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Floydii

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Everything posted by Floydii

  1. I can change LGB codes, but BRMs keep saying that no compatible weapon ( or something to that effect) is loaded.
  2. Can the BRM1 codes be changed at all in game?
  3. The beam shaping thing is common with other beamriding missiles.
  4. It's a pity auto turn to target doesn't account for this. Unless you set manual firing mode, you constantly have to kick the rudder to line up the shot.
  5. Consider this: The KA50 had an extremely limited combat career and the version we currently have is some sort of halfway system testbed that ED had extensive access to and does not necessarily reflect the model that the Russians would have implemented (Had they not moved on to the KA52). Noting this, it's roughly equivalent to ED releasing a YF17 and then people wondering why a systems limited prototype lacks all the bells and whistles for conventional warfighting. I'm cool with anything being added that was either prototyped or fitted to the KA50 going on the DCS version.
  6. It may well be the case that the real JF17 doesn't have bullseye functionality. Bullseye as we know/use it in the western jets is not universal and was likely bit of a new concept even in the late 80s in the US services. Pakistan, whilst using US aircraft, may have evolved different tactics and proceedures and therefore did not have a need for Bullseye integration in the JF17.
  7. Check you have the same settings for both missiles (using missile step to cycle them prior to launch), as you can only change one missiles settings at a time.
  8. Seems like this should be the default drill in MP for now as it also fixes the bug where F10 waypoints won't load.
  9. AAR would be great.
  10. Okay, so single 500Ib bombs on in-boards and centre-line. I guess it'll be added at some point.
  11. Is there a diagram available for JF17 weapon loadout options that the devs are adhering to? I ask because it seems odd that you can't carry 500lb class bombs on the in-board stations (either single or dual racks). I get the prohibition on rail launched missiles in the inboard stations, but surely bombs that can be dropped from the lighter outboard stations can be dropped from the on-board stations too. Additionally, its odd that 1000lb weapons aren't releasable from the outboard stations noting you can carry 2x 500lb weapons there. The only thing I can think of is smaller weapons jostle too much if released from the inboard pylons due to airframe turbulence.
  12. Looks like pod zoom and radar elevation would benefit from thier own sensitivity sliders then.
  13. AFK, so I can't check. My understanding was that was for TDC and WMD7 X/Y only? Happy to be wrong.
  14. The speed at which the radar antenna elevation key commands move the antenna coverage is so fast that it becomes very difficult to set a specific elevation inside 40nm. Is it possible to either: - Have the keypresses work on an accelerating basis ( move faster the longer the key is held) - slow down the movement altogether. Or finally (and most preferred): - add antenna elevation speed to the options menu (like it is for the TDC). Please note that the WMD7 analogue zoom that is associated with these keypresses is fine and I don't recommend changing it.
  15. RWR was working against SA6 in MP after the patch. I believe it was spawned prior to me joining the game.
  16. Tested in SP against SA8 and MIG29A, with and without SPJ. The RWR reported both threats (detected, tracking and firing) with no issues. In MP, RWR displayed an SA6 (search,track,launch) as expected However, was engaged by an SU27 with no RWR warning (search,launch or track). Missile was detected as it went past the jet. It is possible that the AI used IRST to engage.
  17. The issue in MP of no power being available unless you re-slot to the aircraft or enable ground power is still present. I note that this does not happen in SP (you can cold start the aircraft with no external power). Does the aircraft require external power to start? If Yes, then the SP startup behaviour is wrong. If no, then the MP behaviour is wrong.
  18. As Harker points out, it is likely a typo in the keybind file. Centre MFD only.
  19. Just noticed that the Middle (lower) MFCD U4 and U5 buttons are reversed. the U4 keypress activates the far right MFCD button on the top row, whilst the U5 keypress activates the MFCD button to its left. Its an error, but not a show-stopper, but confusing if you are using Cougar MFDs.
  20. UBoats, great job on getting all those bindings in game. I've spent the morning mapping AAP and UFC buttons! In the next update, could you please include keybinds for the internal lights (INST/DISPLAY, CONSOLES, and FLOOD) with clockwise/counterclockwise options along with the external lights as well. The #1 priority here would be the EXT MASTER switch, as it is the one I would likely bind to a keypress OR HOTAS to quickly turn all lights on or off. Thanks for your efforts.
  21. Something about the missile battery going flat? This being said, not sure what the (in game) stated range curve of the LD 10 is. Maybe it's ~65NM?
  22. Try pressing 1 to force it to nav mode and then use the mode forward and back switches to switch modes. I found that if you manually cold start the jet, the radar only works once you force the mode to nav (which prompts the radar to initialise). If I didn't so this, I had the same problem where the 'rdr' Mrs button did nothing.
  23. With regard to the LD10 searching for radars, how does the missilechoose from multiple targets? Does it prioritise the closest, most dangerous or random select from the available radars?
  24. Perhaps try choosing your weapons, THEN hitting autostart and asking the ground crew to update the cartridge as soon as they have finished rearming the aircraft (but before the auto start inserts the cartridge). The edge case here is you are wanting to significantly change the fuel load.
  25. Haha, if they modelled realistic failure rates on aircraft in DCS I hope you enjoy cold starting 3 aircraft to get one going. If you want to model your biases about non-western aircraft accurately, just slide up the fault percentages in the editor yourself..
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