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Everything posted by LordOrion
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Model things correctly make me happy too, however I would have preferred a less drastic management of the situation, like: Leave current Litening TGP as it is. Add the Lantirn pod Speed up the Sniper pod development. Once the Sniper pod is ready and released, remove the Litening pod.
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So if I correctly understand: We currently have a good TGP, which however is based on an old model and incorrect/missing data. So ED decided to suddenly remove it and replace it with an older model, with less features. But we will get the Sniper pod, which is still planned for "after early access"... which means 2024-5? This sucks so much it goes around and back again to suck again.
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correct as-is Can't move TGP with CCIP release mode set.
LordOrion replied to LordOrion's topic in Bugs and Problems
Make sense, thank you! -
correct as-is Can't move TGP with CCIP release mode set.
LordOrion posted a topic in Bugs and Problems
I'm not sure if this is actually a bug or an intended behavior, however it seems that you can't move TGP camera around with CCIP release mode set. Switching to CCRP the TGP can be moved again. -
idem driver nvidia aggiornati e il mio track-ir funziona regolarmente.
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Mi intriga il fatto delle 3 macchie rosse nella finestra dei led: se infatti non viengono rilwvati i led IR della clip la finestra rimane vuota. Non e' che la tua clip che ha qualche problema? Io proverei a rispolverare la clip passiva e vedere se con quella funziona tutto...
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No chaff or flares, here we die like heroes
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RNAV totally showing wrong direction, distance correct
LordOrion replied to gulredrel's topic in Bugs and Problems
Ca we hope for a fix in the next OB update? -
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
LordOrion replied to shdwp's topic in User Created Missions General
Nice to know! However, looks like just one of them seems to be compatble with DCS Liberation 6.1.1... -
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
LordOrion replied to shdwp's topic in User Created Missions General
AFAIK you can't download extra campaigns (or at least I don't know where you can find them) But you can create your own ones: https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Campaigns -
Well, I think Red air radar behavior is designed accordingly to the GCI doctine used by red air: the duty of find targets is left to ground EW radars and/or AWACS, which then directs fighters to the correct intercept course. Pilots in this case already know the existence of the target, its distance and relative altitude so they can keep the radar off till inside the weapon emploiment range and then turn it on and quickly point the cone over the target using the information provided by the GCI. In these conditions, the necessity to manually input the relative altitude perfectly make sense. Although Blue air uses AWACS and EW information, (shared through Datalink) to provide a better SA to fighters, Blue radars are designed to being able to be the main source of target identification to not left the fighters "blind" (or "eye-impaired") in case AWACS/EW and/datalink is not available. Usually they can be oriented as a sort of spotlight so that the pilot can look for targets where he knows they can be (or supposed to be). A correct pointing of the scan cone over the target might be slower in some cases, but IMHO this system is much more flexible.
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This seems to fix the problem for me too. Thank you!
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what tactics are the eurofighter suitable for?
LordOrion replied to Cunning_Raven's topic in DCS: Eurofighter
Let me elaborate this a little more: below 10k ft, the Typhoon and the Viper are more or less equivalent in term of BFM/ACM performances, with a slight advantage of the Typhoon over the Viper. However, above 10k ft the Typhoon performances outmatch the Viper ones. -
Great! I will take a look at it ASAP!
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Wing fuel tanks on the port side gone?
LordOrion replied to VR Flight Guy in PJ Pants's topic in Bugs and Problems
Same here. -
RNAV totally showing wrong direction, distance correct
LordOrion replied to gulredrel's topic in Bugs and Problems
... and if my grandfather smoked the pipe it would be a little train. -
RNAV totally showing wrong direction, distance correct
LordOrion replied to gulredrel's topic in Bugs and Problems
You can still place mobile TACAN units around -
Agree, we are all hoping for the Mirage F-1 guide in place of the Aerges manual. ... and for the MB-339 one
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Seen on Open Beta v2.8.2.35759 Was working ok with OB v2.8.1.34667.2. Not sure (don't remeber) about OB v2.8.2.35632. Problems description: 1) At the end of a campaign mission, clicking the "END MISSION" does not close the AAR page as it sould and you need to click the "CLOSE" button instead. 2) Moreover, clicking the "END MISSION" button actually updates the logbook for each click, i.e.: Supposing we flown for 1h and hit 4 targets, clicking the "END MISSION" button 3 times, the logbook be updated adding 3h of flight and 12 more targets hits! 3) Last: Probably being forced to click the "CLOSE" button to exit, the Campaing status is updated but does not advance to the next mission, i.e.: the last played mission is marked as completed but the next one is not available for playing. @Devs: this is actually blocking the campaing progress, so I hope you can fix it ASAP (pliz!).
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Seen on Open Beta v2.8.2.35759 Was working ok with OB v2.8.1.34667.2. Not sure (don't remeber) about OB v2.8.2.35632. Problem description: When I enter the CAMPAIGN page, the status of all campaigns is set to "INACTIVE", including for capaigns I've completed and the ones I'currently played (see attached "Campaign-Bug.jpg" picture). Procedure to reproduce: Just enter the CAMPAIGN page, any module Tab will do (it is not restricet to "My Campaign" tab). (WORKAROUND) : Click on one of the other module campaign's tab and then come back to the previous one then the campaign status appears to be correct (see attached "Campaign-Ok.jpg" picture). Exit and Enter the Campaign page to see the problem again. I've included my Logbook file (should it be useful). logbook.lua
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I'll made it this evening.
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Looks like the Master ARM switch works in the opposite way from the meant one: in order to be able to fire I have to set it to "TEST".
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no bug Cannot shoot gun and IR missiles
LordOrion replied to Leviathan667's topic in Bugs and Problems
Try set master arm to "TEST": Looks like Aerges swapped the ARM/TEST position.