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Subferro

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Everything posted by Subferro

  1. Any acknowledgement of this as an issue? I’m not seeing anything in bug tracker.
  2. Here are two tracks, in the first I start in auto, press pickle, switch to CCIP and bombs release. In the second, I am in AUTO, press pickle and release. Despite not holding down pickle bombs are released when the timer hits zero and I'm stuck with the 'barber pole' and have to press pickle again to get AUTO HUD symbology back. HarrierAutoCCIPbug.trk HarrierAutoHandsFreeBug.trk
  3. I wouldn’t exactly call it fixed. There are now an array of weird issues with AUTO mode. If you place it in auto and press pickle at any time things get wonky. First, press and release pickle and then use cage/uncage to switch to CCIP and your bombs drop as soon as you switch mode even though you’re no longer holding pickle. Also if you press and release pickle then fly towards your target the bomb will release as soon as the fall line hits your VV, as if you were still holding down pickle. Once this happens the 4 line “Barber Pole” won’t go away and you won’t be able to release any remaining weapons.
  4. Great post, very helpful. That’s probably about what I’ve been seeing with a few misses outside that 10m range. I guess that sums up that even with perfect target data I won’t be able to reliably splash small targets with JDAMs
  5. I’ve tried laser on when holding TMS, laser on when releasing, not much different. Oddly what has seemed to make a difference is putting the TGP in Point mode, even when not bracketing a target. In a quick test it seemed more accurate than Area, but I can’t tell why, but that was with only 4 drops (two point, two area) so could be just luck.
  6. Am I doing something wrong, or have JDAMs become less accurate in recent updates? I think I’m doing the same procedure of making my TGP SPI and pointing it at the ground at my target. It seems like I used to be able to nail small stationary trucks, but the other day I was dropping on FARP tents and missed so wide the tent was undamaged. I know the CEP on a gbu 38 isn’t zero, and maybe these errors are realistic but it definitely feels like a change from prior and I want to see if anyone else feels this way.
  7. Well I think I finally have it working. I definitely agree that making them a separate group is probably the only way to make it consistent, but since my small mission with just my group and an enemy group worked flawlessly I thought there had to be a way. I discovered my wingman would ignore commands through the normal radio path as well, and respond “Unable” when asked to attack any ground target. And then it clicked. Aside from complexity which I couldn’t get rid of, the big difference between missions where this worked and where it didn’t was presence of air defense units. My wingman was just being over cautious. I checked and the “REACTION TO THREAT” option was defaulting to “Allow Abort”. Changed it to “Passive Defense” and so far so good.
  8. I take it back. None of this is consistent. The wingman just has a completely independent way of doing things. Sometimes he'll engage, more often he wont. I tried making it assign individual units and same result... The AI make no sense to me.
  9. Does BMS even have laser Mavericks?
  10. Well I don’t know exactly what I changed but I got it working. I was just about to try your method of assigning individual units, but then made a couple changes to the script and somehow it worked. Consistently even. I moved the definition of the Wingman variable out of the function that tasked him with attacking and thought that was what fixed it but after testing it on a much smaller mission that made no difference. No clue what did it but he now engages until he’s Winchester and then rejoins. I’ll take it!
  11. Well in a simple mission with a pre-existing group he does fine even with a mixed loadout, but in the mission I’m making with a dynamic spawned group it only makes one pass. I can sometimes get him to reattack by triggering the script again, but’s it hit or miss... I really can’t figue out why it works in one mission and not the other
  12. Interesting. I’ll try 1. Giving him a uniform loadout and 2. Try separate attackGroup tasks that specify what type of weapon to use.
  13. Yes! That worked perfectly. Well, almost. He attacked the intended target, but would only make one pass despite having additional weapons onboard. Even trying to reissue the attack task didn’t work. There was also a weird moment where after his pass he claimed he was RTB, but as soon as his missile hit he rejoined. I’ll chalk that up to General AI weirdness. The only one pass thing may be because the AI harrier doesn’t like a mixed loadout. I tried in a different test mission with an AI hornet loaded up with all LMAV and he did fine.
  14. Very interesting. Can you share how that’s done? I tried a script to pass an attackGroup command to just my wingman, but since he’s glued on my wing he didn’t respond. I’d be interested to see your scripting
  15. I’m trying to wrap my head around tasking for AI wingmen and keep not finding the right solution, so I wanted to see if anyone else had ways to make this work. I have a mission that dynamically spawns ground targets to engage (Using Moose, so the specific group does not exist in the mission editor) and I want to be able to command the AI to attack it after it spawns. I’ve tried (I think) all combinations “Attack my target” just gets ignored regardless of where my sensors are, attack ground units sends him on a wild goose chase for some Air Defence unit no where near our current location. I tried scripting in a “attackGroup” task to assign the spawned target to my group and that didn’t help. I issued a “Attack Primary and Rejoin”, and all he does is break off to follow our waypoint route. The targets spawn at random points along our route, so he ends up flying all over Georgia and never actually goes after the target. Is there some way to script a better method of assigning targets to my own wingmen? Or maybe a better way to set up waypoints and tasks in the editor so that this gets pushed above everything else when I give the command? I should mention this is with the Harrier. Using the A10 I can assign my SPI or assign to attack armor, which get better results.
  16. I would love to see some updates to the waypoint system. Now that we have a good CAS weapon we really need the means to put in JTAC coordinates. Waypoint offsets or MGRS would be huge That said I think wags has said they’re now focused on weapons, so may have to wait. But we also got FPAS...
  17. Possibly dumb question but if I already have Moose how do I upgrade to the latest version? When I go to the github page with the latest download the “Moose.lua” file linked is very limited in contents (like maybe 20 lines), so I downloaded the whole source code zip, copied it to the same directory and overwrote existing files. Seemed to work, but then there are commands that don’t have intellisense. Is there a way to update my eclipse intellisense or do some newer commands just not have that yet?
  18. JHMCS looks great, but I’ll echo questions about positioning. For those of us without VR, the default cockpit view has the hud pretty high which puts the HMD below if and as such it doesn’t blank out when looking “straight ahead” maybe I need to tweak my default view so it’s angled up a little, just need to make sure DDIs stay in view. EDIT: That was easier to fix than I thought. Center view now puts my HMD cross on the lower part of the HUD. Can still see plenty of panel too.
  19. May have missed this earlier in the thread but I just loaded up 3 Mavs, and after firing the last one Mav Lkd was stuck on the hud. I switched to A/G guns and the symbology still didn’t go away, so GUN CCIP was overlying the MAV LKD
  20. Had a question regarding radio function and it’s current state of implementation. Once I turned off Easy Comms I found that both comm1 and comm2 function great through their presets and man channels, but are the different radio modes implemented? I set up a mission with a fair amount of chatter on 243 and when I tune the radio to that channel (Either as a preset, M frequency, or the E channel) I can hear it all. When I set one of the radios to TR-G and tune to a different frequency I lose all the chatter. Are those radio modes just not implemented or is this a bug?
  21. Came across an amusing bug this morning. Confirmed that I could reproduce it: Switch to A/G mode and set up your armament to an AUTO release. Use the A/A HOTAS fwd switch to select sidewinders but don’t fire. Press the A/G switch and continue with bombing attack. Hold pickle as the release cue moves down and when it’s time to release a sidewinder will fly off the rails. I guess the bug is that switching back to A/G mode doesn’t select your A/G ordinance again, but leaves sidewinder selected.
  22. Also something I’ve noticed recently with the DMT, when the designated spot is out of the field of view I no longer get the HSD compass. Now it just gives me a blank screen.
  23. Sorry to interrupt the high level discussion with a probably simple question. Why is it when I have Mk82s loaded (the basic gp ones, no retarding), when I select Nose/Tail I get an X through the weapon on my STRS Page. Just selecting Nose doesn’t give me that.
  24. I think to put this another way, if inlet temp is high and there’s no visible moisture, ice shouldn’t be forming. The caution is agnostic to conditions, the caution only means there is ice. The problem is that we’re getting the caution (and therefore getting ice) under conditions that shouldn’t cause ice to form. The caution in the game may work perfectly, but ice formation is happening too easily.
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