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tekwoj

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Everything posted by tekwoj

  1. Currently the Mk20 CCIP and CCRP markers are off. According to this topic it's supposed to be fixed in the module.
  2. No, because it's ED taking care of the weapons and it's a weapon bug. This impacts pretty much every plane and it's been close to 6 months since it was reported. The fuzes don't work the way they should and the CCIP/CCRP are wrong.
  3. Since at least 2 updates AKG is a supersonic cruise missile. On top of the issue above when steering using target designation it doesn't aim correctly.
  4. It's only JF17 because only JF17 uses this weapon. All weapon implementations are done by ED and it's them who's supposed to fix them. That's why this forum section is separate from the 3rd party modules. I've had it behave correct when I swapped station before release (nose wheel steering press).
  5. I think a bit of a problem is that besides stabilizing by radar in the front hemisphere below 20nm it should also stabilize optically below 5nm all around, allowing for the TGP to remain stabilized after bombs are dropped/rockets are launched.
  6. The default settings are exactly what I described should happen - main fuze 1.2s, optional 4s. Either the weapon is bugged - then ED should fix it, or the plane doesn't pass the set fuze info correctly so Deka should fix the plane. And regardless which one it is, the release point is calculated wrong.
  7. Yep, they are absolutely bugged. It seems like right now they always drop with a 1.2s fuze and the CCIP/CCRP is very off. If I understand wiki correctly, nose fuse should have dispenser open after 1.2s, n+t should be 4s and tail only should result in failure. Right now the dispenser opens after 1.2s regardless of fuze settings.
  8. I haven't tested yet, but according to the patchnotes it should work now. Relevant part of the changelog:
  9. That track looks more like the problems I encounter. To reduce a bit the risk of TGP going crazy after you drop the bomb start a turn and avoid passing directly above your target. You'll still get the shaking because of the lack of stabilization, but it's less probably that it will point 100m away. It's not perfect but it maybe it will make the campaign missions less frustrating.
  10. Look in special options -> JF-17. There's a dropdown with traction and designate IIRC the names.
  11. 2 questions. Do you have any mods installed and can you upload a track so that others can take a look at what's going on? The WMD issues sound a bit familiar but at the same time more extreme (and more consistent) than anything I had issues with.
  12. In your 2nd screenshot it didn't disappear, the colors are still a little washed out. When canopy is partially fogged up certain angles of light will make it more opaque. I don't manage to reproduce that extreme effect on my side without fogging up the cockpit. Might be some settings that cause it. And yeah, wish everything wasn't dirty and that we had a working visor.
  13. Are you sure your canopy is not just fogged up? My canopy is opaque only in the back section where angle becomes very narrow.
  14. Open the chinese manual, search VS, go to the VS chapter, copy it to google translate, here's the relevant part translated: The quick guide mentions only TWS for SAM mode, it's Chuck's guide that has an error.
  15. I was able to use it few months ago, the trick was to play a bit with gain and level, using the designated steering mode. Taking control before the missile reaches the 10nm distance also helped.
  16. I wasn't aware AK has a mode where it doesn't activate the radar. Is it documented anywhere?
  17. We have very different experiences, from what I see in the game AK works fine, AKG is currently supersonic and not flying the correct profile, GB6 is fine, LS6 will fly into your wing because for some reason they loft unless you swap stations before launching them. Can you expand which AK launch mode doesn't work and what steps you're taking?
  18. test_dst.mizdst59 bug.trk @uboats here's an example mission and track attached showing bug. Steps to reproduce (did it in hot start, didn't test if it happens during cold start): 1. Load the cartridge in, load at least the Nav data. 2. Select WPT 59 3. Press DST 4. On the left MFD make sure that waypoint 59 is selected. Press CLR. 5. Enter a valid value for latitude 6. Press button to confirm the value, it will remove the value but not save it. 7. Try the same for other waypoint parameters, the result is same as for latitude.
  19. ED being ED, they change weapons without testing if it brakes other modules.
  20. The ED flight plan tool replaces any waypoints created by mission maker with what you create before spawning in. It's going to be treated as if it was a flight plan created by the mission maker, so planes that use DTC like Jf-17 or Viggen will have the waypoints available the moment they load the cartridge. Exactly same as normal. The F10 map nav points that you create when you're spawned in the mission: WPT don't work. Others do. They require DTC update because your cartridge has some other flight plan loaded when you spawned.
  21. That's my point, the dtc that's "in your hand, but not yet sloted in the socket" when you do hot start already has the planned route in it. No need to ask for update.
  22. I've tested it in hot start from the ground, you just have to put the dtc in and the moment the nav data is loaded the route should show on HSD
  23. Do you have a bind for Fuel Pump and is it by chance close to speed up/down time? The only alarm lit up after the view swaps to the cockpit is Fuel Pump warning light.
  24. Steps 4 and 5 are not necessary, it will treat the created route as if it was prepared for the plane in mission editor.
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