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Floyd1212

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  1. Oh, sorry. I missed that you followed up with a shorter track. I checked your track and George is definitely scanning closer to the aircraft that what I was expecting. Normally he scans the horizon, or close to it. I fired up an Instant Action mission on Afghanistan and got the same results. So I checked multiple maps, establishing a hover at the same altitude AGL, and grabbed screenshots showing where on the horizon George will scan when prompted. My guess would be that his scanning algorithm is using MSL altitude to figure out how far out to scan from the aircraft, and in the mountains of Afghanistan this results in a more exaggerated look-down angle, and he ends up scanning closer to the aircraft than desired. @BIGNEWY Can you confirm whether George uses MSL or AGL altitude when figuring out where to scan relative to the horizon?
  2. Make a short track from an Instant Action mission where George isn't seeing targets and post it here. In general, my George will often spot enemies that he shouldn't be able to, more than not being able to spot them at all.
  3. You are conflating a couple different issues together here. This only pertains to units shown on the F10 map, not the map some aircraft have on their MFDs, like the Apache's TSD. To force something like an enemy FARP to not be visible on the aircraft's MFDs, you need to check the option in the ME "Hidden On MFD" When you spawn into the aircraft, all of the friendly and enemy units are added to the internal database of the aircraft and populated on the TSD (unless this box is checked for each group), up until the database is full. When you spawn the second FARP using the script, the TSD is unaware this has happened and it does not show up. Then when you reslot in a new airframe, all the units on the map are enumerated and the new FARP gets added to the database. You will also notice that they are re-numbered so that the new FARP is C52 and the original one is now C53. (Maybe it numbers them based on closest proximity to your aircraft?) This will be different for you vs. a team member who spawned in before the new FARP was created. Your C52 is not the same as their C52. This is also true for SAMs and other enemy/friendly units that may have been killed since you slotted in the second time. To get the new FARP to not be visible when it is spawned in, the script needs to set the attribute "HiddenOnMFD" to "true" when spawning the FARP.
  4. The number you are seeing at the top-left of the IHADSS is your engine torque, not the actual collective input. You will also notice this number can go over 100%, even when your actual collective is not at the max of its travel. If you want to monitor your actual input values of your controls, you can bring up the Controls Indicator with RCTRL+ENTER.
  5. If George is "safe"-ing the aircraft when he shouldn't be, check your controller and make sure your hat (assuming you are using a hat) isn't misfiring in multiple directions when it shouldn't be. (i.e. you are pressing "right" on the hat and it is also sending a "down" command.) Yes, the annoying loop telling you the "aircraft is armed" after you have hit the ground in a crash is a bug, but not something you are doing wrong. I find George most useful when engaging enemies from a hover, at a distance. Park behind a hill with a good line-of-sight to your enemy group at about 7km and go to work. If the aircraft is stable, and you aren't being rushed, he does a good job (too good?) at finding targets and taking them out. Now that you have the ability to queue up targets for him, and for him to adjust his track while maintaining his lase, you can wipe out multiple vehicles in one batch. You can take it to the next level and WAS missiles yourself in the back and keep a steady stream of missiles in the air to work through the queue very quickly. You can also use him successfully when rolling in on your target, taking the shot, then rolling out to circle back around for another run. Picking off one or two vehicles this way works well for me. When things tend to go bad with George for me is when I have gotten myself in way too close and am expecting him to engage a specific target (the one that is shooting at me) while I'm flying around like a madman trying to save my ass. Finding that specific target is a pain, then he takes his time to get his crosshairs on the target when you are moving, especially laterally to the target. I usually still use the "my LOS" method for directing George, but I do use the "scan" mode when I am flying toward a known enemy area so that he can spot them while we are still out of range and I can decide where to go to engage.
  6. We aren't looking for him to hand-off new updated data to the missile, we want him to blip the laser (first detent?) to update the current ranging info to the target only. That way he knows when he has crossed over the magic 8km threshold and will then obey your suggestion to engage. As it stands right now, he is oblivious to the fact that you have moved in on the target, and are taking fire at close range, but all he remembers is that the last time he lased the target 2 minutes ago it was still over 8km.
  7. You are tapping your “consent to fire” button to add targets in the list to the queue? Are you able to do both a short tap and a long hold on your “consent to fire” button when the focus is on the main controls, not the list?
  8. Did you follow the checklist procedures for weapons deployment starting on page 637 of the manual?
  9. I think you are referring to the Controls Indicator to show you the inputs you are providing on the pitch/roll/yaw axis? RCTRL+ENTER is the default binding. Press it a few times while in the aircraft to cycle through the different display options.
  10. I ran for a long time with a 20cm extension, 100% Y Saturation, and a 15 curve, with a smooth cam (no notch), and a minimal springs.
  11. For me, it shows up there even when you have CAS as the Tasking, but then after you select the B-21 it switches the tasking to Ground Attack.null
  12. Here is what my Caucasus map looks like. Doesn't seem blurry like yours, but my text overlay doesn't seem as crisp as yours.
  13. Yes, please. This would be a game-changer if it were working properly. @CaptHawk Did you test again after the patch today? Maybe it got fixed but wasn't mentioned in the patch notes?
  14. Agreed, the default should be Hidden on MFDs, and there should be a checkbox for "Show on MFDs". I think most mission-makers would like most objects to remain hidden, and maybe a few key targets to be shown that might be critical to the tasking in the mission.
  15. Here is a mission with a working BUK M3 site using the semi-active TELARs. The player aircraft is an Apache, and is set to invulnerable. Feel free to swap in your favorite ride. I did test it without the CC vehicle or TR, and it still launched on me. CurrentHill BUK M3 Test.miz
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