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Floydii

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Everything posted by Floydii

  1. Lol, cool story. The process works to remove the video from the HMD for the CPG. The reason you might want to do this is during the daytime when the TADS image isn't really usable and you want to be able to sight select TADS while slaved to GHS to drop the TADS onto opportune targets. At night, it's a different story, but the option is there. I'm not sure what he's on about either.
  2. It's clearly an abstraction that codes can be changed on the kneeboard (just like re-arming in 30 seconds or fully repairing in a few minutes), the fact you have to shut down the jet to do so is unnecessarily onerous. I would prefer that it could be done as long as the jet is halted and in range of a rearm point. Ditto for harrier settings
  3. It would be good if the Devs put up a quick list of known issues with the TADS/Hellfires if only to let people know that the issues they were having aren't new. In Multi crew we've had the pilot verifying point of aim for the gunner on the TADS repeater screen so the laser is on target. I'm curious how the network code works for this. It seems like the CPG's aimpoint is relayed to the server via the pilot which introduces some lag.
  4. Concur. At any kind of useful range you cant determine what you are looking at. I would like to see George continue to slew to the target selected in the list, but instead of staying at that wider view, go to highest available zoom after a second or so. Maybe some logic that ensures the target occupies no more than 2/3 of the screen if they are really close could also be implemted.
  5. No, it doesn't do that at all. The OP asked how to turn down the TADS overlay on the IHADSS, and I explained how this is technically done. Your point that you can use the TADS overlay while slaved to GHS is valid, but is clearly isn't the only way to use it (otherwise there would be no option to alter the brightness). dimming out the overlay is as much of a 'work around' as you choosing to use the left MPD to show the TSD when it defaults to the right MPD. The option to hide the TADS overlay on the Gunner's monocle while the TADS is slaved to GHS, during daytime particularly, allows an uninterrupted view while still allowing the gunner to quickly drop the TADs onto a target they acquired while visually scanning. It also allows the gunner to look around while the TADS is not slaved without the visual competition of the scene outside the cockpit and the (different) TADS overlay - while still maintaining IHADDS symbology.
  6. Removing the TADS overlay from the CPG view, A guide: 1. select 'PLT NVS Swith mode - Norm' (you should see 'FLIR' in the top left of the HMD). 2. Use the 'BRT' rocker on the right of the TDU (centre display in the Gunner's seat) cycle it down to reduce the HMD TADS overlay brightness to 0 3. Switch 'PLT NVS Switch mode - Off' 4. you should now not have the TAD overlay on your HMD. Enjoy.
  7. Jeez, do you want them to do it or not?
  8. Inputting the new callsign didn't work? Or did you successfully input the callsign and it didn't show up on the radar? The small detail of that image are a bit lacking, I think you need to press enter on the ICP to lock in the letters of the callsign maybe.
  9. Using the HAD page 'THRT' sub page to be more selective with the classes (tables) of emitters you are looking for will greatly decrease the time between update on an emitter's azimuth/elevation using the HTS. More frequently updated emitter bearings along with snaking and offsets to vary the angle from you to the emitter will help you narrow to PGM1 much faster. Knee boards with codes here:
  10. Not quite the blue dot solution the OP was after, but we experimented with the ICP's Datalink functions about a month ago and found that you can change your four-character callsign (where your Editor assigned callsign 'Enfield 1-1' shows as 'ED11') to whatever you like. This will then reflect on other F16s' radar pages if you lock up a target they can see. It will also show up on the Hornet SA and HMCS.
  11. As it's not an Air Defence Radar, it probably isn't in the HTS library. Same as you're not seeing Aircraft radars or ship surface nav radars.
  12. @SFJackBauer Great app, it makes pickup MP so much better, not to mention MFD config in any game mode. Two requests for you to consider: 1) Could you pls consider adding the ability to type in or capture the bullseye coord specifically (either in the misc page or as a discreet option in the waypoints page). As it stands you need to program bulls, upload to jet, delete bulls and select/upload mission waypoints again. I note that being able to specify which DED waypoint is being inputted rather than the current continuous series would also solve this. 2) Pls decouple MFDs, misc HTS/HARM pages in the upload menu. I say this because frequently flight lead will specify HTS/HARM settings for everyone, but I don't want his MFD or misc config as well.
  13. @Comrade Doge This is a great app, extremely helpful. I note the earlier requests to get this working for FC3 modules, to which you correctly responded that waypoints can only be changed in the mission editor but not in-mission. However, I had a thought about making a "Poor Man's GPS" that allows FC3 aircraft to navigate based on points entered into your app. Sort of like the NS430, but without the fiddly knobs and obtuse interface. It would stay open during play and look much like the current TheWay interface window. The concept is that your app would have a sub page that is basically a nav page based on the waypoints entered by the user. They could select one of the previously entered nav points as their destination and it would provide basic info such as: Current heading Heading to currently selected point A 'heading tape' made of characters* that emulates the one that we usually see at the top of the HUD. Distance to selected point Time to currently selected point in HH:MM:SS to current point Time of arrival at current point in HH:MM:SS Own aircraft bearing and range from bullseye (to allow players to provide bullseye calls). Own aircraft location in at least DD.MM.SS * This heading tape would use text characters to give steering directions to the player: Currently heading directly to selected point: < - - - - 0 - - - - > Selected point is slightly left of current heading: < - - 0 - | - - - - > Selected point is more than 25 degrees Right of current heading: < - - - - | - - - - 0 The possibility exists to expand the functionality to include course between two points, use of different units, accounting for wind and automatic waypoint switching, but for the time being I would see this being used to get FC3 players accurately onto a steerpoint and allow them to use bullseye with other players. What this is dependent on is your App's current ability to capture steerpoints along with the ability to get the player's own location and speed over ground. I'm unsure of the specific projection DCS uses (to account for the curve of the earth) but once that is known its some maths to produce the navigation information. What do you think? could it fit in your app?
  14. +1 Being able to determine stores on the aircraft in the scripting engine allows for some useful things in missions.
  15. Amazing, already using it to ferret out pesky SA5 sites.
  16. So are there Dev notes as to which default threat table all of the emitters above go into on the HAD THRT page? Alternatively, has the THRT page only been populated with tables 1-3? Just had another thought (which I can't check as away from PC), but can the threat pages be modified via the ICP? If so, maybe there is a way to see the default values this way.
  17. it works now after yesterday's patch, you can resolve ground vehicles (just). I dropped the Gain right down, but you're actually better off looking for the contact 'stutter' at >30NM as they just blend into the as you get closer. Addendum: - Buildings show up VERY well now, they even give strong returns on the regular 'MAP' mode. - Caucuses provides far better contrast than Syria in regard to picking objects from terrain (the above image is Syria out in the eastern deserts).
  18. Mm, just interested if they intend for the radar to detect non-moving (so unit or static object) vehicles.
  19. Really good to see the AG radar modes implemented and functioning as expected. Question for the Devs: is the radar supposed to be able to resolve tank sized targets (either by themselves or in groups) in DBS2 mode at all? The same question for static structures placed by the mission designer in the editor. I've flown a few test missions on Syria and Caucuses in order to check that it isn't a map issue, but I cannot (at any range or gain setting) resolve either structures placed in the editor or static vehicles by themselves or in groups. You can pick out map objects (airfield buildings/revetments etc) but anything you place in the editor seems invisible. I recall issues previously where Ground radar wouldn't show placed objects, but I thought that had been fixed. Runways show up in perfect detail and you can pick out towns and cities.. but anything you want to bomb is invisible on the radar in the AG mode. If the radar in-game is modelled so that it cannot resolved ground vehicles, fair enough, but the large structures I place should show up.
  20. Trim the jet as best you can before trying to move the cursor. The cursor moves alot better if you're travelling directly at the target. Also locking as close as you can initially is a good idea.
  21. This is still an issue. I'm okay with it when flying (don't fly a heavily loaded jet too fast), but on the ground its really bad. I note that it is worse on Syria than other maps and this may be tied to how the ground surfaces are modelled. Either way, it would be great to see an overall reduction in shake during taxi.. or at least an option to turn it down (much like the Gazelle) in the options menu.
  22. The addition of a variety of crew served weapons would be good. In particular medium and heavy machine guns and ATGM teams. Right now you have to place light armoured vehicles (BRDM etc) if you want anything between 7.62mmx39 and 23mm.
  23. Is it just me, or are people just assuming that because the CBU87 and JSOW-A have lots of bomblets that they are going to fall on all targets everytime? What is the evidence of real-world effectiveness against multiple armoured targets? The blast/frag effect is only effective against unarmoured targets (trucks, radars, tents, stores, aircraft, people etc.) Anything with actual protection needs a bomblet to land directly on it to have any effect beyond flat tires or busted optics. This is a probability game that has a pretty wide range of possible results. The meta of DCS has AFVs as the primary focus of most ground attacks (likely as a result of everyone simming tank busting in the A10C and KA50 for 10+ years). In reality there are 10 unarmoured targets for every AFV out there, and 100 targets for every MBT. CBUs become alot more attractive (due to increased target effect) when your targets aren't always tanks.
  24. 10x zoom. You should aim to fit a Tank sized target (ground to top of turret roof) in the gap between the upside down 'T' and the longer horizontal line below it. When it fills that gap, you're roughly at whatever range is listed above to T.
  25. I believe the Quick start guide refers to switching it on as part of weapon start up, but yeah, it appears petrovich doesn't do it.
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