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Maverick-X

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Everything posted by Maverick-X

  1. Just switch to inflight alignment right after the CDU Bittest is complete. You can roll out right after engine spoolup, assuming you are not changing armament / fuel level. And flying without a TVV and autopilot for ~3min is not that inconvenient
  2. That's strange, it always has been neccessary as the pinkie determines the current lighting mode: default lighting, off and according to lighting panel
  3. Little error: C contains flares, but I guess thats clear through your description mentioning defeating IR sams. Just to avoid confusion Indeed, manual mode it should be. Although the workload for beginners is already immense, at some point you should try to get used to the manual mode. I started editing profiles as soon as I notices how wasteful semi (or even more auto) mode is. I thought the standard profiles are way too wasteful even used manually, so I edited them, thus getting more out of my countermeasure payload and easier use of manual mode as I knew which profile does what. I have five profiles for the following reasons: A: ingress flares. One flare about every second for 20s. I use it when entering a target area with suspected IR sams still active. I abort this when egressing / after egress B: many flares in a short time to get rid of a sudden IR missile (this is my usually active profile as everything else allows for more reaction time) C: contains flares and chaff in case I'm uncertain or actually both incoming D: high amount of chaff against modern sams E: low amount of chaff against low threads
  4. I'm sorry, didn't notice I screwed up the link... Edited the post, and here it is aswell Very well possible, the MWS is simply a set of cameras set up to detect a launch flash of a missile and the direction it came from. This could be an ATGM fired on a ground unit by another one, a Mav fired by an allie or any other sort of missile. The MWS can't recognize the type of missile or if it was actually fired at you! That's the reason allied A10's should always call "Rifle!" when firing a Mav, so others won't go defensive for nothing. The big problem is: you could take the time and look in the direction of launch to make sure it was a surface2air missile launched, and launched at you, but in most cases of IR-seeking missiles you only have below 5s of time to impact... So I tend to just flare if I am low enough for IR missiles to get me ;-)
  5. Arkroyale: I'd recommend watching the last part of my video posted above. It is possible to edit the file responsible for storing the profiles, which is much more convenient than changing the profiles after every startup. Regarding your profiles: is it enough to drop only 1 flare every .5s while a short range IR-Missile is inbound? I had a profile of 4/.25s/4 times which was pretty wastefull, now I use 2 flares ever .25 for 4 times. I actually never used less in case of an incoming missile in fear I'd get hit otherwise
  6. Here is a short tutorial on Countermeasures I did a while ago. Might not be perfect but at least useful:
  7. Hi, is it possible to teleport a player controlled unit? I tried mist.teleportInZone(), which teleports the unit but throws out the player. What I'm trying to do is to set up a workaround for improvised landing strips. I thought teleporting a plane would do the trick as spawning on ground away from airfields is not possible. Thx, mav
  8. I like "pull the target through your roof", gotta remember that! Thanks for that, I usually just calculate the angle (roughly), as 1nm is ~6000ft, and the dive angle for a given altitude and slant range is Works quite well to get a rough estimate but I've got to try the roll-in related idea. At which altitude/slant relation does this formula work?
  9. If I understood that correctly, the upper dot represents AP bullet impact point and the lower one HE. If that is correct, I don't see any sense in aiming inbetween. I usually use the cross rather then the pipper, as you will need AP only for Tanks, and I tend to get quite close to Tanks and the difference does not matter anymore. To anwers OP's question: I try to avoid rudder input, as at least I (or my pedals?) am not able to make fine enough adjustments. General procedure for a gunrun would be flying ~30°+ off target so you are able to see it left/right at the edge of the canopy. When you reach your desired dive angle roll over until you have to look "up" (up relative to your aircraft, not up in the sky) to see it. Then pull until your nose points at it and roll level. I try to get on target at least roughly and do a slight correction with PAC engaged. Ranges and angles have been discussed... The heavier the armore the closer you should get, the bigger the thread the further away you'd like to be. Those pesky bmp-2's can rip you apart closer than 1.5nm... When I'm out of ordnance and there are shilkas or similar threats left I sometimes tend to go low and make short gunruns out of close range, fun but risky! They don't hit you as long as you don't fly straight, if you get the pipper on target fast enough, a 1s burst is more than enough at about 1nm. Just make sure to break off as soon as you see a muzzle flash ;-) Dive angles depend on target and threat aswell. I sometimes use a great dive angle and very large slant range against Iglas, 60-80° and ~3nm with a ~2-3s burst. A lot of ammo but I don't like wasting guided munitions on such guys either. Generally the dive angle is something to play with: Single target heavy armor: steep dive Single target light/no armor: medium dive angle multiple light targets in a line (close to each other): shallow dive and attack without pac
  10. Hi there, minor issue but drives me nuts: Whenever I save a mission Payload in the Mission Editor, it is saved to the folder in "saved games". It really saves them, as the file change log has the correct timestamp. Everytime I load the mission editor again saved loadouts disappeared. Odd thing about that: I was able to save loadouts before, and profiles I have saved earlier are still there. I am also not able to delete them. But the file in the game folder itself does not contain these profiles, nor is any of these two files write protected. Is there a third file containing loadouts interfering? Thanks, Mav
  11. Alright, didn't think of the A-10A and Su25... But I guess everything else works?! For adding units to other countries you can edit the db_countries.lua found in \\scripts\database
  12. This is such an awefully mean teaser... I want to believe there is a chance of this christmas release, but I should not allow myself to think this...
  13. My guess on this: A (dumb)bomb launched in CCRP is released in order to hit the target. A GBU-12 (if I am correct) is released to hit behind the target so it has more energy available in order to reach the target with the losses it will experience due to the flight path corrections. Now if your target is moving fast and under the bow of the ballistic flight path (e.g. attack head-on) the seeker will not be able to find the target anymore. I'd recommend CCIP bombing from high altitude if the target allows it. If not, an interesting try would be lining up the CCRP and manually releasing the bomb 5-10s before the CCRP-Timer would suggest to, by switching to CCIP and releasing the bomb from level flight.
  14. Ein schuss ins Blaue: hast du im SP einen hotstart und fährst im MP selbst hoch? Könnte sein, dass du oder dein Wingman die entsprechenden Datalinks nicht eingeschaltet habt. Seht ihr euch denn gegenseitig auf dem ABRIS?
  15. I never really botheres using A-A mode. If the target is BVR, there is nothing (active) you can do, if the target is WVR you don't need it
  16. I would fire the laser manually rather than using autolase. Apart from that, my assumption would be that your TGP did not generate the SPI so your drop point was wrong, you were too low or the target too fast
  17. This is my lua file for the A-10, Ka-50 and Su-25T to export displays. Note that my setup is for one 1920x1080 + one 1680x1050 monitor. One is physically below the other, but it is written to be left of the main screen. For the A10 I have the top left corner for the L-MFCD, middle for R-MFCD and on the right corner the CDU. Was the handiest way to attach cougar frames and have a nice big picture from the TGP ;-) _ = function(p) return p; end; name = _('Mav_CougarMFD2'); Description = 'Right MFCD on the right and camera on the center' function default_setup() Viewports = { Center = { x = 0; y = 0; width = 1920; --screen.width; height = 1080; --screen.height; viewDx = 0; viewDy = 0; aspect = 16 / 9; } } Gui = { x = 0; y = 0; width = 1920; height = 1080; } UIMainView = Gui end default_setup(); UIMainView = Viewports.Center; function reconfigure_for_unit(unit_type) if unit_type == 'Ka-50' then Viewports = { Center = { x = 0; y = 0; width = 1920; height = 1080; viewDx = 0; viewDy = 0; aspect = 16 / 9; }, } RIGHT_MFCD = { x = 2812; y = 0; width = 788; height = 1050; viewDx = 1; viewDy = 0; aspect = 3/4; } LEFT_MFCD = { x = 1920; y = 0; width = 840; height = 630; viewDx = 0; viewDy = 0; aspect = 4/3; } elseif unit_type == 'A-10C' then Viewports = { Center = { x = 0; y = 0; width = 1920; height = 1080; viewDx = 0; viewDy = 0; aspect = 16 / 9; } } LEFT_MFCD = { x = 1920; y = 0; width = 390; height = 390; } RIGHT_MFCD = { x = 2370; y = 0; width = 780; height = 780; } CDU_SCREEN = { x = 3220; --3210 mfd coordinate y = 70; width = 380; height = 285; } CMS_SCREEN = { x = 1945; y = 460; width = 400; height = 84; } RWR_SCREEN = { x = 1945; y = 625; width = 400; height = 400; } Clock = { x = 3200; y = 460; width = 400; height = 400; } elseif unit_type == 'Su-25T' then Viewports = { Center = { x = 0; y = 0; width = 1920; height = 1080; viewDx = 0; viewDy = 0; aspect = 16 / 9; } } RIGHT_MFCD = { x = 2060; y = 0; width = 1400; height = 1050; } else default_setup() end end In order to export the additional A-10 displays (CDU, CMS and Clock), some tweaks had to be done. I don't remember them in detail, but if you can't find the needed changes in PeterP's posts, I might find the time to get through my files again. Hope the monitor config helps for now.
  18. My guess on that: even light armor would survive a Mk82 that explodes 30m away. Unmodeled frag in DCS is a hughe issue, but roughly 200lbs of explosives is nothing a fully grown tank really has to worry about unless it is a direct or very close hit.
  19. All player-flyable aircraft are by default available for every country
  20. can't watch the track right now. General hints: create markpoints with laserraging. You can set TGP to active steerpoint with china hat aft long, so you will always see the currently selected markpoint. When a markpoint is off the target, skip it or if you have enough time correct the tgp position and make it spi. Dont forget to rest SPI to Steerpoint for the next target. Don't attack MBT's with GBU38, their accuracy is good enough for light armor, but heavy armor will usually survive as the bomb hits 1 or 2m off.
  21. Or simply click "Axis Assign" at the bottom
  22. INS - Inertial Navigation System is only relevant for the Aircraft itself. The drift is compensated vía GPS-Position updated like Kaiza already said. The Markpoint is just a set of coordinates, and as long it is accurate by creation it will remain so (until the target moves). Clouds actually could be penetrated by infrared waves unless they are not too thick. Afaik this is accurately modeled. A very thick cloud cover will block your vision.
  23. I started something similar, but lack in time and at some point being tired of looking for bugs + being not good with lua doesn't make good progress... But I'd really like to have something like that. Ideally for 2-4 Aircraft. There are some very good missions like that out there already, but gimme more! ^^
  24. Asked for something similar 1-2 years ago, would be great to finally have something like that!
  25. 2) Did you use the "Prepare Mission" option? With this you can change some settings for the A10 that will show up like that when you actually run the mission. I don't know what exactly can be affected like that, but that's my best guess. You can compare the files/folders in a *.miz file by opening it with winrar for example and simply delete the files/folders you don't find in a mission that was not "prepared". 4) Usually you would load the DSMS page again, like you already heard. You do this by getting the LOAD page back on: Hold any page button on the MFD you want to have the LOAD page on, for example MSG on right MFCD. Then options with all available pages appear. Now you select LOAD and click on the page you want to replace, MSG in this case (as you rarely need it). Now you can select the LOAD page again, just like it would be from a fresh startup. You can now select "LOAD DSMS", as you don't need to "LOAD ALL" again. It will automatically load your current loadout
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