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Everything posted by tekrc
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im not saying there wasnt a tailwind im not arguing that anywhere. but you dont get a whole lot of options coming out of the sf bay. unless you expect them to reverse out so the wind is facing the front lol
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hadnt seen those before but I did see it in person! from watching the video, you can hear theres a fair biit of wind going on. I grew up near there and it gets gusty especially under the bridge and the planes aren't going to be nearly as heavily loaded for a fleet week demo so the tailwind woulnt bother them too much. though leaving the bay that s3 was most likely out on ASW patrol so probably had a proper payload maybe lighter fuel
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Well I have no way of knowing that! :thumbup: my friend is a structural engineer for Boeing on the BOne. and some other stuff now too kc135s and something else I cant remember at the moment. but my dad and uncle were both on carriers. dad was a red shirt on 66 and uncle was a crew member on the A6 on enterprise in vietnam I believe. we talked about stories and various carrier and other stuff a lot. It was actually my uncle I was showing the video to who pointed out the odd bounce in the first place
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I thought that too at first but you can hear the wheel meet the deck a second time. also the 14's strut even fully extended would not put the nose at 10 degrees (watch the hud in slower playback. its all of 1 frame but its there). plus once again why I posted the video for reference. the nose doesn't bounce up in any noticeable way until fully stopped. so shouldn't be any major strut extension at that stage of the trap even if that's what it was. oddly enough one of the planes in the video you can notice the MAIN gear bounce up a little. but again nose stays firmly planted on deck. again don't get me wrong super excited for this! just hoping to get the best experience possible as Im sure we all are. it was a really good sounding and "feeling" trap making me wish the video was recorded in 360 so us vr users could have a ride. but not the most realistic yet
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you said when at carrier would not be loading much scenery. I pointed out on a different issue to do with carriers/ships, a way that could possibly fix the issue of current carriers and ships in multiplayer. the locations to not match between clients and was curious if it was a plan to make it fixed scenery in the new map. last time I did anything with a carrier in multiplayer the locations were off by over .5nm friend and I flew helis out and both landed on carrier. then looked to find the other just floating on nothing. breaking the wire is related to a few things. but that 30 kt difference at touchdown is important especially for the heavy planes like the cat. if a carrier is stationary that wire has to arrest a LOT more force than it would if the carrier is in motion which will often be too much. so no.... not really the least of my worries. if the carrier is too slow in combination with the aircraft's inertia, you dont stop. not sure what you're getting at with stall speed. carrier approaches are all carried out at a set aoa. in the cats case its about 15 degrees usually close to 130 kts putting you close to stall speed but approach is flown by aoa indexer more than by approach speed. stall speed doesnt change if the carrier is moving or not. but the speed you move in relation to the deck and wires do. my point of carrier moving was related to the issue of the cat has being so heavy it can break wires if its going too fast. (like any other plane but its a lot easier when you're heavy/over weight). you never see a video of a plane landing or taking off from a stopped carrier. the WOD allows the system to arrest and or launch heavier and faster aircraft with less effort than it could at a stand still with the same load limitation meaning less wear and tear. like I said before, it would be arresting 100 kts velocity instead of 130. hope what I was saying makes a little more sense now. I jumble things together when im tired
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is it? I thought the carrier was going to be a carrier like the kuznetsov we can put down wherever? though a scenery carrier would likely be more stable and would solve the current location issue on MP. unfortunately the carrier moving is a bit of a requirement for navy fighters. the wind over deck helps the planes land at relatively lower speed to the deck. so 100 kts instead of 130 kts making it less likely to overextend or break the wire. so if HB are modelling the cat to its full extent, this will be a factor. eager to see what happens regardless! just putting stuff out there
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exactly also like if a pilot ejects and walks around, no one else can see pilots moving.
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I have a couple questions. it may not be an issue at all but is there going to be an options to enable/disable the deck crew or will it just always be there? doesn't bother me personally but I imagine some who struggle with performance as is may want to save the frames. also are the animations going to sync across multiplayer? like if player 1 hooks up to a cat will player 2 see all the animations at that cat?
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great video! super excited to do some traps of my own. only complaint is the nose shouldn't bounce into the air after catching the wire. I know WIP but that's my little nitpick. in every video of 14s trapping, you can clearly see how the nose stays held down by stopping force. it might be a little springy feeling since the nose lands fairly hard but nose wheel should never leave the deck once you're caught
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so we shouldnt be getting an optical landing system at all?
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this. also based on the time period. Im not sure when forestals retired and if/when they had their IFLOLS updated. so whatever is period appropriate is what we will likely see
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saw an instructional video on calibrating the system not too long ago. probably not the same model system but it largely still works the same way. so good info still.
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DLC is toggled on and off with the silver button on the left side if gear is down. if gear is not down it toggles countermeasures. (there are not many countermeasures on the 14! keep that in mind. you only get 2 racks of them 1 for chaff 1 for flare) https://drive.google.com/open?id=0B_4TgRl2DMb8dGtyYXdKay11ODQ when DLC is active the maneuvering flaps rocker switch increases or decreases deflection effecting the AOA. allows easy adjustments to glideslope without moving throttle. (amazingly useful for carrier approaches) when DLC NOT active, maneuver flap rocker switch simply sets the maneuver flaps up or down. basically set before a turning fight but they will kick in automatically as well just something to keep in mind. the F14 pilot stick can NOT fire A-A missiles only select them. pilot can only fire guns and drop bombs. RIO controlled the firing of all missiles and selection of a-g weapons. so if you plan on building a pit you may want to build both sections and this is not a small section either. 14 is a big plane :)
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thats awesome! thanks for the update. I actually went to the Tulsa museum not too long ago. got talking to a couple of people ther near closing so was pretty much just us. turned out they didnt know about the glove vanes so we got talking about them a fair bit. wanted to ask them so bad to sit in it lol. but its in pretty good condition however the wing sweep lever is in disagreement with the wing position... other than that fantastic example! might go again one day. not many chances to get that close to one and go over every detail. all in all minor gripes and well worth the visit.
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actually look at the pictures since they clearly show those controls outside the pit. the one I saw was before e model. since doc you ref is for the E. do we know what version we are getting? if its before E model this is still an issue
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I cant wait for an A6! would love a sead variant (more western sead badly needed). and to do some multicrew and have to do BLINK call outs on night runs with a shrike flying off the rail. would be cool if they impliment the flash as you shoot one. like blank the screen to simulate the blink. or even just have a white flash. fun opportunity for us vr players I think im curious how implementation of bomb settings will be implimented since it was not an option in the cockpit. as stated before it was an interdictor similar to the viggen. attacking pre briefed targets. it obviously can do other stuff. point is.... the settings for ripple are actually on the weapon rack so how will we as players change the setting? got these pics of it from one at an airshow couple years back. some nice views you dont see too often these days http://imgur.com/a/IhMjb
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the datalink did also allow the F14 to talk to the E2 hawkeyes as well from my understanding. so the 14 could patrol around radar standby recieving target data from awacs and flight lead. even fire the 54s like that, steering the missile to linked radar contacts. only time the 14s radar had to come on was for up close fights or sparrow
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this confuses me. the pilots keep talking about how they couldnt get a positive ID on the f5s before they were in lethal range. but the F14s have the built in tv system specifically for this. am I missing something or is this before that was added on? nvm says in last video. was really weird since didnt say initially thats what this was about.
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never knew there was time acceleration util now the warehouse is owned by the same country as the sams. I dont see a specific coalition option but its the same color on the editor map. I added an ural 375 in the middle of them in addition but still not working after accelerating about a 3 hours of game time for any of the platforms heres the mission file to look at. use f10 radio menu once it starts to set alert state for sams green auto or red. they start in green state. target range.miz
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to my understanding after reading the few other posts on the subject, if you put sam sites next to a warehouse they should reload automatically after some 4,600 seconds for the big ones. I left the sim running for about 5 hours overnight and came back to find they had still not reloaded. what exactly do I need to do to make them reload? should I be using trucks to do this instead? not sure how to do this or can I do this through a trigger? I have placed around a warehouse structure: SA11, SA8, SA15. none of them reloaded
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ok that did it. would be nice if I could be told what script file it was talking about instead of a memory address. weird. I dont get that error in other missions using the same script
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to double check is flag 1/1 is true and 1/0 false? it doesnt seem to be working. I have switched to triggered actions and removed wp settings radio commands are for on flag 1/1 for off 1/0 switched: if flag 1 is false ai task push tor alarm state green switched: if flag 1 true ai task push alarm state red but same issue. I can get it in red state but not back to green even if I manually switch it to green in the map view I cant tell it to go red again EDIT: so after hours of messing with it I just sat here and sorta spammed the off command. it appears to work now! thank you for your help
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so in short, im trying to make a little training mission where I can manually through f10 menu force alert states of sam sites (ie this way I can just have one target range with a set of targets that respawn with AA cover that can be turned on or off depending on the aircraft practicing in). in this case the sa-15 because animations are neat. I have the commands in the menu for on and off through flag states and set to switched option so it should act as a toggle I believe. now then... I have gotten it working to the point of I can turn it to alert state red through flags. so I can see it unpack and turn on. I believe my understanding of flag states is lacking. I have it set to do red state on flag 1 active and state green when flag 1 not active. but im not sure how to deactivate flag 1? tried setting to 0 on off command but doesnt seem to work. it starts off in green state fine. I can put it on red state but not back to green again it is worth mentioning that I can in the map screen (due to CA ME settings) set the alert state through pilot controls ground units and map with no problem. any help is appreciated LOG test.miz
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ok. I guess I forgot 1.5 was public build now. my bad. sorry for the trouble im on standalone not steam