

Lupson
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Everything posted by Lupson
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Guess threads are fun. What about the A32 Lansen? Two-seat, has some kind of ground mapping/nav radar and it was the original delivery platform for the Rb04. So a lot of reuse of heatblur tech. https://en.wikipedia.org/wiki/Saab_32_Lansen Though I guess it's even more obscure than the Viggen, so commercially it doesn't really make that much sense.
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Thanks, perhaps it's kind of realistic not being able to spot stuff properly at night - wonder if the AI would be able to spot the targets if illuminated by Lysbomb (illumination bombs)? Perhaps the AI should at least be able to bomb at a given nav point even at night?
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Sorry for the thread-necro - but since my question relates directly to the Viggen and the "Mission and rejoin" AI command I could might as well reuse this one. Anyway - I've been flying a lot of missions in the DCE - Nordic Battle campaign. I've noticed that my AI-wingmen have a somewhat erratic behaviour regarding engaging ground targets in strike missions. Sometimes they do, sometimes they do not. Does anyone know whether: * The Viggen AI wingmen have differing capabilities regarding engaging static ground targets (hangars, fuel tanks, railway station assets etc.) at night? I've managed to get them to attack during daytime with M/70 high-drag but at night they just go circling somewhere until out of fuel or ordered to rejoin. * Is there some kind of minimum / maximum distance to target for when a "Mission & rejoin" order should be given? If I give the order too close to the target, will the wingmen refuse to engage and/or fail to commit to the task properly? * Does my own currently selected nav point matter when giving orders? I.e. must I have my M5 target waypoint selected when giving the order? I know it's basically absurd but I've seen computer games do strange things / hacks before... Great module by the way!
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Terrible life-decisions: How a DCS-module is made
Lupson replied to RagnarDa's topic in DCS: AJS37 Viggen
Thanks RagnarDa and the Heatblur team. A high-fidelity Viggen in a commercial combat flight simulator is a dream come true for me. I'm enjoying the module immensely, fantastic work! Only thing missing now is a proper theatre to operate it in... ;) -
Nordic Battle - Viggen DCE campaign
Lupson replied to Cristofer's topic in User Created Missions General
Great work! I've flown a few missions now and I'm finding it really enjoyable. Just wondering - are BK-90's functional in the campaign mode? I landed 4 of the MJ1/Mj2 mix type (which does great damage in normal single player) on top of a SA-6 site and I saw the explosions. However - no damage was accounted for and when looking at the replay in Tacview no damage nor impacts were recorded. The Bk 90's just kept flying for a minute or so before self destructing. I know Bk-90's are semi-broken in multiplayer and even in SP missions the player doesn't get accounted for damage done using Bk-90's. Do you know if the Bk-90's work in DCE campaigns? -
Just struggled with the same tutorial. Also - the briefing before pressing "Fly" says QFE 790. Not sure if that relates to some other location or altitude but it did confuse me somewhat.
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Another quality CMANO scenario with Viggens is the "Baltic Storm 1991" scenario by "mazex". I played it on an older version of CMANO so not sure if it works now but I remember I liked it. Can be found on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=769507143&searchtext=
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** DCS: AJS-37 WIP Pre-Release Manual Released! **
Lupson replied to Cobra847's topic in DCS: AJS37 Viggen
It was mentioned in the 300+ page thread that practice rockets could be fired one at a time IRL and that LNS would possibly support this for the AJS-37 as well for the live rockets. I can't recall reading about it when I skimmed through the manual yesterday. Possible to fire single rockets? Also - the 120 kg bombs are supposed to be released all at the same time, but the manual stated something similar to that bombs were released as long as the trigger were pressed. Does that mean one can release a limited number of bombs by quickly releasing the trigger once the first bomb(s) has been released? -
** DCS: AJS-37 WIP Pre-Release Manual Released! **
Lupson replied to Cobra847's topic in DCS: AJS37 Viggen
Wonderful! Thanks LNS! -
Thanks! Seems IR08 is the closest match, i.e. we'll need to sacrifice another Rb-74 to carry the U22 jammer pod as well as the KB countermeasures pod. RB-24J - KB - RB-74 - ext. tank - RB-74 - U22 - RB-24J Though I guess it's possible LNS and/or the DCS engine will allow "custom" loadout combinations.
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Well, in an air-to-air loadout one would need to sacrifice one Rb-74 (AIM-9L) in order to carry the countermeasure dispenser. Don't know if such an asymmetric loadout was possible though? I guess 2xRb-24J and 3xRb-74 would be quite OK too.
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If I'm not mistaken the radar scope shows an artificial horizon as well as 4 of those short vertical bars that might help flying "heads down".
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renhanxue: Thanks for the explanations! That the 3.0 was the altitude I should have figured out by myself... The HUD is indeed quite different from what most of us are used to from Falcon 4.0, A-10C and other aircraft that has been simulated in mainstream "games" over the years. Not having the airspeed in the HUD will probably be a bit annoying at first (though the mach meter is located quite OK) but the speed delta for the next waypoint in the FPM will certainly help.
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Anyone that can explain the HUD (or "siktlinjesindikator") symbology? I see: * What looks like a flight path marker just above the little "5" on the left? * The "3.0" on the horizontal line. What's that? * 35 / 36 must be heading in degrees (divided by 10 of course) * The 5's above / below the horizontal lines is the azimuth(?) ladder? (Can't remember the correct name) * The various vertical short lines in the low middle part of the HUD, what's that? * No speed / mach information in the HUD? * At the far right of the "36" one sees a short vertical bar. Truncated something? (EDIT: Must be markers between heading digits?)
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Awesome video, thanks for posting! Probably the first-ever HUD-footage I've seen from an JA37 doing what seems to be actual ACM. Another thing - doesn't the JA37 actually seem to have quite decent roll rate? Any numbers previously posted in this thread that I've missed?
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You are correct. See images on page 24 of this document: http://www.unog.ch/80256EDD006B8954/(httpAssets)/73BAC38BBEA45AEFC1257B3B0039008D/$file/Sweden+Initial+Report+2013.pdf Definitely honeycomb. Should be relatively easy to approximate the number of EFPs per submunition.
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(Edit: Saw that renhanxue just answered this while I wrote my post.) Good question that I'm also curious about. According to the Bk 90 document posted a few pages back the MJ2 submunition seems to use EFP (https://en.wikipedia.org/wiki/Explosively_formed_penetrator) warhead(s). Given the ~18 kg warhead weight, is it likely that each MJ2 submunition releases several EFPs distributed over the space below or is there only one EFP per submunition? 24 unguided MJ2s evenly distributed over a 250x400 meter area from a single Bk 90 dispenser would yield approx. 1 MJ2 per every 4166 m2. Given that a typical APC has an approximate top-facing surface area of let's say 20 m2, the chance to actually hit a single APC within that 250x400 area with one of 24 unguided MJ2 is ... 1/208 or roughly 0.5%. Of course, the chance to hit something increases with the number of targets present in the targeted area. Anyway - could the crude calculation above indicate that each MJ2 might yield multiple EFPs? If (for example) each MJ2 would yield 16 EFPs in an downward cone the hit probability would increase accordingly. Or are we somehow are missing some crucial part regarding submunition guidance that could have been deliberately left out from that Bk 90 document? Just wondering - and really looking forward to the AJS-37!
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I've encountered exactly the same problem with Vikhrs not guiding on the same mission. (Poke in the Eye) Also, the wingman keeps firing and missing when I assign him a target. Strangely enough, I got my Vikhrs to work properly on the previous mission, the one with heavy rain and 18 m/s wind. Is there a possibility that the missiles work as long as you're firing more or less upwind/downwind? While heavy crosswind throws the missile seeker outside its "gimbal limit" (or whatever it's called)?