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Ramsay

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Posts posted by Ramsay

  1. I understand that in TOO and SP modes the HARM will not have range information available. Is this true in all circumstances (I could imagine after detecting the same sensor for a while during flight that changes in direction of the contact during flight could permit range approximation by the HARM sensor)?

    In SP mode the RWR passes the threat type to the HARM, direction is determined by the pilot from the RWR (not the HARM).

     

    In TOO mode AFAIK, HARM as sensor will only give type and azimuth

     

    Is there any way in which you can use the information of the HARM as sensor (i guess TOO mode) to train your other sensors to the area? In some youtube videos featuring HARM deployment in other sims it is mentioned that Handoff can also be to the ground radar giving an approximate position. Is this an actual feature of using the HARM as sensor or just an artifact of that other simulation?

     

    AFAIK, the RWR, etc. can be used to triangulate the approx. position of a threat, however it's not automated, for that you require something like the F-16 HARM Targeting System (HTS) pod.

  2. So, money is tight, but I can pull off either the Warthog C or the Warthog A. Obviously the A is way cheaper, but other than that, whats the difference between the two packs?

    A-10A

     

    The A-10A is an older, less capable version that's part of the Lock On/Flaming Cliffs 3 pack and also sold separately.

     

    If you have flown the free Su-25T, learn't it's systems and flown it's campaign - the A-10A is the western equivalent.

     

    • The cockpit has a single TV screen i.e. to display a IR maverick image and isn't 'clickable'.

    • Systems are simplified, so you use 'RShift+L' to turn on the electrics, 'RCtrl+L' for lights, 'RCtrl/RAlt+Home' for engine start, '1' for different Nav modes, etc. as in the free Su-25T.

    • DCS 2.5 has few, if any, A-10A training missions (the Su-25T now serves that purpose). Older (depreciated versions from 1.5) are still available but probably require adjusting in the ME to fit the new 2.5 map.

    • It comes with a single player campaign - The Valley.

     

    A-10C

     

    The A-10C module was developed from a class room 'trainer' created to teach A-10A pilots converting to the real A-10C. As such, it is far more detailed and accurate.

     

    • The cockpit is the 'typical' one seen in youtube videos with two TV screens, a moving map, Targeting Pod, etc. and using HOTAS weapon control

    • It is a clickable cockpit, so the battery switch turns on the battery, etc. There's a cheat autostart (RWin+Home) but most people learn and use the 'real' startup procedures, etc. as found in NATOPS, the 671 page manual, Chuck's Guide or from youtube videos

    • Most systems are modelled i.e. navigation waypoints, flight plans can be created/edited using the CDU (flight computer), Target Pod used to create mark points (that are then used to guide GPS bombs), etc, etc.

    • As a 'full' and 'flagship' module - it comes with training missions, instant action missions and 'Georgian Hammer' campaign

    • There are additional paid DCL A-10C campaigns and lots content in ED's 'User files' section.

     

    Summary

     

    The A-10A is suitable for SU-25T players who liked it's campaign and want more of the same but using a western equivalent.

     

    A-10C has much more longevity and should be part of most peoples DCS library due to it's detail and accuracy - the A-10A, not so much, though I did buy it several years ago for the included campaign.

  3. I've seen conflicting info about of the INS should be set to NAV or LFA during normal flight operations.

    The preferred navigation method is IFA (tightly-coupled to GPS), however every 5th flight should use NAV mode to confirm the loose coupled INS (degraded fallback mode) is still functioning correctly and errors are not being masked by GPS updates.

  4. Because when someone goes to the length of finding good pics and taking screenshots from the same angle, the whole thread gets deleted...:music_whistling:

     

    If you are referring to the harrier inlet thread, it was most likely deleted because someone in that thread didn't understand how cameras and optics work.

     

    AFAIK, the Harrier 'inlet' discussion took place before the AV-8B was released (had it's own sub forum) and is part of the huge (3641 post/365 page) Harrier Thread

     

    My own post:

     

    https://forums.eagle.ru/showpost.php?p=3226660&postcount=1703

     

    still exists and Razbam remodelled the WIP inlet before release. but perhaps you refer to another thread I'm not aware of ?

  5. So if you can switch through the SAM's with the i key, which key is it that will make it select the immediate threat?

    I think Wags wrote that it was the 'reset' button on the Harm DDI page.

  6. The f18 has to have some elevation knowledge or the ccip would not work right?

    AFAIK, the Lot 20 modelled in DCS includes digital terrain elevation data (DTED) as part of TAMMAC (the moving map) and it's used by the terrain avoidance warning system (TAWS) among other things.

  7. The issues are for exemple the barometric hold, when I click, it doesn't show the ":" but he locks my plane in a pitch down position. Another problem that I encounter but less problematic is when I'm doing recovery, in therecovery configuration and in glide slope, the climb rate should be -700, but for me is -350/-400.

    This as a known bug in 2.5.4.25729 Open Beta.

     

    The F/A-18C HUD climb rate is half what it should be i.e. the backup VVI or F2 view. I also find the AP barometric altitude hold harder to engage, presumably for the same reason.

  8. Sorry for OT, but isn't that equation missing terrain elevation? Does the Harrier have an elevation database like the A-10C?

    Yes it has a elevation database. However it *might* be used for other weapons/sensors/modes i.e. CCRP

     

    Or does it have another way to know or guess elevation at the direction the seeker is looking at? I guess I'm missing a piece of information here to make sense of how it works.

     

    AFAIK, the Harrier MC makes the assumption that the target vertical reference is correct i.e. the terrain is fairly level and it *may* still be down to the pilot to decide the exact optimum time/distance to launch.

     

    OTOH, the 'assumed vertical reference' *may* be that the aircraft height above MSL is correct and 'locking' the IRMAV uses the terrain/elevation database to estimate the targets position and elevation.

     

     

    Ranging information includes the IN RNG indication above the TGT indication and distance to target (slant range) in nautical miles.

     

    Ranging information is based on IRMV gimbal angles and best available aircraft altitude when in IRMV track mode. The IN RNG cue indicates that the mission computer has determined that the target being tracked is within the missile launch envelope (it assumes vertical reference is correct).

     

    Like the Hornet, the Harrier pilot can use other means to measure range i.e. DMT-TV, Designated Waypoint or TPOD/Laser if so equipped.

  9. Well the TGP has a laser rangefinder, so you'll get a range to target that you need to be able to tell if you're in range for a shot. The Mavs don't.

    The Harrier MC gets it's IRMAV "in range" HUD cue using it's INS, Altitude and IR Seeker gimbal angle to estimate the slant range and check if the target is within the launch envelope.

     

    I'm a little surprised the Hornet doesn't do something similar but it is what it is.

  10. but the mod file wasnt there so i created it. Does that matter?

     

    The "Mods" folder name has "meaning" to DCS and it will look in the "Saved Games\DCS\Mods" folder for custom "modules" i.e.

     

    • "Saved Games\DCS\Mods\aircraft" is used by the "A-4E-C Skyhawk" mod

     

    and

     

    • "Saved Games\DCS\Mods\tech" is used by Tacview, LotAtc, 476 Custom Range Objects, etc.

     

    Here's an example of "476th Custom Range Object" folder structure.

     

    attachment.php?attachmentid=201973&stc=1&d=1547335713

     

    Are you trying to create your own mod or install someone else's mod/skin ?

    369485706_SavedGames-DCS-Mods-techExample.thumb.JPG.2e1ba42b917abb62783484c7704ef74b.JPG

  11. Hi. I want to dpwnload some of the missions, skins and such like but the folders they say to download the folders to dont exist. i go to C/users/my name/saved games/dcs but only have the following files

    If the mod uses a "Saved Games\DCS\xxx" folder that doesn't exist, you'll need to create it i.e. the "Kneeboard" folder to add custom kneeboard pages (.jpg, .png, etc.)

     

    The mods file i created myself

     

    Where are the files for mods skins and so on?

    To add a custom skin, place it in "Saved Games\DCS\Liveries\[module name]\[skin name]" i.e.

     

    attachment.php?attachmentid=201972&stc=1&d=1547333071

     

    The Mods and Apps sub forum is probably a better place to ask if you need more help.

    1530246834_SavedGames-DCS-LiveriesExample.thumb.JPG.c2f0c4c69afbfbaedc4bb707a97994f2.JPG

  12. But does it make any sence to have QTY 2, MULT 4? How can you "Drop 2 bombs in groups of 4." ? :D Logically MULT should be equal or lower than QTY, shouldn t it?

     

    Yes, with QTY 2, you should not be able to select MULT 4

     

    From the AV-8 Tactical Manual Vol 1 :

    1.14.5.4.4 Multiple Control.

     

    The multiple control is also a three-position switch. The control selects the number of stations from which weapons will be simultaneously released in the sequence. The window above the control displays the selected multiple.

     

    The multiple cannot be set to a number greater than the number of stations carrying the selected weapon or the quantity value, whichever is less.

  13. So each hash mark is 35 degrees? To the left is the first 35 degrees then the next has to the left is another 35 which makes a total of 70 to the left. Add 70 to the right and you get a total of 140 degrees? How many degrees betweem the 2nd hash tag and the edge of the MFD? 10 degrees?

     

    Chuck's guide says each hash mark is 20 degrees. I couldn't find anything in the Early Access Manual that says what the scale is.

    Well spotted.

     

    I assume each hash mark is 30 degrees (2x 30° = 60°) with another 10° to the edge of the DDI giving +/- 70° either side of the centre line = a total azimuth sweep of 140°

     

    attachment.php?attachmentid=201934&d=1547297097

  14. I've just gotten the Mig-29 module ... and was wondering if anyone knows of a video or tutorial on how to use this aircraft feature?

    Cap did a short autopilot tutorial for Su-27, Su-33, Mig-29 & Su-25 recently.

     

     

    Note: IIRC, when I flew the Su-25T regularly - I used Altitude, Attitude, Autopilot OFF and Trim reset keybinds but kept away from the other modes.

     

    Edit:

     

    I found DevRim's English Cockpit particularly useful for checking which autopilot mod I was in when starting out, so you may want to try that.

     

    DEVRiM_MiG-29_CompleteEnglishCockpitMod_4.jpg

     

    DevRim's DCS MiG-29 Complete English Cockpit Mod

     

    https://www.digitalcombatsimulator.com/en/files/2081947/

    • Like 1
  15. I dont understand why ONE warthog training mission is available to transfer but not the PLANE or the other two training missions. lol

    The plane and two training missions that can't be transferred probably use 'Star Force' - if they do you should be able to use the Steam Star Force 'Key' to register the copies with your ED account.

     

    Edit: Just tried to register the Bf-109 key - seems that feature has been removed :(

  16. I've spotted that Yak-52 suffers from quite significant rudder problem.

     

    When plane is standing on the ground and during taxing with little amount of throttle nothing happens.

     

    But as soon as you start increasing power in order to take off rudder moves 8-10% to the left and remains at this position all the time when in air (no matter what % of throttle is set).

    That makes plane roll to the left (around 1 degree per 5-7 seconds) and not being able to hold heading.

     

    I need to point out that my rudder trim in special settings is set to 0.

    The Yak-52 has a fixed rudder trim tab that is set for neutral rudder at approx 200 kph, AFAIK below that speed it requires left rudder and above - right rudder.

     

    ... there is no in-flight trimmable rudder on the Yak-52, it is a fixed tab so it is only ever truly 'in trim' at one speed. For most Yak's in the US this is set at 110 kts (~202 kph) because that is our typical formation sortie speed that gives us plenty of performance margin.

    In the Yak-52's initial release, there was a FM bug that set the trim tab at zero and rudder input was incorrect.

     

    As the bug is fixed the aircraft will be factory trimmed at 200 kph, so you wil apply left or right rudder depending on speed.

     

    Although rudder trim/behaviour has changed, AFAIK it is still WIP

     

    Rudder is definitely off in the wrong direction now for most flight regimes, only needs active left rudder at speeds below 150 kph or so, this with takeoff assist off and no change to the base trim setting - not realistic. Right rudder requirement is better than before but not enough required, transition between amount needed for left and right rudder with speed changes is too abrupt and also not enough travel required.
  17. what was the last working multicrew version

    AFAIK it'd be one of the 1.5.x versions (between 1.5.4 and 1.5.8 ?) - I think multicrew was still working ok around June 2017.

     

    Main issues were control and instrument sync between players i.e. RWR, HSI/ADF, fuel state, etc. and making sure the co-pilot joined after the pilot.

     

    There could be drift between player (pilot) and co-pilot camera view but it was great fun with, one player holding and maintaining hover, while the other guided a HOT missile to impact.

     

    What stopped me playing multicrew eventually was AI script desync bugs.

     

    We'd grown out of static targets and needed a more dynamic battlefield but it became frustrating to build missions for coop play, test it in SP, only to have it fail in MP i.e. we'd fly out to a AO and I'd spot targets (as the host) and the other player/client couldn't see anything (as their AI OPFOR had never moved from spawn - problem seems fixed in latest 2.5.x)

     

    Note: IMHO 1.5 has a weaker Gazelle flight model than 2.5 but multicrew gameplay is what made the Gazelle special.

     

    ... and is it possible to install that one? I would like to try it out with a friend.

    You can use DCS updater from the command line

     

    https://forums.eagle.ru/showthread.php?t=114030

     

    or SkateZilla's GUI Updater Utility

     

    https://forums.eagle.ru/showthread.php?t=160053

     

    to install a separate/older version of DCS (to use multicrew you'll both need the same version).

  18. You won't find the JTAC's laser until "mark by laser" and "lasing"

     

    The JTAC sequence for the Quick Start training mission "Caucasus FA-18C AGM-65E Maverick Practice" is:

     

    (Radio to JTAC frequency 131.000 MHz)

    • Player: JTAC - finger11, Check-in 30min, what do you have for us.

    • JTAC (Finger11): Enfield 1-1, this is finger 1-1, type 2 in effect. Advise when ready for 9-line

    • Player: Ready to copy

    • JTAC (Finger11): line is as follows

    1, 2, 3 N/A

    [4. Elevation: ]3 feet MSL

    [5. Target: ]APC

    [6. Coordinates: ]GG176760

    [7. ]Marked by laser, 1688 <----- *** NOTE: IF THE JTAC SAYS No mark, he isn't going to lase the target ***

    [8. Friendlies: ]northeast 450 meters, troops in contact

    [9. ]Egress east

    • JTAC (Finger11): advise when ready for remarks and further talk-on

    • Player: Ready to copy remarks

    • JTAC (Finger11):

    request AGM-65E

    partly cloudy sky, cloud base 13000 feet MSL

    • Player: 9-line read back

    • JTAC (Finger11): readback correct

    • JTAC (Finger11): report IP INBOUND

    • Player: IP INBOUND

    • JTAC (Finger11): Enfield 1-1, CONTINUE

    • Player: Laser ON

    • JTAC (Finger11): Lasing <----- *** JTAC's Laser is ON and detectable ***

    (Uncage LMAV to spot lase)

    • Player: Spot

    • Player: IN from the xxx

    • JTAC(Finger11): 'Cleared HOT!'

    (fire LMAV when in range and break off)

    • JTAC(Finger11): Enfield 1-1, target destroyed

     

    sequence then repeats -

    • JTAC (Finger11): Enfield 1-1, this is finger 1-1, type 2 in effect. Advise when ready for 9-line

    ... etc.

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