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Posts posted by xxJohnxx
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I set up bx 6 to bx 8 and it flies perfectly until it gets to bx7 when both of them decides that it would be a great time for taking a bath and both the missiles does this. Am I doing something wrong or are they bugged?
Try using takt code 80 0001. Works better than the default which is 80 0002.
Qfe correct?QFE doesn't really matter except for launch clearance. Once launched, the RB-15 uses it's interal radar altimeter.
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I have a bug where on my first run, every time, with 800002 I get good hits. After I land and reload, take off, my weapons no longer fire. So then I eject and get a new plane, from that point on my missile will track toward the target then once it's almost there it'll suddenly make a 90 degree turn and keep going until it blows up.
80 0002 doesn't really work reliably at the moment. For now use 80 0001.
Also re-arming is bugged.
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So, don't follow the RB15F checklist. Set the master mode to ANF first, then weapon to ATTACK. Then set up your BX points - and it has seemed to work every time.
Known bug.
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Try using 80 0001 (confied attack, multi N (1 out of 3), medium search area) as the weapon code entered into TAKT.
While testing the RB 15F I found that using 80 0002 would exactly show that 90° turning behaviour you have been describing.
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Im not sure what I do wrong but in your navigation mission all I get in my waypoints says E1 E2 etc. like in error and it will not update. Im sure I miss something vital but cannot for the life of me figure out what.I think that happens when the radar fix switch is in the T1 Fix position; do you have that mapped? It should be okay as soon as you set it back to T0 Fix.
Indeed, E is displayed when you have the T1 Fix Trigger depressed.
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Great vids any chance you would do one on creating way points?
I had that in mind for the advanced navigation tutorial.
Thanks for the reply! I understand.Though strange that the ME lets one set this loadout,
with other planes a black square appears (e.g. Mirage 2000) letting one
know that it is not a valid loadout.
Would be nice if they could add that for the Viggen too!
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Grüezi,
Moreover, if I employ, also successfully, two RB-04E Anti-ship missile, and then select the Rb75 Missiles on the OUTER pylons, the Ep-13 indicator won’t even light up….As Vladinsky pointed out, the Viggen can not carry two types of ground attack amunition at the same time. Only exception are the gunpods.
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And if in normal flight half of your HUD is clipping so you don't see it fully even when you stare it closely, how are you suppose to even aim in the real thing?
Can you provide a screenshot of the clipping? I didn't come across any problem like that and I am wondering what you are doing diffrent than me.
Also, for what do you even need to use the HUD while shooting the RB 75?
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I need to look for a video ..
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What? Pretty sure that's just wrong. As for all high-alpha flight, the SI glass should be in its lowered position for take-off.
Yeah. I don't think there is even a sensor for the HUD position.
Referencing allways worked fine in the lowered positon for me.
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My problem is roll instability at any speed which leads to immediate nose pitch instability. I take my hand off the stick or disable autopilot and it rolls right every time, and it rolls right pretty fast.
Trim.
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The missiles seem to start tracking, then veer 90 degrees left or right approx. 5 KM from the target, then blow up. Any idea what I might be doing wrong?
Does it happen in the mission I provided for the second mission as well?
Sometimes the BX9 waypoint can cause a bit of interference I think.
On an unrelated note, got another video for you guys!
Using the RB 05A againt ground targets
:pilotfly:
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Mixing Air-to-Ground weapons is not possible in the real Viggen as it's systems wheren't desinged for it.
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Seriously??:huh:...wow, didnt expected that...so I have to purchase the module in order to get correctly working AB??...ok, all clear then, thanks buddys!!
AFAIK, the reason for this is not to put nice after burner effects behind a paywall, but instead probably due to performance. If you have a lot of AI aircraft arround, the better looking afterburner flame is probably not worth the increased graphics demand.
These "special effects" are only visible on the player controlled aircraft.
Isn't this the same for wingtip vortices? Or do AI controlled aircraft also have those?
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Great minds think alike; I find your drawing to have eerie similarities to this bit of the SFI:
As for how the slant range and aim point are actually calculated, please refer to fig. 14 and 15 respectively:
I'm not serious; I'm pretty sure Alexander the Great couldn't unravel that...
Didn't know those diagramms where available to public. Very cool! :thumbup:
Now it would just be nice to understand Swedish. :cry:
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3. Air pressure is still taken into account for rocket ballistics calculations (drag/velocity loss) so having it set in the right neighborhood is still important.
This one is not making any sense though. Setting the QFE doesn't input something new into the system that the aircraft can't meassure locally at the given altitude. The altimeter is making an aproximation (1hpa = 10m) and so could the computer. This shouldn't affect ballicstics calculations in regards to drag/velocity at all.
Actually, regarding drag/valocity calculations density altitude would be a much more important factor. And for that QNH would be necessary.
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That's true for the radar altimeter, but it's not for radar-ranging. I totally align with some1, with a/c attitude and radar azimuth-elevation-range data, you can absolutely locate the target point in reference to your position, QFE data is redundant and actually, less accurate than the rest.
From a mathematical standpoint this is very true. I have had my professional artist draw a picture to have a common reference point we can use for some advanced maths done by my on-site mathematician.
Now let's do an analysis of this:
The only thing that setting the QFE does is giving us the height h.
Without setting the correct QFE we would have the following:
The angle a is known thanks to the gyros.
The distance d can be meassured by radar.
Now we can calculate both, the lenght l and the height h by using maths.
[b]h[/b] = sin([b]a[/b])*[b]d[/b]
and
[b]l[/b] = cos([b]a[/b])*[b]d[/b]
So, theoretically, as long as the radar is running and meassuring slant range, there should be no need for setting QFE because there is nothing you can't determin otherwise.
However, I am pretty sure LNS did some proper reasearch into the whole target point calculation, so we can safely assume that the real one needed that as well. Now I guess there is a good reason Saab decided to use the altimeter set to QFE. I am just wondering for what?
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I don't use track IR i use a different headtracker and also the switch is one of the few switches not implemented
Look into the view commands. There are plenty of things you can do with the default view system like moving the view point up/down and even saving it there.
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John just a heads up the bk-90 mission of yours says file not found on the download link
Thanks for the info. Fixed it now. :thumbup:
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Does the system use decimal at and long like the mirage?
No, it uses the Degrees - Minutes - Seconds format.
Lat 41° 45' 11'' N Lon 41° 29' 07'' E
The coordinates above have to be entered into the navigation system like this:
412907 414511
It is important to remember to start with LONG first and then LAT after that.
That is why the rotary position is called LOLA.
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Thank you all for your comments! Means a lot to me! :thumbup:
One request by chance could we get your missions that you make for these videos?Allready a bit ahead of you on that front. Each youtube video has the .miz file in the description. I will add them to the main post as well though, so people can see the missions while watching from here. :smilewink:
:pilotfly:
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New video up for you guys:
Advanced RB 15F Tutorial
Best regards,
John
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Thanks for all the kind words. :thumbup:
Great videos, your flight is really clean and perfect. If it's possible please can you tell me if you have added the curvature or dead zone for your Roll, Pitch and Yaw controls ? Please can you tell me if you use HOTAS WarthogI allready replied to your Youtube comment, so just for completion:
I do not use any curvature for Roll and Pitch, however, I have set a 20% curvature for the Yaw control. Makes takeoff a bit easier as the nose-wheel bug is makeing it over sensitive. I do use the HOTAS Warthog together with the MFG Crosswind pedals.
I also got a new video for you guys:
Using the RB 15F Anti-Ship Missile
Enjoy! :thumbup:
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There seems to be some issues with setting up the RB-15F.
- Even if you enter any values, the still seem to be in the "single ship closest to ATP" mode. Probably related to what Fishbreath was writing.
- Setting up the BX8 waypoint should set the BX6, BX7 and BX9 waypoint automatically, however it doesn't seem to do so. If you just set the BX8 waypoint, the BX7 waypoint is usually just somewhere else, often totally off. This can prevent launch of the RB-15F. Same seems to be true for the BX6 and BX9 waypoint, though they won't inhabit the launch.
Floating objects
in Bugs and Problems
Posted
That is because you are shifting the cockpit view to get to a point which is completly invisible from any normal sitting position.
If you shift your view further you will realise there is no belly on the Viggen too, as long as viewed from the cockpit...
The 3d modell of the outside of the aircraft is only showing parts that you can normally see from the pilot's position.