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St4RgAz3R

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Everything posted by St4RgAz3R

  1. After having good lock on targets with the shkval Kh missiles seem to follow a very shallow path when fired resulting hitting the ground. I have tracks for both. Kh-29T.trk Kh-29L.trk
  2. Well that's a bummer. I guess that also means when the sniper pod eventually comes out which has greater magnification will be same 40 nm range limited. I hope they think of how to overcome this limitation
  3. Hi, is there some way to increase the TGP visibility range? I get no image display when 40 nm or above in the TGP but as soon as you go below 40 nm the image starts to pop out. Is this a DCS limitation thing or real TGP limitation? Visibility range is set to extreme in options. It would help with JSOW employment if you could see further with the TGP
  4. HI @Lord Vader i see your point and i agree that it is now infinite better than previous , but keep in mind that a slight misalignment basically makes the weapon unusable at that stand off range that it has 8-9 nm because you can see the target on the tpod but with the mav seeker it's almost impossible to make out the target at that distance especially if it is a small target like a tank. It also makes useless the auto function in the tpod because due to the misalgniment you have to go to the mav page as well to make that correction in order to lock the target. So it is important to be spot on aligned if you want to get the maximum potential out of the mav missile. And i don't mind if it's 2 miles or higher that you have to align it as long as it works i'm happy with it. I even tried aligning it while on air which works even better. Keep up the good work!
  5. Tnanks for the reply. Yes you are right . I tried boresighting with a target at about 3.5 miles and the boresight was spot on . It's a little misleading though that in the patch notes it says at least 1 mile and up you should be fine because clearly at 1 mile maybe up to 2 it doesn't work. So 2 miles and up you should be fine. Thank you for your help, i think this will help a lot of people because a lot had trouble with this. Now please take a look at VIS mode there are some issues there..
  6. After the last patch 25/01 maverick boresight is still off once you are airborne. You can boresight the missiles fine with the new procedure while on the ground but once you go airborne , the tgp and mavs are not alligned any more. Track below demonstrates boresighting on ground and once in the air you can see i lock a target with the tgp but the missile is looking far off to the left mav boresight off.trk
  7. Oh wow! Didn't know the radar simulation would be in such depths. But it makes sense as you put it. This module surpises me more and more each time i learn new things about it. Good job from the developers. And as you suggested disabling TAS helps keep the pipper steady even when transitioning from ground to the runway so in that kind of scenario it is better off. Thanks for your help @Kercheiz
  8. The ccip pipper seems to fluctuate very oddly when transitioning from ground to a runway. For example when you re doing a run with ccip to some targets on the runway as soon as the ccip pipper transitions from ground to the tarmac of the runway it fluctuates up and down making aiming with it very difficult which shouldn't be the case as the ground and runway are on the same elevation. It seems to do it only with the tarmac of the runway like it confuses it as if you re passing by some ground with big terain elevation , when passing by hills, trees, buildings etc it has some slight fluctuation which is expected but works fine. I've included a track , don't know if it's a bug or not but worth taking a look at it m2000 ccip piper.trk
  9. Yep as i said makes no sense to me either. I thought the same thing that's why i made the post because i believed that the fix was intended to make the 88 rack to be able to fire in ripple as it didn't work before. That's the logical thing to assume from the changelog. But reading on bignewys response made me wonder if that's really the case. I also hope they 'll take a look on this and not let it linger forever like other bugs, like the one with VIS mode for example.
  10. So i guess we were reading the changelog wrong. If i get this right they mean that the fix is to NOT be able to fire in ripple with LAU-88 loaded not the other way around. Makes no sense to me but if there is no evidence to support that it can indeed be used for ripple then it is what it is i guess. Maybe SteelFalcon could provide the actual evidence and this changes
  11. From yesterday's changelog 16 Dec : Fixed: Unable to ripple 2 Mavericks when LAU-88 launcher is used. Not only not fixed but now when the LAU-88 rack is loaded on the aircraft the ripple option is missing from the SMS page. With the LAU-117 the option is still there and ripple works as before. Two tracks below of both the LAU-88 and LAU-117 loaded lau 117 ripple.trk lau 88 no ripple button.trk
  12. Yes can confirm. It appears that they drop in pairs if you miss the first cue on the DLZ and drop them further in. Here is a track file gbu 24 drop in pairs.trk
  13. With the new update TWS mode is broken somehow. When in TWS mode and trying to bug a target with a single TMS UP , instead of bugging it goes straight to STT lock and you can't slew the TDC to lock any other targets. IF you go then TMS down one time you still have the lock and get the cursor back but trying to lock a second target just doesn't work. FYI RWS dual target track still works ok. TWS locking STT.trk
  14. I believe there is software from TM to calibrate all sort of things on the warthog but it's too complicated for me to bother. I just added a little deadzone on pitch and roll in game and i'm happy with the results. You re right though about the m2000 controls being more precise as the deadzone value i needed to enter in order to eliminate all unwanted feedback was 6. In the f16 for example only a value of 2 was needed. Thanks for your time clarifying all of this
  15. Yes you re right. It seems that my warthog stick has developed some aft feedback. It was dead center before so i didn't use any deadzone. But now it seems i need around 5 on the y axis. The weird thing is that the f16 coped with that and kept 1.0 g so i only noticed it on the mirage. I guess the mirage flcs is more sensitive
  16. yes that would actually be a nice addition
  17. one trick i use that works relatively well is to carry whatever load you have and put an aim9 on the opposite wingtip. The downside is you have to leave the other wingtip empty . It doesn't balance it 100% but does the trick for me
  18. I noticed that when starting a mission, instant action or even a server in multiplayer that starts the aircraft on the air, the aircraft is trimmed up 2 clicks and the flcs maintains 1.3 G. Is there a particular reason why this happens? A bug maybe?
  19. Makes sense but it goes only to 1500 feet? IIRC the f16 radar altimeter goes up to tens of thousand feet maybe more
  20. Can anybody tell me what that scale on the far right of the HUD is ? I saw it in the latest Razbam F15E navigation video but i couldn't figure out what it is supposed to show. It seems to go from 0 to 15?
  21. I noticed that when you lock a target in NAV mode and then switch to missile override the change happens seamlessly without losing lock . But when you have an STT lock and switch to dogfight mode the transition is not smooth like before, it breaks lock and then reacquires it even in greater ranges than 10 nm that the acm mode radar is supposed to be limited. Same happens when you switch back from dogfight mode to nav or missile override the transition again is not smooth. Should it be like this way or a bug? stt lock when switching to dogfight mode behavior.trk
  22. A lot of things seem off with the AG radar. Maybe someone from the team could show us some light of how it really should work
  23. When in GM mode in the AG radar and you try to change range the radar always go to NORM mode. Be it either EXP or DBS modes when you change the range it always go back to NORM. It didn't use to do this so i wonder if it's a bug or now works as intended. And a second question about the azimuth setting when in DBS modes as you lower the setting from 6 to 3 and 1 the sweeping instead of going faster it actually takes longer to do one full sweep. i believe that can't be right either
  24. When trying to destroy some of the hardened bunkers with gbu 24s it seems that the bomb passes through the bunker like it's not there and explodes to the side of it without damaging it. Tried with all 3 settings NOSE NSTL and TAIL does the same everytime. For reference i tried some gbu 10s , they seem to hit on the bunkers wall but can't penetrate it therefore not damaging them either. paveway III passing through bunker.trk
  25. This one was reported by some users but i didn't see it get the reported tag so it still persists for some while. When in mav VIS mode you start the procedure by slewing the TD box on the HUD and pressing TMS fwd to ground stabilise it. You can see it is indeed stabilised, while pitching up and down the circle which represents the mav LOS stays in place and does not move. Then you proceed to lock a target on the WPN page with TMS fwd. The target is locked and again pitching up or down doesn't affect the circle which stays in place again. But then if you want to unlock the target and press TMS aft you lose ground stabilisation and the circle gets stuck on the HUD like it's boresighted and moves with the jet but not at the actual boresight point which is the cross rather to the spot it was when you pressed TMS aft. So to get ground stabilisation again you have to do the whole procedure from the start again. There is another bug with VIS mode which is not in this track , when changing station the mav LOS always goes to boresight and the same happens when firing one it switches station for the next and goes to boresight again. steps i did : AG mode - mav in VIS mode in SMS - open WPN page - slew the TD box from the HUD to the desired spot - TMS fwd to ground stabilise(notice the pitching up and down to show that it is indeed ground stabilised) - WPN page becomes SOI - slew the missile to lock a target with TMS fwd - TMS aft to break the lock - lose ground stabilisation ( notice now how the circle is stuck on the HUD and it moves with the jet up and down) mav in VIS becomes unstabilised.trk
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