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GrEaSeLiTeNiN

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Everything posted by GrEaSeLiTeNiN

  1. Just tried this nice mod (with the Armed addon). Does sling loading work? I selected the "All cargos" menu, got the smoke, commanded "hook" but nothing happens. No rope. Then when I command "Unhook", it says "Cargo unhooked" though it had not hooked up any cargo to begin with.
  2. Try here to see if it answers your question This is what I know but I have not flown in since.
  3. ver 2.3 1. The Shrike model disappears (or is invisible) when you re-arm with a Shrike. Solved - old loadout sets were using AGM-45A. Had to change them to AGM-45B. 2. L-Shift+1,2,4,5 during re-arming to select Shrike desired seeker head response for each station does not seem to work. How is it done step by step? Thanks
  4. To me, RotorOps is the best and has the sweet spot in quick mission generation. But it's for helicopters only. Maybe one day they'll make a version for planes or mixed. Briefing Room was too complex IMO and often put units in the sea.
  5. Key bindings for copilot's radio preset frequencies (UP/DN) is still wrong (opposite). Or maybe the text in the control options key bindings just need to be renamed.
  6. I understand it's WIP and very basic at the moment to the point it's not very useful at this stage and could mislead some (who don't read the forums) to think it will save what they think it will save. Just another example, I tried a quick simple test mission - Triggered states weren't saved. Last player plane position was saved but not its altitude or cockpit setup.
  7. Deka is like a sprinter that surprised everyone at the start but lost steam halfway and can't seem to get to the finish line.
  8. I see. Never tried the IRCM. You can report this in the bugs section though I think sadly, PC in its current state (?) might not respond for a long time. PS: Just for info, there is also another L2MUM issue (not fixed) reported here.
  9. If you have the auto target and lase script (no need for 9-line procedure), you can try the attached test mission. Working for me. BT TRG Helos - Test.miz
  10. Working on my end. Have a look at my test mission track - Caucasus with ground targets at waypoints 3, 4, 5 set at ground level (98ft) in the ME. Hope it helps. KIOWA MMS PREPT Test.trk
  11. Hi, China Hat Aft does "Recage/Manual Sequence" for A/A and MAV (Chuck's Guide pg 155). What does "manual sequence" do for the AIM-9 and the Maverick missile? Thanks! UPDATE: Tested and found out what it does. In both the AIM-9 and MAV, it steps to the next available missile but only when they are in the Recaged state.
  12. If it has not been fixed or changed, then the land command requires a hover command first. But note that as your AI copilot proceeds to land, if you then issue a hover command halfway, he will say "alright..." but will proceed to land because I think he is still following the ground altitude set by your land command as the height to hover at. Meaning he is trying to hover at ground zero altitude. (As previously reported here.)
  13. Would the splash damage script help in this case? I’ve used it though I have not tested it with the CBU but the destruction I’ve seen it create in other munitions is quite widespread if not a little over done.
  14. I wish there was a way for these bugs to be fixed by a team of brilliant, enthusiastic, for the community coders, who are fans of the module, without any of that developer red tape, excuses, perpetual delays and politics. Reminds me of the unnameable one. Just wishful thinking. [emoji3]
  15. Yeah when I first got the Harrier I was like, “What!? Can’t take off vertically with a simple A2G load?” [emoji3] IIRC, without the Tpod and at 40%? fuel you could take 2 mavericks. If you still want some fun or practice and don’t mind unlimited fuel, at 20-25%? fuel you could take the Tpod with the lighter LGBs and JDAMs, one on each wing. That should keep you below the 20,500 weight limit.
  16. No, I am just showing that when you are AoA trimmed and stable at 140-150knts, ballooning will start happening when you start exceeding 150knts. If you are gear down and have not trimmed for AoA at all, you can accelerate from say 140 to 350+knts with full flaps without ballooning. (Not saying you begin trim for AoA on-speed at 250knts.)
  17. Hornet Ballooning Test.trk Light plane, straight in, 250knts, gear down, flaps full - ballooning does not occur unless you're trimmed for AoA, in which case you'll need to be below 150knts to avoid nosing up.
  18. How do you install v0.5.0 branch? There is a "Download ZIP" under the green "<> Code" icon but the zip has no executable.
  19. 9 Jan 2024, latest update - Still NOT fixed. The animation is there but visor down has no effect.
  20. Just curious, if full flaps require a trim down, why not just do half flaps and avoid or minimise the trim down? Thanks
  21. Just got back into the Hornet. Yeah this happens to me too. With a light plane (no weapons or fuel tanks except A2A) I find I need to be well below 200knts (about 160?) to avoid this nose up problem. If it happens and messes up my AoA trimming process, I just pitch down with stick and wait for the speed to drop and for the plane to 'settle'. If I don't, then it pitches up until stall occurs. This takes a while to do so it's not good if it happens before final approach. For me the other main issue is the burble before touchdown. With turbulence on (IIRC it affects the burble) I feel like the plane floats before touch down and it messes up my landing/AoA esp when flaps are at full. Leaving flaps at half reduces this floating effect. I am no expert at landing the Hornet, just my observations as a casual simmer.
  22. @uboats any updates on this? thanks
  23. @uboats any updates on this or plans to improve it? thanks
  24. Without specifics from ED, it's all speculation. I think if progress on the DC was really good, they would have been eager to share some updates. So...
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