

bogusheadbox
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Everything posted by bogusheadbox
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Poll question: air/rotorcrafts in the DCS plans !
bogusheadbox replied to HungaroJET's topic in DCS: Ka-50 Black Shark
True. But the f4 is a great ground pounder platform and is present in lock on. Its not competitive on air to air market, but can mix it up in mud moving. P.s. Its an old bird, but its competitive nature on the battlefield put your timing out a bit. Top Gun In 1988, piloted by men younger than the aircraft, the F-4 Phantom competed in its 7th and final William Tell meet. Flying three F-4 aircraft, each bearing the red stars denoting MiG aircraft kills, the Oregon Air National Guard's 142nd Fighter Interceptor Group (FIG) won "Top Gun" in the F-4 category. The Oregon team compiled the meet's only perfect score on the AIM-7 Sparrow radar-guided missile profile. They also tied an F-15 Eagle team for 2nd place in the air superiority profile. Overall, the 25-year-old F-4C aircraft flown by the 142nd FIG beat out two F-15 Eagle teams and one CF-18 team from Canada, finishing 7th in the 12-team competition. -------------------- Like i said. Great plane -
What helicopter would you like to see?
bogusheadbox replied to Avimimus's topic in DCS: Ka-50 Black Shark
I would like combat transport helicopers. WOuld be great to do insertion missions -
Poll question: air/rotorcrafts in the DCS plans !
bogusheadbox replied to HungaroJET's topic in DCS: Ka-50 Black Shark
Have not read through all the pages so i am not sure if already suggested. But how about the f4 and the A4. Great planes. (voted Su-25 by the way) -
Correct me if i am wrong. But wouldn't any single rotor hellicopter that lost its tail rotor be in seriously deep do do. As in unflyable and unrecoverable ?
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It can to an extent but unless you have 100% intel prior to entering the hot spot, then there will always be a level of uncertainty as to where your threat will most likely come from. Especially in reality, man pads end up in some crazy places that you just won't expect. So the ideal would be to know your target location. Then you choose vantage positions at varying distances. You should have a few of these in order to change tactics depending on unknowns. So the only real problem would be to get to your tactical location in order to assess the target area. Once you have a peek-a-boo then you can choose an alternative location to attack or sit still and designate from your protective spot. But who is to say that the defense hasn't realised the best vantage points and have them already covered ???
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advanced model of guidance limitations for Air to Air Missiles with precise tuning, Here is one good reason to get it
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God i hope not !!!!!!!!!
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<10m tracking limit? (aka Amraam immunity mode)
bogusheadbox replied to GiGurra's topic in Lock On: Flaming Cliffs 1 & 2
I don't think so. It just means that maybe f-15 pilots may need to work in teams instead of being a solo - pawn everything death machine. [disclaimer] Any sarcasm or aggrandising in relation to the topic and referrences made in either rebuttal or agreeance are purely subjective to the thought processes of an Australian and hereby subject to poetic licence. -
Ahhh it looks i am a little too late. I own the siatek pro pedals and they are excelent indeed. If you have not made your purchase yet, you would be foolish not to check these out. they have a wider track than CH pedals and a better feel. I have spoken to many about the pedals and those that have had both prefer the saitek pro pedals. And they are cheaper ;-)
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Enjoying Flaming Cliffs - Thank you
bogusheadbox replied to pyrO's topic in Lock On: Flaming Cliffs 1 & 2
I am glad you are enjoying. This sim, still after all these years. Does have a lot going for it. The only tip i can give is to scour these message boards. There are that many tips and tricks you just can't list them in one reply :pilotfly: -
I think the difference between the two KMGU dispensers is either the amount of sub munitions or size of the submunitions in the canister. Either or, i can't remember. it is explained in the load out screen i think.
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Help! for Saitek X52 Pro I need profile
bogusheadbox replied to masterkey66's topic in Lock On: Flaming Cliffs 1 & 2
There is no difference in programming the buttons on the x52 pro and normal x52. There are plenty of profiles available for download here and on lockonfiles. However, i would suggest you make your own as it will be natural to the way you want things. Making a profile is A) not hard and B) not too time consuming. Give it a go. Its a blast -
You know there isn't a lot of things left in this country that is British. I am in for saving whats left before those in govenment give it all away in the name of political correctness.
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Hyperlobby is where you will find most of the players easily. Unfortunately hyperlobby does not host voice coms. You will still need to use a program for that. The most common being Teamspeak. But the good thing abou hyperlobby. When you click on a server, an information box will pop up. Usually in that box will be a voice communications server for you to use. Happy hunting Edit (i see i am a bit slow today. Others have come to the rescue)
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x52 Pro profile editor not working properly.
bogusheadbox replied to OsageCowboy's topic in Lock On: Flaming Cliffs 1 & 2
Okay, When you say allegedly load a profile. How do you do that (as in what mouse or keystrokes do you puch). Q. Is it a profile you have created or downloaded from someone else? Q. When you load a created profile for use in a game (you get a green icon in the taskbar and profile name in the throttle MFD) are you saying that no buttons worked? -------------------------- From what i understand. You can load a profile into the editor and no key assignments will show. If this is what is happening. I want you to try the following. Create a new profile. Assign one keystroke and exit. Now load up that profile. You should see that keystroke. Q. When you load the not working profile for editing in the SST software profile editor. Can you see assigned keystrokes or are they all empty blank slots? -
x52 Pro profile editor not working properly.
bogusheadbox replied to OsageCowboy's topic in Lock On: Flaming Cliffs 1 & 2
Regardless of X52 or X-52 pro (not a lot of real difference between them) The SST programming software will work exactly the same. Only the drivers will change. Which matters a lot. OT - there are a few good threads around about how to mod the spring on the X-52 Here is a topic on another thread on how to use the SST programming software http://www.airwarfare.com/phpBB2/viewtopic.php?t=829 -
x52 Pro profile editor not working properly.
bogusheadbox replied to OsageCowboy's topic in Lock On: Flaming Cliffs 1 & 2
Okay. First problem is loading the latest drivers. There is no need to load the latest drivers unless you are trying to pair the x-52 with another piece of hardware (such as siatek rudder pedals). If you do load the latest drivers you will then have to set it up with the correct version of the SST programming software. Uninstalling the drivers from the computer is easy but long winded and you have to dig deep into the computer to remove ALL traces of previous versions. A simple email or call to saitek helpdesk will get you sorted out in no time at all. (Saitek have the best customer support i have ever experienced). I got the drivers all messed up when i bought the pedals. And i downloaded the latest drivers. That is what caused the problem for me. Saitek kindly sent me instruction on how to remove the drivers PROPERLY and what i need to install to get it all working. Now, before you do go ahead with that, first you need to determine how you are loading a profile and how you went about creating a profile. 1. First you must create a profile. Open up editor from your start menu. Create profile - then save. Then assign keys to x-52 Then save. 2. Once you have a profile created. To load a profile all you have to do is right click on the icon in the taskbar and select the profile you want. Then it should work. If you can give us a more detailed explanation as to what you have done. Then i will be able to help further. -
Su-25: Problem with INS alignment - wrong HSI heading
bogusheadbox replied to egaRim's topic in Lock On: Flaming Cliffs 1 & 2
Hmmm I am not sure i agree with you guys. The frog is my craft of choice and my start up is this. start left engine, Start right engine Turn on electrics Close canopy. Set lights Set flaps. Call for taxi clearance. Taxi when engines have spooled down to ground idle. (by that time all navigation instruments are aligned). Maybe its the starting of engines after turning on electrics that causes a problem. ????? -
Spot on. Very well said. Us dedicated ground pounders need something to give us a small chance against fighters. So i am glad we have some level of ECM to use (wehter its a basic version of one or not)
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Intentional "Warping" in Multiplayer
bogusheadbox replied to ericinexile's topic in Lock On: Flaming Cliffs 1 & 2
Correct me if i am wrong. But regardless of the type of connection you have your ping will remain the same. Ping = time to send a packet of information from your computer to the other computer. However the size of your connection will determine the amount of packets you can send through at the same time. Think of it like two pipes of exaclty the same length and slope, but have different diameters. Water will still take the same time to flow through them. But the one with the greatest diameter will have more water flow through it in the same amount of time. -
Takeoff and landing directions
bogusheadbox replied to 4c Hajduk Veljko's topic in Lock On: Flaming Cliffs 1 & 2
As the others have said. Use the control tower which will give you the correct runway heading for take off or landing. one thing to help is to understand the terminology of runway numbers (which is very simple) The runway number is the direction in which the runway is pointing. E.g. Runway 17 is pointing 170 degrees. Runway 09 is pointing 90 degrees etc. And also therefore the runway the opposite direction of 09 will be 27 (for 270 degrees) if you were to take off or land on the same runway but in the other direction. So when you spawn in and have started your engines. Ask control tower for clearance to taxi to the active runway. They will respond with which runway you are to use. From there, just take a look at your compass and a quick look around the airport to get your bearings of where you are. and in which direction you are currently pointing. Eg. You are cleared to taxi to runway 22 (to take off the runway at a heading of 220 degrees) But you are in your pen facing 360/0 degrees due north. Where do you go ? You can see a taxiway and / or runway in front or you. Therefore to get to the start of the runway you will need to take Left turn on the taxiway (if the runway is in front) to get yourself onto the threshold. It becomes easier once you start to learn the layout of each airfield and that comes through practice. I would recomend taxiing around a few airfields to get an idea of how they are generally set out. Getting yourself on the correct runway for take off (even if it takes you a while) will be much more appreciated then bombing down the runway and crashing / annoying someone who has taken the time to do so properly. As said before. Direction of landing will be given with wind preference in mind. An active runway will always (if able to do so) be in effect to ensure you take off or land into the wind as much as possible. -
Takeoff and landing directions
bogusheadbox replied to 4c Hajduk Veljko's topic in Lock On: Flaming Cliffs 1 & 2
As the others have said. Use the control tower which will give you the correct runway heading for take off or landing. one thing to help is to understand the terminology of runway numbers (which is very simple) The runway number is the direction in which the runway is pointing. E.g. Runway 17 is pointing 170 degrees. Runway 09 is pointing 90 degrees etc. And also therefore the runway the opposite direction of 09 will be 27 (for 270 degrees) if you were to take off or land on the same runway but in the other direction. So when you spawn in and have started your engines. Ask control tower for clearance to taxi to the active runway. They will respond with which runway you are to use. From there, just take a look at your compass and a quick look around the airport to get your bearings of where you are. and in which direction you are currently pointing. Eg. You are cleared to taxi to runway 22 (to take off the runway at a heading of 220 degrees) But you are in your pen facing 360/0 degrees due north. Where do you go ? You can see a taxiway and / or runway in front or you. Therefore to get to the start of the runway you will need to take Left turn on the taxiway (if the runway is in front) to get yourself onto the threshold. It becomes easier once you start to learn the layout of each airfield and that comes through practice. I would recomend taxiing around a few airfields to get an idea of how they are generally set out. Getting yourself on the correct runway for take off (even if it takes you a while) will be much more appreciated then bombing down the runway and crashing / annoying someone who has taken the time to do so properly. As said before. Direction of landing will be given with wind preference in mind. An active runway will always (if able to do so) be in effect to ensure you take off or land into the wind as much as possible. -
In response to Hell SQN Protos I am not taking a "personal" side in this debate. But if i am allowed I will input my opinion on it If it is just about fighters, then why is the SU25 & (t), a-10 included. They are not fighters. They are dedicated ground pounding platforms only. So if we have learned to accept aircraft such as the 25 and a-10 as acceptable airframes included in this sim, then i see no reason why the black shark would not fall under the same catagory. I originally thought "who cares" when they announced black shark. But the more i hear about it, the more it sparks my interest. A supposed 300+ page manual and growing (as stated on another thread), AFM, 6DOF and full clickable cockpit. Those things alone encompass the ideals behind a sim. Take into that consideration with better ground textures and the "supposed" additional fixes to other areas of the sim outside of the BS that have been disregarded for so long. And that may be enough to warrant a look at the expansion in itself. Using the justification of the words "Fighter Sim" to denounce the BS add on is unfounded in my opinion. Purely becuase dedicated ground attack platforms have been an important part of this sim since day one. 1) BS is a dedicated ground attack platform. 2) It fits into the realm of battlefield that Lockon has created. 3) It may be the most indepth simulated aircraft in the lock on world yet and possibly the most indepth helo sim in the entire genre. For those reasons alone, it is a justified expansion wether its your idea of fun, or not. Of course. This is all conjecture as i, like many, have no idea of what it will be like. And until then i can only go by what i read (which sounds promissing). But i will not purchase it until i understand a lot more about it in case it does suck monkey butt. As for your last statement that no one will purchase this when FO comes out. I am not sure i share your sentiments. FO has no planned release date. My estimations would be end of 2007 earliest (but i could be horribly wrong). And the first release will be the UPT training only. Combat aircraft will be released in the addons later, provided the original sells to expectations. FO sounds on paper what I and a lot of people want. It has set itself a very high standard. Yet it still won't encompass PC helos (well not for some time). Therefore BS will still hold a place in the market for some time. Even if it is only to a neiche market. But who knows.
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Remaining undetected in LOMAC
bogusheadbox replied to aehay's topic in Lock On: Flaming Cliffs 1 & 2
Great explanation !