going to outrun a missile, second - with fuel tanks you struggle to get near mach 1, especially at low altitudes. third, If you take the smaller fuel tanks, they'll jettison at 0.9 mach so it wouldn't be a problem given the second point. fourth, if you are taking those fuel tanks, chances are you aren't doing a lot of air to ground work, as you can't carry the big bombs, aside from one big on on the middle, in which case you couldn't guide it in, which, if you have to EJ, might as well not have even made the flight in the first place, given you are flying low and fast. If you are worried about an SA-13, then you'd want to fly high anyway, as above 20k ft they'll be a lot less of a threat. I'll quote hoggit here:
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Stop taking the big bags or go slower.
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GPS MUNITIONS RELEASE CUES (appear to be missing)
Napillo replied to StingArray's topic in Bugs and Problems
as others have said, they weren't. You get a dotted white line when you're out of range, and a solid line when you're in range. If you specify an angle to come in at, you get a pie wedge, that is dotted when you're outside it, and solid when you're in it. Drop it when the white line is solid and you might hit your target, drop closer to the target if you want it to come in at a steeper angle. Don't drop in the small white circle, as it is too close. Sometimes it's ok to drop it after you flew over the target if you still have a solid line, and enough altitude for it to do a 180. -
Not really - if you have another JF-17 in the game, you can use that com to communicate with the other Jeffs. It does work as a voice as well as data channel.
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Is the laser on? Can you provide a track file?
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JF-17 Thunder not displaying HUD screen after startup
Napillo replied to Ladan's topic in Bugs and Problems
Yeah, if you have HUD brightness assigned to a knob, you have to turn that up to turn on the HUD. -
That's the increment / decrement switch. You can use it to change waypoints, or even radio channels. Going from 001 to 002 is as easy as pushing L4 then moving that switch up. Much faster than pushing L4 and then entering 002. It takes a second to confirm, so you can switch from 001 to 034 for example, just by holding that switch up.
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it's just newer than any of the aircraft in DCS, by about 40 years, so no I don't think it's too good to be real. We have better aircraft these days, but not in DCS.
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If you use approach mode, then it will put you on a 10 mile final, you should be about 3000 ft above the ground when you reach that FAF, and around 300 kts. Then it's just slow down but keep the nose up a bit until the end of the runway is on your aircraft marker. Drop your gear and flaps and let that slow it down, keep your hand on the throttle and try to land it about 150kts, if you land above 190, you'll pop the tires. The last 50 feet agl, just give it a slight flare and try to land with all three wheels hitting at the same time. If the aircraft beeps at you when you're going slow, that means your AOA is about 9 which is optimal for landing, any higher AOA and you'll probably come down too fast and crunch your gear. It'll get a bit squirrely below 200, but your rudder is big, and it works fine, so use it.
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I can't see the navigation target point in A-G mode.
Napillo replied to Red_Dragon's topic in Bugs and Problems
By default, the F10 menu puts the point on the ground - in the editor, it might put it on the ground, but it'll probably be in the air - you need to check the altitude. -
I've seen anywhere from 350 to 420 knots
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Generally, you want to destroy your target in a single pass, if your targeting is off a bit, firing two gives you a larger CEP, so you do more damage over a wider area.