

Quip
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Thanks :)
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Here's the passage translated from SFI Del 1 AJS 37 This text is exactly the same as the text in the AJS37 manual RC1 p 189 by HB. So I tested in the cockpit. And in fact, as far as I can tell, it worked. You just need to follow the proper procedure (above). The key is to RTFM... Look at the image. I'm obviously on the ground, and B3 is shown on the waypoint indicator window. The gauges show 101 degrees and 34 km. And that's approximately correct for the leg B2 -- B3. From my position, the heading is more like 40 degrees. So after all that, I switched back to LS, did a TV-fix and that was it.
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Damn, that was supposed to be a state secret!
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FALSE WARNING. NO BUG. But still interesting if you want to learn something about the CK37. If so, read my reply further down this thread --------------- Hey I checked this with a Viggen driver, and the way that the step through of the waypoints while on ground in BER mode is wrong. I'm referring to whats shown on the CI with the heading bug "W" and on the distance gauge. Currently, selecting B1 shows the distance and heading from your position to B1. Then selecting B2 shows the distance and heading from your position to B2. And so on. This is wrong The way it's supposed to work is the following... Selecting B1 shows the distance and heading to from your position (roughly LS) to B1. Then selecting B2 would show the distance and heading from B1 to B2. And so on. This is in fact said in the SFI of the AJ as well as the AJS, but it's not clear what they mean. Ever since the release of the HB AJS I have wondered about this, and now - as I said - I have had it confirmed. My source said (quote from memory) See image.
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Taken from memory... This is a bug since forever: The function "Autothrottle mode AFK" is a toggle, if assigned as a DX button, but from keyboard bindings it only ever turn it on.
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The thing is that there is no procedure for Toss in the declassified manuals. Those parts aren't in it. My guess is that HB have written what made sense to them, but I may stand corrected. But if you go to any other aircraft/procedure that uses Toss/loft, you want the G to be stable. The reason is that it minimizes spread. You can add reach by adding Gs, but at the cost of accuracy. The old venerable Tornado manual describes this very well: Accuracy in a Loft Attack As with any other form of attack you must line up exactly on the target before release, but because the bombs travel so far in a loft attack any directional error will result in a miss by a correspondingly large margin. If you can see any heading error at all you must correct it before release or your bombs will be wasted. The other great factor in loft accuracy is the pitch rate just before release. Remember that the bombs will be automatically released the instant that the throw distance is equal to or greater than the range to the target. The bombsight computer repeats its calculations for bomb throw distance at very frequent intervals, but each calculation takes time. If you are pulling up steeply, the throw distances from successive calculations go up by leaps and bounds and the throw distance at release may overshoot the target by hundreds of feet. Diagram 1O.11A illustrates this problem, by showing how the predicted bomb trajectory and impact point change at half-second intervals through a pull up. You should be able to see that accuracy in these circumstances is a matter of blind luck. If instead you let the stick come forward as the release point approaches diagram 1O-11S, the throw distance still increases as the aircraft climbs. but it increases in much smaller steps. The resulting release will stand a far better chance of being accurate in range. The image is attached
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You must have done the update within (!) 2 minutes after switching from BER to NAV in LS! And thanks!
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Reopening this one and addressing RagnarDa and HB in general. Some of us have been performing tests in the current stable release 2.5.3.24984. Toss bombing is constantly too long. The variation is in the region of +500 m (1600 ft) regardless of what we do. The system works well for laydown bombing, so my guess is that it's not that the CK37 is doing anything wrong. Rather i fear the error comes from the way you (HB) calculate the atmosphere vs how ED have coded it. I know this has caused you problems in the past. It would be nice if the Toss would work properly :) For now, I advise all Toss missions to displace the waypoint by 500 m. You can also look here Regards
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I would like your miz file to test under the same circumstances But here's what I've done. I created teh simples mission possible, with a cold start at Kobuleti and a waypoint right at the base of the mast, at the exact intersection of the two runways carrying AKAN to ensure that I could engage CCIP. I started the engines+systems and waited for the flags on the CI and ADI to switch off Once I had loaded the CK37, I taxied to the runway still in BER. I switched to Nav once at the runway I did not "reference update as you don't need to: you are rather recommended to make sure your take-off roll is straight. Once airborne I flew towards B1 (the only waypoint except Take-off and Landing) With that I get a small fix error of some 50 m, with the nav system in mode 3! (image) But this isn't a bug. There's one step missing from all "our" procedures and it comes down to the fact that we only ever runway align (standing still which gives you a larger error) or rolling (like I do and a smaller error. The way the system works is that the CK37 is preloaded with the center point of the runway and its heading (degrees and tenths). When you pass from BER to NAV with LS selected, the system goes into "alignment and take-off mode". The HUD switches to show VR (rotation speed) and the INS sets itself to "update". The purpose of this is to tell the system "I'm here and this is the heading". If you at that point do a rolling update (as recommended and as I do), the computer will take the average of your heading between 100 and 200 km/h and use that as true heading. It will also take the centerpoint of the runway (as I said earlier) and set that as "here" when you reach 200 km/h. If you do a rolling initialization, that point will be quite near the runway centerpoint. However, when you do a manual update before you roll, you force the system to do that same update where you are then and there using your current heading and position. This will often be 500 m or so from the actual centerpoint. The manual update is only to be used when maintaining a good straight rollout is impaired such as in high side winds or slippery surfaces! So what you need to do is to set a proper manual fix before IP to minimize the error. But 50 m error isn't much for a system like this! There is no reason to be more exact than that. Hope this clarifies things.
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Here's a more telling post. Tests done in Active Pause, mission is the the start of the HB Instant Action mission Rocket attack. Fraps used. 1. Radar A0, capped at 60 fps 2. Radar A1 15 km, capped at 60 fps 3. Radar A1 120 km, 15-25 fps 4. Radar A2 15 km, capped at 60 fps 5. Radar A2 120 km, 15-25 fps Note: the area seen in example 4 and 5 is the same (at the waypoint)! 6. Radar A1 120 km, external view, 20-30 fps - slightly better fps outside the cockpit, which is generally expected. But yes, the radar affects fps even when the CI isn't shown on-screen.
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Elephant in the room: No keybind for Attack Ships? In Viggen?
Quip replied to hideki2's topic in DCS: AJS37 Viggen
Just a question if anyone has tested this: If you set the mission type to "Ship attack", wouldn't "Attack ground targets" from the comms menu dictate an attack on ships? That's what I would expect, fully aware of the fact that this is DCS and it works in mysterious ways... -
HUGE fps loss while gaming on my rig in 6060x1080. I don't get quite the same effect in 1920x1080 or VR but certainly noticeable. But certainly something's really using up them cycles in the new radar model. In my case it's made me use the new radar even less than the old. Yes, it is *that* bad. To OP: thanks for bringing this one up.
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[DCSISSUE] A modest tweak request (Altimeter settings)
Quip replied to scudrunner's topic in View and Spotting Bugs
Map them to your stick... Or at least keyboard, such as SHFT+ARROW -
No. It does not. But you can keep the AP engaged and do heading corrections using the stick - as well as turning using the trim input
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Road base ground crew doesn't rearm in multiplayer
Quip replied to ShagrathBG's topic in Bugs and Problems
And as HB said numerous times, this is "per design", since there's no way for them to get this working whout the help of ED. -
I fire late to minimize error. And you're wrong (largely because some on-line guides have been wrong): The wings are "0.5 s to pull up"-cue. The "In range"-cue is the flashing of the bar at the bottom, which starts 2s before you're to pull up, or 1.5 s before the wings are added. This is from the manual: 2 seconds before the latest firing range the distance bar line flashes. and once the wings are added: Firing signal 0.5 seconds before last firing range is reached. The 0.5 s are considered to be you (the pilot's) reaction time to stop firing and begin the pull-up. The "side bars" are added when you're too low to the ground, and are not the "too close"-vues which people believe. This is actually badly explained in the HB manual, but really well explained in the SAAB manuals. (SFI 2, p 139) But regardless: CCIP shows where the impact is, regardless of how close you are. It's not like if it *stops* doing its Continuous Impact Point-calculations just because you decided to fire early, normal, late or not at all. So firing late is only a problem with regards to safety from fragments, but since DCS deals with that the way it does, fragments aren't a concern...
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Imho: Time to push it up the PBL. It's been like this for over a year, and this bug actually prevents the proper use of the platform. And it's not limited to free falling types weapons, but also affects the BK90.
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I know this has been up before, but it keeps on being a non-resolved problem. There's no other way to put it than: the CCIP in the AJS doesn't correct for wind and aims short. See this film for the tests.
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[FIXED] How do you get unlimited ammo to work ?
Quip replied to AdurianJ's topic in Bugs and Problems
Right, did some tests, and I was wrong. What took me by surprise is the way the racks are reloaded. They only fill up if the rack is empty or something like that, and it's not supr-intuituve. But it's not worth fixing. It works :) -
[FIXED] How do you get unlimited ammo to work ?
Quip replied to AdurianJ's topic in Bugs and Problems
It works for some munitions, but not all. Bombs last longer but not unlimited. At least in our mission. -
[FIXED] How do you get unlimited ammo to work ?
Quip replied to AdurianJ's topic in Bugs and Problems
Some time later, still doesn't work -
Do the first Campaign mission that comes with the Viggen. You'll learn to use that there and then.
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Happens with the F-5 too. It's an ED bug, not HB.
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What exactly is the horizontal flight director needle showing
Quip replied to TOViper's topic in DCS: AJS37 Viggen
The HUD is super useful in "that kind of flying". The reference bars give you a clear non-numerical altitude in relation to the set "hard floor" The bars also align at 45 deg, so you can estimate that easily. Also, the fpm vanishes 5 degrees after the rest of the symbology, so it's useful for quite a while longer than you may first think. But more importantly: you don't fly airshows using the HUD in the first place :D