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609_Relentov

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Everything posted by 609_Relentov

  1. I did as well, and in controls the [, ], and ctrl-k mappings were highlighted red, even though I hadn't done any remapping. I simply clicked on each of those key mappings and clicked Clear, then saved. When I went back into controls I remapped them back as the same key mappings (default) and saved and they worked fine again. One note, I was in cockpit when I made the changes as that's obviously when I noticed I couldn't move to the next kneeboard.
  2. I didn't see anything in the OP about these being DLC, thus I was under the impression these were to be included in the AV8B release (like was done with the Mirage), so I don't get your ROI point, but whatever - maybe the NTTR training could be DLC... I don't have NTTR so yeah, I'd prefer both the training and campaign in Caucasus. But I was trying to support those that do have NTTR. :)
  3. More work I know, but training in both Caucasus and NTTR and campaign in Caucasus would be would be even more awesome :).
  4. Thanks for responding Zeus, nice to know we have options re: the pod and the Maverick.
  5. I was flying the M-2000C offline (after flying the SA342M for a while, and a little CA, total about an hour and a half), then had just released a GBU-12 with an AI JTAC lazing when my DCS froze. Started task manager and noticed there was a DCS stopped error dialog. I've attached the three logs in a Zip archive: dcs.log DCS-20170306-073836.crash DCS-Crash-20170306-073836.dmp Looking at the dcs.log file it appears there was an access violation exception. Hope it helps. Thanks. DCS_Logs_03052017.zip
  6. Looking great Zeus! So looking forward to this module. Quick question - is the LITENING pod going to be required to lock onto a target for the AGM-65, or will be able to view the more limited seeker head perspective on an MFD without it (if we wanted to use that pylon for another weapon)? Thanks!
  7. Bumping - can anyone from LN acknowledge if they are aware of this bug - of if we are doing something wrong with the steps to show the fixed sight? Hoping it's reproducible for them and that its being addressed. It would be nice if the fixed sight was displayed as sometimes targets of opportunity would be worth hitting but there's limited time to figure out the QFE, etc. Thanks!
  8. If you're talking about yesterday late afternoon pacific time, that was probably me. SRS won't run on my system, still need to figure out what the problem is. I just happened to be wrapping up work and saw that red was low in numbers and tried to help a little. Yeah, I realize typing in the text chat was not ideal, but I type pretty fast and was just trying to give out heading, distance and if possible altitude info to specific pilots nearest the contacts. Figured it was better than nothing as TS is usuallly fairly empty - was only plannning on doing it for 20 minutes but ended up going for around an hour. IMO any intel shared via chat or whatever is better than nothing..
  9. One sidebar question regarding the BK-90 - when observing them via externals, I've never seen the submunitions disperse (although later I see the explosions over the target). Just wondering if this is still a WIP and we will see the animations, or it was decided to not show it to save FPS. Has anyone else seen the submunitions disperse (like we get with the CBU-97 for example)?
  10. Which controls exactly have you mapped? I only use "Fast countermeasure dispense" (Countermeasures) - its the only way to dispense flares from the KB pod (Note - it keeps dispensing until you hit that control/key again!), chaff dispense follows a preset program, default is #2 I believe, check the manual to confirm.
  11. +1 Same here - entering 211 in CK-37: TAKT/IN, in master mode ANF or NAV (after un-safing weapon), weapon selector on ATTACK, the HUD is totally blank. If in NAV mode, and you re-safe the weapon you get the usual navigation HUD symbology as expected. Was trying with 4*ARAK rocket pods loaded. I increased speed to M0.8 (and a little beyond), figuring maybe the sight would only turn on once I passed that speed threshold as well as starting my dive to an angle of ~7 degrees, as stated. No single ring was shown. From page 284 of the beta Viggen manual: ======================================= Backup and fixed sight In case of primary data failure (main pitot system), or if the mode is selected manually, a fixed sight will be displayed. Only a single ring depressed to a specific angle is shown. The pilot will have to fly according to the parameters below in order to hit the target aimed at using the sight. The sight ring is 0.5° in diameter, which corresponds to 8.7 milliradians. The sight mode may be activated via Input address 21, value 1 (211) in TAKT/ IN for ARAK, AKAN (A/G), Bombs, and RB 75. Please refer to the data input/ output chapter of the procedures section. Rocket pods (ARAK) Sight depression 2.8° with altitude fusing Sight depression 2.3° without altitude fusing Dive angle 7°, Speed M0.8, Distance 1500 metres.
  12. Until this came up I didn't realize you could land troops on a friendly base. If I recall there's already checks in place where you cannot deploy a stinger equipped soldier or a radar SAM system within ~7 miles (can't recall exactly) of a friendly airfield/FARP. I'm surprised this enforcement wasn't put in for troops as well. Maybe it was overlooked because the developers probably didn't anticipate pilots using them in that way (deploying at the airfield/FARP they were loaded at) simply to increase the difficulty for the opposing team to capture their base. If they can duplicate the restrictions currently on helo deployment of air defenses (stinger/radar SAM systems) with troops, that would solve this issue/loophole. However, I do sort of like the idea of having some troops at each airbase/FARP as part of the objects that need to be destroyed to capture it - just not something that can be altered/added to via helo's with this loophole. Edit - or maybe allow troops to be transported to a friendly airbase or FARP, just not the one they took off from.
  13. I hope this is going to be addressed with a future update. The weapon selector, CK-37 mode and radar mode dials among others can really use a rotation-left/right keybind!
  14. Well I put another image into the folder above and it didn't appear on the Viggen kneeboard, so it appears for now (release v1.5.6) that you need to continue to add the lua script.
  15. I've had this happen too, when I've tried to add some more nose up trim, it seems stuck. When I've seen this happen, if I apply nose down trim it seems to un-stick and the needle moves. Then I try nose-up trim and it works OK. Still, seems like a bug but you might try the above. Can't give any details about how to reproduce.
  16. Hmm, I didn't realize the Ka-50 uses fighter lives. Still, a Gazelle relies on an AI bomber to hit a target, something that won't be as easy once the AI CAP fighters are fixed, or if human controlled aircraft are defending (since it's plastered up top that a bomber strike is coming). Otherwise it can't take out a FARP by itself was my point, even if it can carry troops (maybe if a mortar can hit anything accurately..). So you add Gazelles to both sides, but only one side has the Ka-50, so now we can argue the other way LOL. It never ends :) - just saying the advantages of the Gazelle with what you describe counters to some degree what the Ka-50 can do. We can just agree to disagree :smilewink:
  17. You can say almost the same thing about the KA-50. With one KA-50 you can take out an entire FARP with its 12 stand off Vikhers. You just need a transport helo around when it's done to capture the FARP with troops. You can't do that with one Gazelle, although I believe it can carry troops (in BF at least). In any case, the Gazelle variants on one side with their troop carrying ability does help to counter the KA-50 on the other side with it's better stand off attack ability. One question about the addition of the Viggens to both sides... will they at least have different paint/color/camo patterns? Otherwise how will VFR contact without air-to-air radar w/IFF be able to tell them apart at a quick glance?
  18. Haven't tried the release Viggen yet - do we know if images placed in the Mods\aircraft\AJS37\Cockpit\scripts\KNEEBOARD\indicator\CONTENT folder will appear on the Viggen kneeboard? Or do we have to continue to put an image there plus a corresponding lua script file (one for each image) that contains - among other things - the add_picture(...) method call?
  19. Good to know, thanks. I guess I missed that in the manual :). Now if I could only get the BK90's to disperse the sub-munitions. They fly right over the target waypoint and keep on going, and then just lose their kinetic energy and fly into the ground. I fire them when the horizontal line has shrunk to the outer poles (I__I) on the hud, between 50-500 meters, NAV/ANF (tried both) master modes, weapon on ATTACK and they have plenty of energy to make the waypoint... can't figure out what I'm missing. Edit - I also tried entering the dispersion code for long area 921000 in mode TAKT / IN but they still did not disperse. Another edit - just realized this was after a re-arm, so it may be related to the other re-arm bugs. I'll have to create another Viggen spawn point with the BK-90's pre-loaded and see if they disperse. Final edit (lol) yeah, after creating another Viggen spawn with the BK-90's loaded, they did disperse after deploying as I saw the explosion pattern, so it's probably the re-arm bug I was seeing.
  20. Very cool! I added 7 more song files (Song2.ogg-Song8.ogg) and it indeed played them all. I even tried the ffwd and rwnd keys and you even get the sound of the tape screech when it starts up again, nice touch :). After that the music would not play - so question, is there a way to play from the beginning again? Otherwise I presume it would take a new aircraft spawn, or at least a rearm/repair or something.
  21. One more comment/question on the issue of establishing the QFE at a given waypoint. What if waypoints are not provided (beyond the take off airfield), and we have to add them through lola coordinates via the CK37 during the mission? These waypoints of course are not included in the generated kneeboard, and I don't recall seeing any QFE info on the F10 view. Not sure where we would get the QFE info for these, or do we just use the airfield QFE and do ballpark adjustments based on the altitude difference between the take off airfield and the target waypoint... I would imagine this could affect the accuracy (re: dispersion altitude) of the BK90.
  22. Hmm, you're right, thanks unipus. I didn't look at the waypoint chart close enough to see that it had the QFE figures there, nice addition to the dynamic kneeboards.
  23. As described in this thread: https://forums.eagle.ru/showthread.php?t=182425 Basically if you air-start in the Viggen, and you try to set a target waypoint (e.g. M2) fix via the radar T1 and TV keys, the waypoint circle in the radar does not move to the new position. Works OK when doing a normal ground start.
  24. Yes, it was a target waypoint. Originally a nav point (i.e. B2), but using the CK37 I put into TAKT/input, entered 9 and then hit the B2 button and the destination changed to M2. In any case, I have an update - after I re-spawned in a ground start Viggen and went through the normal start up procedure, then changed nav point B2 to M2 and took off and tried it, it worked OK this time when I hit T1 / slew cross-hairs / TV (i.e. the waypoint circle in the radar display moved to the new position). So I think it's an air start bug of some sort. Thanks for the help, it verified things anyway :).
  25. Good point - actually, I have been doing airstarts where this is happening. And I just realized the data cartridge isn't in (at least graphically when I look back there), although the waypoints are seemingly loaded into the CK37 as I can select them. Maybe it's an air start bug? I'll try it with a ground spawn and see what happens, thanks.
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