

LorenLuke
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Everything posted by LorenLuke
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Check out the DEST page for usage with Offset Aimpoints (OAP). If you're familiar with Chuck's guide, check section 7.1 (Pg 681, I think).
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1 doesn't apply here, as if you see the small squares in the Arm/Safe box, and the lack of other wrap options in the bottom row, it indicates the weapon is WAS'd. That said, 2 appears to be in play. You'll definitely get a MSL NOT RDY indication if you have no missiles left of the selected type to shoot, and it appears those are all laser missiles. It's L for Longbow Hellfires, not L for Laser!
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They mentioned the planned addition of the Terrain Profiling Mode for the radar in the newsletter, targeted for summer of this year (which I imagine is next update). According to the roadmap, the RFI is one of the items very closely following after that.
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+1
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One thing I've imagined as sorely lacking, both in technical versions as well as a static emplacement is any sort of recoilless rifle. Having some sort of serious AT capability bolted to a technical while still having an insurgent unit look like an insurgent unit (nevermind actual nations using something like a static SPG-9), would fill a niche that I believe to be lacking in our current unit list.
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Barring the flight changes, it's got about all its currently listed early-access features. We've yet to receive the RFI (and the cued search function with it), the Terrain Profiling Mode for the FCR, and (initially but no longer indicated), red/orange marking rockets; Multi-Purpose Submunition (MPSM) rockets; and flechette rockets (and hopes of a more granular, thorough implementation of selectable rocket zones for the pods).
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Honestly, I always thought that they should (to my recollection, they aren't but I could be wrong,) be categorised such that the top target should have the least angular difference between it and your george-up direction, and each subsequent one is just greater and greater angle differences from that point. Even if it's not, having some way to set that up as a menu option would be nice.
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[MULTICREW] CAQ point and BAM Zone misplacement
LorenLuke replied to LorenLuke's topic in Bugs and Problems
To clarify, can I drop a waypoint after using the pan mode, and then use the pan-to-point functionality to cancel out the desync of the previous pan-mode usage? i.e. pan to the target area, drop a waypoint, pan-to-point onto it, and then drop the CAQ point/BAM zone from there? -
Re: Comms menu- Sometimes certain servers disable easy comms. This means the regular comms menu will not work by default when not on the ground. Check out bindings specifically for the radio and test those. Those should always bring up the menu. Re: TADS- Just to be clear, you do not have the PNVS on? Depending on the position of certain switches, the PNVS switch from the backseat can actually take control of the TADS instead of the PNVS and render it unusable to the front-seater for the duration of its usage. It's possible that this could be a reason that I could think of a to why the TADS could be unusable from the front seat.
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reported [MULTICREW] CAQ point and BAM Zone misplacement
LorenLuke posted a topic in Bugs and Problems
While in a multicrew apache, BAM Zones and CAQ points may be inaccurately placed or represented to the crew, and may jump around upon activation or switching of the BAM page. Apache_BAM_Test-CPG.trkApache BAM Test-Pilot.trk -
Honestly, some civilian stuff for vehicles, infantry, and aviation assets. Pretty much every time I see a foot-mobile, it's almost assured just by existing that they're a bad guy. Having neutral plain-clothed, unarmed personnel to complicate the battlespace, plus having actual regular unarmed vehicles that aren't some sort of military vehicle or 5 ton truck (other than the bus), would be nice, too.
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Not 100% sure, I think SKR becomes available when a hellfire is in a LOBL mode, and either points to where it's seeing the laser energy or, for a Longbow hellfire, the target on which it has an RF MISSILE TRACK.
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did you 1) make sure the circle in Weapons -> Util -> Laser is filled in 2) make sure TADS is current sight 3) make sure the Laser Spot Search is set to 'off' 4) make sure the aircraft is armed (and Ground Override is on first, if you're on the ground) 5) make sure you have the second detent of the Right Hand Grip (RHG) properly bound ?
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Default Laser Codes (Kneeboard + Hellfire)
LorenLuke replied to Sapper31's topic in Polychop-Simulations
Can you not use the rearm menu to set the laser code for the pod? -
I don't care if this is a setting that mission makers can turn off, but allow for some way to access the data cartridge menu while on the ground and in the jet. Servers like Contention or Grey Flag have dynamic missions that pop up and can't really be accepted outside of one's aircraft. For this reason, the ability to interact with the mission planning interface (waypoints, etc) in the future, route-planning version of the DTC workout leaving the aircraft to do so, and for subsequent quick editing, saving, and export to flight members, would be most welcome.
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The weapon is selected, but it's not 'Actioned'. You cannot select a weapon this way, and must use the 'Weapon Action Switch'. You will know that the weapon is actioned (not just selected) if the ARM/SAFE box in the weapon page has several smaller boxes inside: null
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Firstly: while I don't think it's the case that Boeing would want this, I ultimately don't know what is actually the case in real life. That said, the point of the flight model is to make it realistic, not necessarily what's 'easier'. If the more difficult, regressive, twitchier yaw channel is more true to life in the real aircraft than what we had before, that's the one that should be implemented in the simulator. I very much remember when the LMC ground stabilized when you turned it on and now it doesn't; it's not as easy to use anymore, but it is more realistic. This is how it should be. Now, yes, everyone (including the experts!) agree that the flight model needs improvement, but just because 'They think it needs to be better too' doesn't necessarily mean the areas they think it needs improvement in (e.g., crabbing) are the same areas you do (unstable yaw channel). My point is, I'm sure that they're trying to make the flight model as real to life as they can regardless of how 'easy' that ends up being. Because this game is ultimately meant to be a simulator as close as they can reasonably get, not some arcade airquake with simplified controls.
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The back seat (pilot) cannot use or control the TADS. Only the front seat can. The switch for TADS in the back seat is there so that the helicopter manufacturer can use the same part for both cockpits, but the pilot's TADS switch is not connected to anything.
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I know for firing Rockets, it's something like over 100-110kph. I imagine it's not too different for the X-25.
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If you turn on the 'LMC' switch under the CPG's display, it'll keep it focused on a point a fixed distance away (at the last laser range).
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Whether the divorce is inevitable, at least the courts can enforce that the losing party pays child support so the kiddos get the Christmas gift they were promised by one of the parents. If the contract is for a finished F-15E, I'm sure it'll be enforced after the courts decide.