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Ghanja

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Everything posted by Ghanja

  1. I have just installed TARS and wanted to make sure if the following is correct. I use a TM warthog and first thought I would have to change the default TARS key combos for UHF, VHF FM, VHF AM so I can use them with the MIC switch of my TM warthog. After doing so all the ingame com-menus kept popping up. So if I get it right talking ingame to "humans" requires different keystrokes than talking to the AI like this for example? AI: Transmit AM - MIC Forward Transmit FM - MIC Aft Transmit UHF - MIC Down Human (TARS): Transmit AM - LCTRL+2 Transmit FM - LCTRL+3 Transmit UHF - LCTRL+1 Would that be right then?
  2. Ghanja

    GTR 3

    Of course that it good news. I just wish they would stick to "real" GT cars that actually race (never heard of a Zonda R in any series). On the other side we can always use different brands to fill up the grid ... :-)
  3. Thanks for clearing it up for me. Guess I will have to live with the "hotplugging" then. I could set one station to FIXED HI and the other to FIXED LO but then I loose the ability to ripple ... :-/
  4. Sorry for digging this one up but there seemsto be a problem with "PLT OPT". If I set the CONFIG of my MK82AIR stations to "PLT OPT" in the INV page that would actually mean that I can control the weapons with my DSMS profiles. After that I create to profiles for these stations: - one for high drag delivery (FUSE to N/T or TAIL) - one for low drag delivery (FUSE to NOSE) The "traditional way" (shown in the video above) works fine though. I would just like to be more flexable using the PLT OPT. Is that not working or am I doing something wrong?
  5. I still find the topic title a little bit "irritating" since it actually discusses issues with a LGB. In the sim that would be GBU-10 and GBU-12. A JDAM or IAM does not use a laser to strike a designated target - it uses an inertial guidance system (and also a GPS system) to destroy targets. In the sim that would be GBU-31 and GBU-38. I don't want to pe picky - just wanted to clear things up ... :) As far as using the auto-lase feature I have had the best results using time periods around 13 seconds.
  6. JDAMs don't need a laser to find their target. You only need to lase the target to get the exact distance and coordinates (you don't have to but it helps). Are you sure you are creating a valid SPI for the JDAM to hit?
  7. Some parts sound like they were taken from "The Dark Knight".
  8. The Pave Penny sensor functions were used on The A-10A and have now (on the A-10C) been largely replaced by the Targeting Pod. Pave Penny is not modelled in the current A-10C sim - everything (like finding laser designated targets etc.) is done with the TGP.
  9. I guess an easy way of finding out would be: - create mission with a certain windspeed and a certain direction (at ground level) - load the mission and check the wind in the CDU - find out if it is the same like in the briefing or if it "180° off"
  10. I checked it before I left for work and it seems that the editor and also the briefing give you the "direction to". I checked the manual and it just refers to "current wind direction in degrees (magnetic)".
  11. I remember this thread where the issue of a wind table was discussed and how it affected bomb delivery. In there he just entered the wind direction that was given in the editor or better - in the briefing. So would that mean that these infos are wrong and that I would have to substract 180° from that value (direction briefing = 90° -> direction entered in the CDU = 270°)?
  12. I think in order to get SEAD working you must first make sure, that you are up to date on the game version (which is 1.1.1.1). During flight you should also make sure that your radio is turned on (normally that would be AM) and that you have the required frequency set up (see briefing). As soon as you can hear the SEAD flight reporting in you should be able to call it.
  13. Blindspots mission editor has to be installed first before you can use it in Lockon. You can either install it manually ro using Modman. After that you can "Clone" your flight: - start the game - run the editor in the game - open the mission you want to modify - click on the "view unit list" icon in the toolbar - set the filters so it only shows the blue aircrafts - click on the F15-flight displayed below - click on the "Clone" button - save the mission
  14. - start the game - run the editor in the game - open the mission you want to modify - change the pilot from "Player" to "Client" - using BLINDSPOT's ModdedME V1.7 you should be able to clone your flight and therefore get another "Client" pilot
  15. The campaign missions are only for single-player. You would have to open them up in the editor and modify them so they would be flyable in multi-player games.
  16. PM sent ... :-)
  17. Is there a certain "average respond time" for support tickets that are drawn throught the ED-site? A friend of mine sent a request last Wednesday and has not received an answer so far.
  18. TGP = Targeting Pod Update: I thought we were talking about DCS A10 - sorry, there is no TGP in Lockon ...
  19. Check page 142 of the manual - it's the switch that has the "10" explaining it ("Function Dial").
  20. "... after having chewed the narcotic leaf qat for much of the evening ..." Sounds like the lokal boys had a good party bevor it happened ... :D
  21. Now it works - thx :-)
  22. I am just starting to learn the editor and right now I am trying to create a small little mission so I can get my friend into the game. I have taregts setup at 3 different waypoints and I would like to have the targets at WP2 and 3 hidden at the start of my mission. AFter all targets at WP1 are destroyed there should be a message and also some smoke at the new targets. Everything works fine but that targets at WP 2 and 3 are visible at the mission start. Can they be hidden at the beginning? This is what my rules look like for the first WP.
  23. I made up a little test mission (for FC2) where three of the BRDM-2 meet a column of M1 tanks but they don't attack - the M1 just blow them away. Is there any special thing to consider when I use them in the editor?
  24. Actually that would be a solution. But as I had said: it used to be like that with older systems but I really don't know if modern systems are that picky when it comes to a full load of memory modules.
  25. This probably refers to the fact, that having 4 memory modules (compared to 2) in your system causes a higher "load" on the overall bus when overclocking (raising the bus clock) and that might cause some instabilties. I don't see any reason for a slowdown though. As long as the speed (e.g. 1333 MHz) and the CL (e.g. 8 or 9) stays the same there won't be any slowdowns.
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