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Everything posted by Xxx
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After using AMRAM and selecting TACAN/ILS for landing on carrier, can not get rid of flashing target diamond on HUD. Undesignate target does not work. AA off Wep arm off, no joy. Looks like its a bug in the HUD logic. HUD stuck in AA AMRAM mode, even though no target is locked and radar off! Thanks
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I watched Wags video and have a handle on it now. I can not steer the SLAM using the TDC. It just flies to the TOO, or very close! I find the DDI image indistinct? All I see are blobs? Guess that's realism for you! Thanks
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After the 2.5.6.update, 52437, I cant fire the gun in AA or AG mode and cant fire sidewinders? I can shoot the AGM 122. I can drop bombs. My trigger is working for the AGM 122 but not for Gun and Sidewinder? Thanks
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Thanks Ill take a close look!
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I just installed the latest stable 2.5.6 Using AGM 65E SLAM, noted that its very inaccurate in TOO mode. The missile should engage a IR seeker in terminal phase. So designating TOO via IR lock from Litening should ensure a hit. Instead the missile veers off course. Using SLAM in PP is OK. So its only useful for fixed targets. Also noted the speed of the SLAM is very low. Launched at 300 Knots at 15000', the missile slows down to 250 knots for most of the distance to target. Its a sitting duck for SAM's! Also noted the attack altitude profile doesn't work. Low/Med/high is always medium, the missile doesn't change altitude. Is this still a work in progress? Thanks
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Thanks guys. I know the scenery removal command doesn't always remove scenery. The big dam in the Caucuses is obviously a non removable object. When we get the Lancaster and the bouncing bomb, maybe ED will make a destroyable dam for us? How do I know they are making a Lancaster? Well I don't but it's worth s mention in case any Devs are reading this! Best regards.
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Is there anything that will take down a dam in DCS? I've tried bombs with the "scenery removal" command in the editor, but nothing scratches it? Thanks.
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Anyone noticed there is a text "mask" in the middle of the HUD. When the mode is displayed, eg CCIP NAV etc, there is a rectangular mask around the letters that obscures any other symbology, eg. the Velocity Vector? Can it be got rid of?
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Here's a track file Have a laugh! Oops sorry its 17 Mb. I don't know how to cut it down to 5Mb?
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Thanks for the heads up. I forgot how you did that! Ill have a play with the numbers. I'm thinking if you can get the bomb closer to the ground before it opens, then the skeets have less time to drift. I realise that this will reduce the damage area, but worth a fiddle! I designed the mission, I am using, for the Viggen with its stand off CBU. But now use it to test various aircraft! Cheers.
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There's some clever airmanship going on here to determine a good release point. The Spi needs to be offset, upwind of the target, to get the 105 to dispense the sub munitions, so that they can detonate over the targets. Since you cant alter the Height of Fall, the 105 always dispenses at 1800'. So the skeets drift downwind until they reach their attack altitude and then do their IR seeking and bounce up on their rocket motors before spearing the armour with the penetrator. The trick, or skill, is knowing where to set the Spi or target point. My 105 is always set at 2.23 func time? HOF 1800, min alt 0. I don't know if you can edit that? Now the 97 has the same HOF as the 105 with a function time of .63. Again I don't know how to alter these parameters. However, I found that using the 97 with CCIP, in a ripple, with spacing, lets me get closer to the target (ground) and get the skeets closer to the target. My practice target is an armoured column of 20 vehicles, BMP, ZSU and some serious mobile SAM, TOR's etc. They are on a road, with forrest either side, in the Caucus hills a bridge one click north of Kveda-Llemi. N42.05-11.91, E 043-08-32.09. Wind is 15 knots from 315' magnetic. There must be a mathematical formula that can calculate a release point for wind speed and direction, but that's way beyond my pay grade! At the moment, for 15 knots, from 6000' down to ground level, I guess at 2000' upwind of the targets. The skeets then have drifted over the main bulk of the armour and I get results! Dropping 4 (97) at 200' spacing, gives a satisfying display. Out of interest, I tried the Harrier and Hornet with various loadouts against the target. The Hornet wins with the AGM 154A, launched outside the WEZ of the Tunguska and TOR. However, the SA-15 on the TOR does shoot down the AGM 154's...!! So, these need to be salvo launched to get through. I need a couple of HARM's as well. The Hog needs a SEAD package to help it on to target....two pairs of Tonks with GBU and Alarm! Cheers!
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That's the problem I am having. In the HOG. Drop from 12000', wind 15 knots NNW, all the bomblets are blown SSE! The WCMD is only the dispenser. I seems it doesn't correct for wind in respect of where the skeet's are going to end up! Once it splits open, the little guys just drift off target. A few do "see" a target, but most are off! Cheers
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OK, I am dropping from above 12000'. what I think is happening is the wind appears to be blowing the bomblets off the target. I have wind at 15 knots from NNW. Are the munitions wind corrected? WCMD, the dispenser canister should anticipate where the skeet's are going to end up being blown by the wind! In the HOG. Drop from 12000', wind 15 knots NNW, all the bomblets are blown SSE! The WCMD is only the dispenser. I seems it doesn't correct for wind in respect of where the skeet's are going to end up! Once it splits open, the little guys just drift off target. A few do "see" a target, but most are off! Cheers
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I'll have a go. Strange the 97 works but not the 105? HOF was set to 500 then I tried 0, made no difference. In Tacview, the bomblets separate but don't actually hit anything? Thanks
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I can not get any kills from the CBU 105. Looking at Tacview, I see the bomb disperse the bomblets, over a column of BTR's, but no hits are ever recorded? CBU 97 works well, it's just the 105 that doesn't do it for me. Anyone have the same results? A bug or just my bad luck? I'm on 2.5.6 release. Cheers.
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I got on board DCS when the Hog and Blackshark were the first modules. I haven't flown the Hog for a couple of years, so needed to re type on it and spend some time relearning the DMS,CMS,TMS, etc... I am fairly current on Hornet, Harrier, M2k and Blackshark. The pleasure I got from returning to the Hog was terrific! I think the flight model is about the same as I recall. The interior of the cockpit is superbly highly detailed, crisp sharp details. I agree that the DDI's can be a little quirky, especially in dusk/dawn lighting, but they have very good contrast/brightness controls, so you can adjust them to suit your display. These exceed the Harriers display adjustability, although the Harrier is still in development. I have a home made mission in Caucuses that I fly to test my skills and the various aircraft and weapons. The Hog scores the highest in satisfaction! The sheer choice of weapons and aircraft's ruggedness are awesome. When using an AFAC drone to laze targets, putting on the NVG's and seeing the Lazer mark on the target is amazing. LST works very well, again much better than the Litening pod on the Harrier. So I think the A10c is looking really good in DCS 2.5.6 release. I have no lock ups crashes or issues with the Hog. Once I relearnt the switchology, the ship's an awesome killing machine! Slow, yes, but enjoy the views! Cheers.
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I recently flew the Fighter Sweep mission. The CAS strike Hornets don't knock out their targets, but with the 'failsafe" trigger, you get a success rating. What I did was add a pair of Apaches that spawn after you have cleared the Mig threat! Wow! Can we have an Apache module next please? Those guys literally cleared the map of enemy armour! I also added a dense cloud hard deck at 8000', with rain and wind, at dusk. Well may as well make it a worthwhile case 3! Oh, just finish it off with a Supercarrier and Redkites Lua deck spawn script and your done! Watching all the packages return is really cool! Cheers.
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Thanks chaps and that's a great diagram Victor, cheers. A case 3 training mission for the Harrier will be useful, when ED sorts out the comms. Wags has a nice case 3 video for the Hornet and SC. But like everything else, he makes it look easy. I did a little video of the SC, with a moan about lighting at night/dusk at 8.3 minutes.
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SC Landing Area Lights Almost Invisible at Night
Xxx replied to Stearmandriver's topic in DCS: Supercarrier
Agree 100% I recently bought SC and find the night lighting a great disappointment! No it's worse than that it's terrible! I use a 32" monitor at WHD, but the only light, on approach, I can see is the laser approach light, which is barely a couple of pixels! The HUD velocity vector and the needles obscure the dim rabbit lights on centerline. The FLOLS on the carrier is obscured by the HUD symbology and the FLOLS pop up is the only thing I can see! The lights on the Tarawa are far superior and permit a reasonable approach. But I'm approaching at 100 knots slower! So please ED, address this issue. Increase the luminosity of deck edge and rabbit on approach. Once on deck, it's all far too dark. The deck crew can barely be seen. None of the crew have any Scotchlite strip's. You are taxying in a murky dark world. The lighting on the Georgian runways and pans is fine at night, the SC needs that level of illumination. Here's my little video, catch the lighting at 8.35. Thanks. -
Hi, I recently got the Supercarrier and am running 2.5.6 release. I noticed ATC approach calls, that I never saw before with the Tarawa, tried using them, but upon landing all I got was a message saying no radio calls used, or something like that? I didn't understand how to use them, so looked back at the case 1 Training mission. After approaching the Tarawa from the 20 mile assembly initial approach the training script halts. It just says I will contact the Tarawa when you get closer? But nothing happens after that? The instruction to look at the knee board for case 1 works, but that doesn't explain what radio calls to use and when? Edit. Specifically, when to use "Established", Commencing" "check in" and "Platform"?? I cant find any You Tube videos or info as how to use these. Anyone have any idea? Could do with the calls explained and when to use them. Something like Wags' video on the Hornet case 1, etc. At the moment the Tarawa just gets me dumping the aircraft on the deck. (When I don't loose it and hit the island or parked aircraft!) Thanks EDIT#2 OK the training mission does not proceed after Marshal at 20 nm. However if you do approach the Tarawa and use the radio ATC calls, you get a Supercarrier approach calls for the Hornet??? You get "slow" calls and "move right to left" when you are approaching to port to establish hover. All very confusing. Does the ATC radio for Harrier and Tarawa need adapting from the Supercarrier? Well I think so!
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Please correct the AI behaviour when a bridge is dropped. Tanks on the bridge stay suspended in mid air. See attached pics. Thanks
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Thanks. I read something Redkite said about staggering the take offs by using a "time more'' and AI Push from the triggers in mission planner. The goal being to have a series of launches and recoveries, possibly triggered by time more or radio commands. But haven't a clue how to implement it. I just in stalled Redkites Supercarrier Lua configurations, for take off and landing, so it's kind of gone to my head? My wild idea was to set the deck for take off, have the Barcap and Tarcap take off, them my flight, then set the deck for recovery and land the three flights! Bit ambitious? Thanks
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Hi, I want to create a mission where the AI Hornets will take off and land from the Supercarrier. I think you do something with AI Task Push, but haven't a clue how to do this. Anyone know? Thanks
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Hi, not sure what happened, but when I selected jettison stores, the DDI corrected itself and the Reloaded JSOWs appeared. Ill re check this. I think I set off too quickly during rearming, because the ground crew yelled "hey what are you doing"? Thanks
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I attached a couple of moving zones to the carrier. Then recorded some .wav sounds in Audacity. These play when the cats are ready for me to taxi. When the previous launch is clear, I get the clear for launch radio message. Same for returning and taxi to elevator. Then there is Redkites work here. Until ED get more stuff into the SC this home made stuff us quite rewarding! Cheers.