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Everything posted by RodBorza
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Well, first and foremost you have to come aligned from way back the shuttle position. When you are moving around the deck, go way behind the blast defelctor, align and then come to to the catapult position. Secondly, well, it may be cheating, but use your external views to check your alignment and shuttle position. In real life there are lots of yellow jackets to help pilots move and guide themselves around the deck. Check the video below so you can have an idea, https://www.youtube.com/watch?v=sDpslqbZKRU
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You need to activate the Pinly switch on the Hotas Throttle (page 90 on the manual). It is a three position switch that activate the exterior lights as following (page 92): - Forward - Default External Lights - LAlt+P - Center - Exterior lights off - LShift +P - Aft - Lights According to Panel - LCrtl+P
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Thanks, Now I understand it is totally not dependant of weight at all. Thanks.
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Well, a way that I found to use Walleyss since it is a short-sighetd bomb is to used the TGP pod to lock the target. If, in the Mission Editor you setup a waypoint on the target location, you can select that waypoint as target on the SA page, as well. Once uncaged, the WE will slave to target. Once slaved and Datalink pod selected, I realease the bomb at the Maximum Range. However, once released, the WE will lose lock, and will boresight, because it was not locked, only slaved to the TGP. What I do is take control of the bomb and point the sensor at the general direction of the target. As soon as you get closer and closer, then you will be able to lock the target. It works well IF you have a large structure or reference point to know where to look at with the WE in flight and boresighted. My first test were in Area 51 where I put a SA-10 site next to the runway, so I had the runway as a reference to guide me as it got closer to the SAM site. However, this tecnique does not works well for small targets. The second test was at Bandir Abbas Naval base, a big target that even the TV sensor on the WE can see at distance, Once the bomb is release, will boresight and you can only see water. What I do the is slew the sensor to the general area of the port and guide the bomb there. Once it gets closer, you can lock the target, in my case a Neutrashimy frigate, wich is large enough for the sensor to pick up at distance. Once locked it is a matter of guiding the bomb to target, very reminiscent of the Gulf War pictures. The upside of this is being able to release the bom at 15~20 nm of the target. The down side is having to guide the bom, at the same time trimming the plane, since the WE is very heavy and unbalance the plane.
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Make sure the the Walleye DDI is Sensor of Interest. Apparently you've already have that covered. It should unlock. Maybe is something wrong with your controls (wrongly mapped, maybe).
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Yes. Now I get it. Thanks man. P.S.: When will the new movie be coming up?
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Wow. Now I understand. The angle of attack is the fixed value. The variables are weight and speed. More weight equals more required speed to maintain the proper AoA. So, the computer doesn't even need to calculate the new speed, it only needs to keep track of the AoA and the adjust on speed will come naturally faster or slower as the weight changes. Genius. Thanks man.
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The Neutrashimy has the naval equivalent of the nasty SA-15. I made a test mission where I put an SA-10, a Tunguska and a SA-15 on the Area 51 in Nevada. I come at 25,000 feet and full afterburner armed with 4 JSOWs. Release the four of them, the SA-10 does not react, Tunguska doesn't even sees it, but that pesky SA-15 shoots down two or three of them everytime. So, to defeat the 'Shimy, as our friend Oceandar said there, you'll need to come high (above 20,000 feet) armed with LGBs and the SA-15 won't see you. Or, for a Stand-Off range, armed with JDAMs (but you won't have terminal guidance), BUT the darn SA-15 won't shoot down the JDAMs. Or even, and more fun, come with Walleyes. Although it is a short-sighted bomd, it gives you stand-off range AND terminal guidance if used in conjunction with the Datalink pod. In summary, SA-15 like to eat JSOWs for breakfast, but don't even bother with other types of bombs. I don't know if in real life it is the way it is, but in game is how things are right now. Not that it is all bad, because it balances things a lillte bit. SEAD against SA-10s? A breeze with JSOWs. SEAD against SA-10s and mobile units of SA-15s?Nasty, nasty stuff. Another thing SA-15s like to be fed on: Harpoons. Atacking a 'Shimy with Harpoons is an ungrateful task.
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Hello all, It is an F-18 related question, but I will use the F-5 as an example. Yesterday I started to fly the F-5. It is a nice, but tricky plane to fly, partculary on landings. And I believe that the AoA indexer on the F-5 is calibrated for a light airplane, with no stores, no ammo, and 1,000 pounds of fuel. I base that on what is written on page 204 of the F-5 manual, that states you must add so and so knots of speed on the glide slope to compensate for the extra weight. So, I noticed that I have better landings coming to land with an slight fast indication on the AoA indexer, since I'm a little bit heavier than the computer expects me to be. And I noticed that you must pay more attention to IAS than the AoA indexer to land properly. On the other hand, the F-18 is a different history. Regardless of the weight, loadout or fuel quantity, if I configure the airplane on the proper AoA (the donut) I always have perfect (or almost perfect) landings. Of course, speeds are differnt for each situation, butif it is on the proper AoA, it is guaranteed a good landing. So, my question is: being more modern, with a thousand different sensors and more capable computers, does the AoA indexer on the F-18 adapt to each and every situation, considering differences on weight and loadout? Or my perception is totally off?
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Hello all, Lets ressurect this thread. Only yesterday I started flying the F-5E. It is a tricky plane to master, But this is what makes it fun to fly. However, landing is a bit more complicated than usual. And I found out that I need a to stay at slight fast speed to properly land, without sinking in the ground. However, I noticed that in the manual there is a formula you must have in mind when calculating landing speed. And the base line speed is 145 knots, but if you have ammo in the cannon, you have to add 5 knots. And if you have fuel or other loadouts, you have to add more speed. Ok, this is natural. But then, my question is: is the AoA indexer on the F-5 calibrated for a "naked" airplane, with no stores, no ammo, and only 1,000 pounds of fuel? So, when coming down to land a bit heavier than that, one must pay more attention to IAS than the AoA indexer? And using it just as a baseline, not as THE reference for landing? i believe that happens because the simple analogue computer on the F-5 does not take in account loadout weight and fuel. Or it does not interfere at all for AoA indication?
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How to know that agm62 has entered the effective range?
RodBorza replied to kaoqumba's topic in DCS: F/A-18C
Only if you set it up as real on the F-18 special options. -
How to know that agm62 has entered the effective range?
RodBorza replied to kaoqumba's topic in DCS: F/A-18C
Yes, you can. And it is very useful, Since the WallEye is old technology ( I love the old TV effects ED put on) it is very short sighted. However, the TGP is not, and can see very far (and has IR to top that). So, you can mark your targets with the pod, and automatically the WalleEye will be slaved to the TGP. Uncage the Walleye and it will lock on the target, and you will get the proper indication on the HUD (TTMR = Time to Maximum Range or IN RANGE). The only thing I wasn't able to do is to guide the walleye using the TV sensor. The Resolution is really, realyy bad and for now it is useless. -
Make sure the airbrake is fully open. Depending on how you set up your controls, you must keep pressing the airbrake open button until it is fully open.
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[REPORTED] F/A-18C unable to enter NTTR missions
RodBorza replied to caponi's topic in Bugs and Problems
Having the same problems. JSOWs and Nevada do not go togheter. No problems in the Persiam Gulf map. -
I'm testing it since yesterday. It's simply amazing! The runways, the trees, the grass, the desert. Wow! Simply Wow! Congratulations ED! You came a long way since initial release and what a sim this is!
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2. Do you have Nosw Wheel Steering engaged? Maybe you forgot to do that before taxiing?
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Mission 2 Chinook Problems
RodBorza replied to Hyperion35's topic in A-10C Operation Piercing Fury Campaign
Yep, you are right. I ran in the Beta version of DCS and the mission did'n t work. Then I ran it on the DCS 1.5 stable version and the mission 2 worked. Started playing in the most current version of 1.5 as of 12/17. Mission 2 works flawlesly, however, mission 3 presented a bug with the update. -
Mission 2 Chinook Problems
RodBorza replied to Hyperion35's topic in A-10C Operation Piercing Fury Campaign
Well, I have done exactly the same thing on the two times I tried this mission. The Chinooks do not take off. I'm flying the campaign in DCS 2.2 and maybe ther is an incompatibility. This campaign was made with 1.5 in mind. i'll try it in 1.5 and see how it will go. -
Ow man, I've never seen anything like that. Maybe a bug. Usually, when you fire them, the rocket will travel for a small amount of time, then the parachute should open, and then they´ll start to illuminate. Maybe you didn't set the rockets properly on the stores page.
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Sorry for the noob questions... Is there a way to export these to DCS World? I'm interested on putting somw rind turbines there (and blowing them up, of course!)
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And it's never too much to refer to this:
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Ability to track a target with TGP that's locking you?
RodBorza replied to Scing's topic in DCS: A-10C Warthog
Yes, you have to if you use the HOTAS commands to swich waypoints. However, if you want to switch markpoints without chaneging the SOI from MAV, you can click on the STEER rocker. It takes some practice tough. -
Ability to track a target with TGP that's locking you?
RodBorza replied to Scing's topic in DCS: A-10C Warthog
Well, it may be not exactly what you want, but a way to find the one who is locking you up is to use the RWR system and some dead reckoning. Follow Eno's suggestion, look around for videos and threads about SEAD on the A-10. It can be done. Also, join some multiplayer sessions. Eno's FireHouse and Hollo Pointe have a great community of people willing to help. In some sessions, I was able to determine the position of two pesky SAMs in the area and send it to someone else to strike. Very nice, real-time FAC/SEAD in an A-10. All it is need is a little bit of technical knowledge, bit of guts, and lot of luck, but can be done, and it is very satisfying. -
Hello, I'm trying to figure out if it is possible to model a Mk-82 airburst bomb in game. I found the files regarding weapons data and warhead power. Although fragmentation is not modeled per se in game, I believe that by enhancing the warhead power a little bit, one could emulate the airburst effect. But I'm trying to find the files regarding the contact bombs and penetrating bombs. I think that figuring out how the sim detects the target/ground and gives the order to explode, would help me out. My idea is to make the bombs explode 5 meters over the ground, like theirb real counterparts do. Any tip in this direction would help me out. Also, has anyone ever looked at the bombs data and bombs table files? There is a perfectly good model for the Mk-82 Snake Eye, but it is not used in the game.
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You can use this: hold NumPad 0 and any other number to get a better view of the panels. For the radios, it would be NumPad 0 +1. If you want to change views without having to hold NumPad 0, use RCrtl+NumPad 0, then any other number to get the views you want. To comeback to normal view, it is RCtrl+NumPad 0 again.