

JG2_Miller
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Everything posted by JG2_Miller
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The question should be: Why can you even set the Burst Height? In RL CBU's are set to a fixed Burst Height. This can be changed by the ground crew and is set directly at the bomb. The pilot just inputs the Burst Height so the system knows when the bomb is going to fall apart. So actually we shouldn't even be able to change these settings in flight.
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In my eyes it would be an even bigger waste of money to see an A-10 covered in a really big fireball.
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Just tried it again. If you use TACAN until you're about 10 to 15 miles away and then turn on your TGP in A-G mode in WHOT, it should be no problem to find a pretty bright spot in the sky. Then set your TGP to Point on the tanker and turn on your NVG. Head for the little green symbol in your HUD. When you're 3 miles away you can see the tanker pretty good. Then simply close in and continue your refueling procedure. You could also enable Nose Illumination before you close in on the tanker if you prefer refueling without NVG. Then you only have to switch your NVG off when connected and the boom is nicely illuminated.
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1. As you said NVG, TACAN, and sometimes I set my TGP to A-G mode. If you use WHOT mode it shouldn't be a problem to find the tanker and make it SPI. That way I always have a symbol over the tanker in my HUD. 2. Check your lighting panel for "Nose Illumination". This light is set at your nose and should illuminate the area around the boom.
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Seems like they fixed the Master Server. Everything works fine for me again, servers show up in about 2 seconds.
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Is there anyway to keep hud symbology inside a rocket/gun piper?
JG2_Miller replied to tyrspawn's topic in DCS: A-10C Warthog
If you're carrying some Mavs it's also possible to slew them to your SPI. Instead of the usual SPI symbol the Mav symbol doesn't disappear if you hold your gun pipper over it. -
Seriously :music_whistling: :lol::lol::lol:
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I remember that I've read somewhere that BS2 will only be available via Download and it's not planned to distribute it like the original BS or A-10.
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Patch 1.1.1.0 for DCS: A-10C Warthog (English) Released
JG2_Miller replied to pvtkramer's topic in DCS: A-10C Warthog
Holy f****** shit woooooooooooooohoooooooooooooooooooooooooooooooooooooooooooooooooooooo :megalol::megalol::megalol: -
Happy Birthday! Now this should be a great opportunity to: 1. Release the 1.1.1.0 patch 2. Announce the next DCS module :lol:
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If I understood this right, there shouldn't be any problems with my X52 if I set up a profile which assigns the keyboard keys to my joystick right? I never experienced any problems in the training missions so I'm just wondering if the profile did the trick.
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List of all weapons in DCS - Where can i find it?
JG2_Miller replied to MadTommy's topic in User Created Missions General
http://dcswiki.com/index.php?title=Category:Weapons There you go. -
The Hog will be compatible with Black Shark 2 when the 1.1.1.0 patch comes out, which will probably be in the next few days. Black Shark 1 remains compatible with FC2, whereas FC2 was only considered to get a compatibility patch for the A-10.
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Well, my Mavs never did that, but thanks for this information. I'll try it later this day.
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The MAV will unfortunately only recognize something with a high contrast and therefore stay at it, but it wont lock itself. You still have to press TMS Up Short in order to get a valid lock.
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This mission looks really nice, I'll test it with my mates in MP and we'll see if we can finish it without losses^^.
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I don't have any screenshots, but a video. WARNING: People with a weak stomach shouldn't view this.
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Ingame Rearm -> Change/modify standard loadouts?
JG2_Miller replied to Daimaju's topic in DCS: A-10C Warthog
Depending on what your mission is, it is realistic. The only problem with this loadout is the 5th and 6th Maverick damaging your gear when launched. If you're on a simple transfer mission though, it's actually quite realistic. But, due to the sim not simulating the damage from the heat of the Mavericks, it doesn't matter anyway. -
"(Reuters) - Former Libyan leader Muammar Gaddafi died of wounds suffered on Thursday as fighters battling to complete an eight-month-old uprising against his rule overran his hometown Sirte, Libya's interim rulers said. His killing, which came swiftly after his capture near Sirte, is the most dramatic single development in the Arab Spring revolts that have unseated rulers in Egypt and Tunisia and threatened the grip on power of the leaders of Syria and Yemen. "He (Gaddafi) was also hit in his head," National Transitional Council official Abdel Majid Mlegta told Reuters. "There was a lot of firing against his group and he died." Mlegta told Reuters earlier that Gaddafi, who was in his late 60s, was captured and wounded in both legs at dawn on Thursday as he tried to flee in a convoy which NATO warplanes attacked. He said he had been taken away by an ambulance. There was no independent confirmation of his remarks. An anti-Gaddafi fighter said Gaddafi had been found hiding in a hole in the ground and had said "Don't shoot, don't shoot" to the men who grabbed him. His capture followed within minutes of the fall of Sirte, a development that extinguished the last significant resistance by forces loyal to the deposed leader. The capture of Sirte and the death of Gaddafi means Libya's ruling NTC should now begin the task of forging a new democratic system which it had said it would get under way after the city, built as a showpiece for Gaddafi's rule, had fallen. Gaddafi, wanted by the International Criminal Court on charges of ordering the killing of civilians, was toppled by rebel forces on August 23 after 42 years of one-man rule over the oil-producing North African state. NTC fighters hoisted the red, black and green national flag above a large utilities building in the center of a newly-captured Sirte neighborhood and celebratory gunfire broke out among their ecstatic and relieved comrades. Hundreds of NTC troops had surrounded the Mediterranean coastal town for weeks in a chaotic struggle that killed and wounded scores of the besieging forces and an unknown number of defenders. NTC fighters said there were a large number of corpses inside the last redoubts of the Gaddafi troops. It was not immediately possible to verify that information." Source: http://www.reuters.com/article/2011/10/20/us-libya-idUSTRE79F1FK20111020 Well, finally they've got him :music_whistling:
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You don't have to set it, it's the standard release mode for all GBUs. However if you want to change it to ballistic release mode, go to your GBU profile page. In the top left corner there should be an option for that (forgot its name). EDIT: Eddie was faster^^
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:thumbup: That's why I wrote "The GBU is usually set to a glidepath which would lead a mile or so behind the target to make it easier for the bomb to hit the laser spot and to provide a higher impact angle".
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You might also wanna take into account that releasing a GBU from 9k with 10sec autolase might make it miss the target too. The GBU is usually set to a glidepath which would lead a mile or so behind the target to make it easier for the bomb to hit the laser spot and to provide a higher impact angle. Before the bomb can catch the laser, it has to have a specific angle to the ground which is usually reached after about 10 secs from release. In these 10 seconds the bomb of course loses height and may be at around 6k before it catches the laser. This might be too low for it to be able to hit the laser spot. Also if you have the autolase at 10 seconds, the bomb might have lost even more height before the laser starts firing and the seeker can't catch it anymore due to a too high angle of the seeker to the lasing spot and it simply being out of its range.
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The steerpoint has a wrong programmed height. To solve this, go to your CDU on the waypoint page (Scratchpad FUNC + 3, then steerpoint). Select the waypoint in question and enter a height of 0 manually. Then it should be displayed at the ground and the TGP should also slew onto the actual WP.
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Well, practice isn't necessary for me anymore, I fly the Hog since Beta 5 on a regular base I think^^. Since I try to fly as real as possible, I'll continue using them on Trainservers. :)
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Additionally to the things stated above, monitor your TGP for a flashing L at the bottom. If it doesn't flash anymore and a M right to the L appears, your TGP and laser is masked and cannot provide an illumination of the target. I'd also recommend to have a look at Paulrkiii's Air Defense Guide. There you have all the information about the AAA/SAM threats ingame and their maximum range/altitude. If you stay above that altitude, you don't need to take any evasive maneuvers and you can keep the TGP at the target all the time to impact. Then there's the possibility to use JDAM against stationary targets. If you're engaging a SA-15 for example, you can simply drop it when the SAM is about to fire and it will find its way to the target itself using GPS, while you get out of the egress area. Engaging SAMs isn't a really big problem, as long as you know what you're engaging and how far its weapons can reach^^.