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Flagrum

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Everything posted by Flagrum

  1. The automagic restocking of the jet when using the "unlimited weapons" option with Zuni rockets does not respect the settings of the aircraft options in the mission editor. I have loaded Zunis and have set the fireing mode for outboard and inboard rocket pods to "single" in the mission editor. The SMS page then shows the pods as "10S" and are fired one by one. But once the pods are empty, the automagic rearming happens, but as "10R" on the SMS page, i.e. rocket pods in salvo mode (and actually do fire in salvo mode as well). The SMS page then either shows only 10R, or as in my last test, it shows both, 10R and 10S (where 10S is not selectable as no 10S are actually loaded then). OT: if someone of the tester team could also please give an update for https://forums.eagle.ru/showthread.php?t=278276 https://forums.eagle.ru/showthread.php?t=277747 Thanks! unlim ammo 10S vs 10R.trk
  2. https://www.digitalcombatsimulator.com/en/products/campaigns/
  3. *bump* This is still an issue in the latest 2.5.6.53756 OB
  4. *bump* This is still an issue in the latest 2.5.6.53756 OB
  5. cheek station
  6. I noticed a difference betwenn the Viper and the Hornet in regards to the gimbal limits of the TGP. When flying directly towards a ground target that the TGP is looking at, I reach the gimbal limits in the Hornet almost right after I overfly the target. So the TGP can only look roughly 90...95 degrees downward until it gets masked or hits the gimbal limits. I haven't flown the Viper much lately, but in Wags TGP update video I could see, that the small dot, indicating the relative point where the TGP is looking at, moves way past 90 degree downward - up to about half way between "straight downward" and "180 deg. backwards", i.e. about 130ish degrees. In the Viper, I am able to look backwards far further than in the Hornet. Why is that so? Differences in how the TGP is mounted (i.e. canted)?
  7. Isn't the gun canted upwards a bit, i.e. not parallel to aircrafts center line? To counter a bit of bullet drop and/or help in turning into the enemy. That could explain what you see: if you shoot exact parallel to the ground, your aircraft attitude would actually be a bit nose-down - i.e. you dive under the traces/bullet path. Or the other way around: if you fly straight an level, you would shoot slightly upward.
  8. I don't think that striving for being exact in what is simulated is a silly idea. But I also like to have options. So if our Viper variant was technically capable of employing the TFR, I am all for it to include it. I totally get the cool-factor, but the real question is: does our Viper variant have the necessary hard-and software to use the TFR?
  9. I don't know much about all that, but you are saying, the more modern Viper (without a TFR), that deadpool is refering to, is not what DCS: F-16 is supposed to be?
  10. Because you are discussing the DCS: F-16 Viper module here?
  11. Which altitude does the F2-view status bar show? Is the difference always the same or does it change depending on the acutal altitude of the helo?
  12. Afaik GPS always gives you all 3 coordinates in space as your position. There is probably a MFD format page for GPS information - which is not implemented, yet, iirc. How the GPS information is actually used in the hornet - directly as input to various systems or just for automatic INS nav fixes, I don't know. .
  13. Afaik the pipper indicates the center of the stick of bombs you are dropping. I.e. QTY=5 --> 2 bombs before the pipper, 1 right at the pipper and 2 after the pipper. Therefor if you change the intervall, you also change the total length of the stick of bombs ... and therefore the center of that stick also moves further out. So the jumping pipper seems to be legit.
  14. If I had access to such documentation, I would not have posted "random thoughts", but a bug report. ;) But there is the posibillity that the devs interpreted their documents wrongly and if they are seeing a different perspective on how it is implemented now, they might realize this. Not saying, that I believe that this is the case, but it still is a possibility.
  15. The current implementation of the tracking modes seem a bit unintuitive. For one, you can not slew the reticle in neither point track nor area track mode. This makes especially locking moving targets in point track mode overly challenging. And, for two, the point track mode itself is strange: wherever you switch to PT, the reticle stays there. Even is there is nothing beneath it - like the ocean or the desert sand - where it could get a contrast lock. So, the PT mode, if not locked to anything, why can't it be slewn? Or the other way around, why is it even possible to switch to PT mode if there is no object beneath the reticle? More intuitive would be, imo, if PT gets only activated if an actual lock can be aquired. Then it would make sense, that you can't move the reticle - as it is locked. But if you fail to get a proper PT lock, perhaps the TPOD should default to area track instead - preferably slewable? Thoughts? (This is not meant as a wishlist posting. If it is all bonkers what I wrote, then "it is what it is". But perhaps, maybeeeee? the current implementation is not yet perfect and if a dev reads this, he might consider re-thinking the current solution?)
  16. rocket recoil? is that something similar to bullet backblast?
  17. Does this happen only when "pulling G" or do rather when you deflect your stick far enough? Maybe it is a hardware problem of your joystick, some broken wire that gets shorted when you move the stick too much?
  18. Afaik you spell american names letter by letter as they are meant as abbreviations to separate words. I.e. F=Fighter, F/A=Fighter / Attack Plane. So it is Eff Ay Eighteen, not Fa Eighteen. Russian names are shortened manufacturer names, like Su = Suchoi (sp?) and it seems more natural to pronounce them as such. Also, as they are the beginnings of actual words, it makes it possible to pronounce it as such - which might be not the case with some obscure collection of more or less random letters.
  19. By using his magical AI powers. Or were the guys that pushed back the aircraft just wearing good camo?
  20. YES, THANK YOU. I was just about to check this as well. This happens if you get a new rig and have to install TIR (and mess up to backup your TIR profile first). One would have thought that after half a year something like that would have been noticed a bit earlier? Aaaanyway, all good now, it works! Thanks for the quick reply!
  21. I am stumped. My F7 view to show the ground units of my coalition does not work.... F1 - F4 works ok, theat one which cycles through the air fields works, too. Anything between F5 and F8 do nothing. I tried it as Player/pilot, as Tact.Cmdr and GameMaster. I enabled all Map View options. There must be something very, very obvious that I am missing here.... what else can I check in order to get a usable F7 ground unit view? :cry: edit: All F-keys are mapped, using the default settings, in the "General" category. Deleting the Saved Games Config Input folder did not help either. edit2: Ran also a repair ofc. Still nothing ...
  22. I'd only want to add the missing two things to that list, as we are already at it: * End the hunger in the world and * Peace on earth I mean, I would totally pre-purchase this, even as beta!
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