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Floydii

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Everything posted by Floydii

  1. As the title says, you can't select Bx points on the CK37 after loading a data cartridge that uses F10 map marks (The plan didn't include any Bx markers, but in the past this hasn't been required). This is from a cold ground start. Instead of seeing Bx8, for example, you get B2, which is not near the normal B2 and outside of 40 Swedish miles. This problem affects both Multiplayer and Singleplayer and is a definite change from earlier versions' behaviour (ie, I'm not doing anything different in regard to process in the cockpit). Air launches in the mission editor work fine with Bx points fully selectable.
  2. It would be good to set it on the kneeboard while on the ground. That would make sense if it is a groundcrew task.
  3. Great video. It'd be really helpful if you made a montage with all relevant tankers.
  4. Look, yay maths and all that, but I just want to be able to read the numbers to someone without anyone having to do conversions prior to entry.
  5. Just a small quality of life improvement: Is it at all possible to change the displayed TPOD coords to DD,MM,SS lat/long to match the rest of the aircraft's nav system? Right now its decimal(which is a right pain to convert), though I suspect the pod could be switched to DD,MM,SS or even MGRS IRL.
  6. Checking it against the F15 to see if it functions (albeit in the same way as other jammers ingame) would be the best option as the radar clearly shows jamming.
  7. (Third time editing) Thanks Ragnar, that fixed it. I note that 'ATTACK' (in Caps) is the only phrase that works On that point, where is the guide to the new F10 map planning and TOT features?
  8. Using an 'Attack' marker to auto generate a flight plan for loading via the kneeboard currently shows the target QFE incorrectly. It always seems to be 999.2 regardless of actual target elevation or weather conditions. Additionally, deleting the 'Attack' marker and inserting a new on does not update the kneeboard (this is after moving to a different plan and back to 'Attack' plan to refresh the kneeboard display). Previously it would give the correct QFE for the target IOT allow the setting of the altimeter for CCIP deliveries etc on a given target. It doesnt' do this any longer.
  9. It appears that when AIM-7s and AIM-120s are mixed on the four fuselage stations and at least two sidewinders (or a version of amraam not carried on the fuselage) are carried on the wing stations, you can only switch between 120s and Sidewinders. I note that when no wing pylons have missiles on them, you can mix the four fuselage pylons however you please and can select all missiles. The gameplay issue is that you can't effectively use mixed missile loadouts (or even some of the default loadouts) because the AIM-7s aren't selectable. Has anyone else had issues with this? is it a previously reported bug?
  10. On that, the left main gear seems to fail ALOT. I had two consecutive zone 1 takeoffs (rotating based on the hud velocity cue) where the left gear remained down after the others were retracted. I am unsure if this is overspeed, whacking it by accident as the aircraft rocks a little during take-off, or possibly cornering to fast on taxi. As per the others here, no warning light.
  11. +1 I'm not seeing 5 at all now. Do we have to turn TERNAV on as part of start-up now?
  12. Is there a ECM/Countermeasures guide available that discusses the correct usage of these systems as currently modelled in the game? I see alot of discussion about how 'this switch is wrong' and 'that doesn't do what is says in the manual'. Which is great for getting it right eventually, but doesn't really help us play any better. TBH, I'm just interested in getting the Jammer to jam when required, Chaff to dispense when you get locked up and flares to be spat out when I tell them to.
  13. At short range I can make out Runways and taxiways, but Its at 10-15km max. I agree that large object radar returns would be great, especially for Nav. However, from what the Devs are saying, it isn't really a feature of the real Viggen to pick up individual vehicles etc amongst ground clutter.
  14. Why does the Viggen struggle to maintain flyable airspeed above 15,000ft even at full military thrust? I'm curious as other jet aircraft in the game seem to get along just fine up to 30,000ft while the Viggen basically needs to be tapped into zone 1 Afterburner constantly to maintain airspeed over 350kph IAS. Was the real Viggen actually this poor a performer at altitude or is there some sort of simulation modelling issue that is causing this subpar performance? Was the engine somehow optimized for low alt performance at the expense of flying at altitude due to the Viggen's anticipated mission profile?
  15. Floydii

    TGM-65G

    It's a captive carry training system for the harrier. It should un-cage and lock, but you cannot fire it as it does not have a motor. I guess you could jettison it on your target.
  16. Thanks for the response RagnarDa :) If that information is not in the manual, could it please be included?
  17. What determines where the B-Scope radar display is focused? Is it a set point in front of the aircraft based on the radar range setting? Is it based on the currently selected steerpoint or radar crosshair? The B-Scope is really good for identifying things like airfields etc, but I'll be damned if I can figure out what determines where it looks at on the ground as the manual skirts the matter everytime.
  18. Setting Attitude hold (and then disabling it) will also immediately trim the aircraft. Useful for tanker line-up and after releasing weapons from one wing only.
  19. Is the HUD RWR display currently working? I see it in the manual, but the 'HUD' button on the MFD EW page doesn't seem to work. Edit: After a bit of trawling it would seem that the HUD RWR display is yet to be released.
  20. -Pull up the DMT page and select 'CODE' (left top corner of mfd). -UFC Will show current code, press ufc keypad numbers to set new 4 digit code and press 'ent' on UFC then the 'CODE' Button again. -to confirm code entry, cycle the code button and check ufc display.
  21. The Viggen uses its height difference from the target (known through QFE) in conjunction with the known horizontal distance to target and the pitch angle in order to determine when to switch on the Radar during attack modes requring radar ranging. If QFE is not set reasonably accurately, the radar will not switch on at the right time to perform its ranging function which can result in it switching on to early or late. That's why you should set QFE.
  22. It doesn't look like editing the lat/longs on an existing waypoint (by typing in the provided fields on the left side of the screen) modifies it either on the DMP Map or in the game when the cartridge is loaded? Is manual typing of coords a work in progress? it would be very useful for establishing precise target points for BK90 etc. As it works currently, you have to carefully move the mouse to the exact location, which is painful when you're flightplan isn't on part of the map provided.
  23. using version v1.5.8 I have exactly the same issue with rockets falling short (ANF, Radar ranging on, I assume target motion disabled as its been noted that its off by default now). Pre-release is at a 10-30 degree dive, 600-900kph. Wait for the wings, fire rockets, and they always land about 80-100m short of the target. (I note that the in-game tutorial says release when the range line flashes (below the target pipper). I tried that, rockets fell even shorter of the target.) However, I went and tested it in v2.2 and the miss was much smaller to the point I could put it down to an unsteady hand. Based on the above testing, I believe there may be an error either in the hud symbology alignment or the rocket ranging calculations in v1.5.8. It would be good to get some Developer feedback on this though I note that 2.5 is around the corner and that may fix the problem. In the meantime, I'm using Swordfish's method of offsetting the target 2 pipper heights below the pipper itself.
  24. From reading the pocket guide, I see that the ability to insert waypoints into the Harrier's nav system will be possible from the cockpit. Will there be a function (similar Heatblur's Viggen) where a data cartridge / external mission file can be loaded during aircraft start-up allowing players to mission plan using external applications? This link outlines a WIP planner Cyanide has built for the viggen. Please note I'm not so much asking for the third party planner itself, just the API hooks to allow the Harrier module to create/read an external mission file.
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