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Dirkan

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Everything posted by Dirkan

  1. Hello Heatblur. There's a bug when using the RB04 and ANF mode. According to the declassified Viggen SFI, when you switch from NAV to ANF, the radar display should become wind corrected to facilitate proper aiming with the RB04. I'll attach two images to prove my point. In these two screenshots I have a 100m/s wind from 180. NAV: ANF: How it should be: NAV: ANF: Better image of the ANF mode. Note that the wind correction applies to the entire grid as well as the B-scope (A2). The funny thing is, the RB04 doesn't seem to care about wind when the motor kicks in, as it travels directly to where the nose is pointed without drifting off course due to wind So in a funny sequence of events, since the radar doesn't compensate for the wind, and the RB04 doesn't care about wind, you are still accurate with them no matter the wind strength. Engine limitations or just happened to be overlooked?
  2. Can confirm. Refueling works, but rearming doesn't. Here's the mission file (persian gulf). Just host it in multiplayer and test it. You should already be on approach. Named the lead humvee GroundCrew as instructed. Even if you don't name them accordingly, you can still refuel. groundcrew-test.miz
  3. You need to shut off the engine in order for the timer to start.
  4. Hi. I'm wondering how Heatblur coded the different modes for the U22/A ECM pod, given DCS limitations in simulating proper ECM. Specifically, the active jamming modes. The manual states that there's a difference in sensitivity, and in game if you set the bandwidth mode to K, "MOTVERK" continously lights up, so there's a difference. Will we get a more fleshed out ECM page in the Viggen manual in the future if there's a real difference in how effective it is in game, or will we at least have a note saying that the different modes don't make a difference?
  5. That's how the swedes wired the pylons. My guess is that they didn't see the need to mount the RB 74 on the outer wing pylons when the delivery of the Gripen was around the corner. That, or there was technical difficulties in doing so.
  6. Jammers don't prevent you from being locked up. They only reduce the maximum distance you can be locked up from. DCS is very limited in regards to ECM.
  7. You're welcome QuiGon. I look forward to it.
  8. Well, I had to go through the entire part 1 and 3 of the scanned Viggen manuals. Sources: Viggen manual part 1, section "Flik 25, "Beväpning" Viggen manual part 3, section " Flik 7, Attackuppdrag" This post is how it should be, and may or may not be what actually happens in DCS. Note that you can do a weapons check of the pylons by moving the Mode Selector to SPA. FÄLLD LAST will flash if certain ordnance remains on the pylons. For some ordnance, FÄLLD LAST will flash even though only the pylons remain. The AKAN gunpods, ARAK rocket pods, RB05, RB04, and M71 bombs are classed as "old" weapons, and will not update themselves with the new electronic logic to the CK37. Thus, their status will always be static (1 or 0 no matter if fired or not) on TAKT. FÄLLD LAST light will sometimes indicate that you launched any of those (according to the spreadsheet below), and sometimes setting the Mode Selector to SPA make FÄLLD LAST flash (spreadsheet). Ordnance launch failure and emergency jettisoning is not something I bring up here. I assume normal, successful and complete launches of all ordnance. For Impuls or Serie concerning the Anti-ship missiles, FÄLLD LAST should light up either after the first missile is fired in Impuls mode, or after both have been fired in Serie mode. FÄLLD LAST: Is the light ON or OFF after firing the weapon? TAKT: What number shows on the relevant pylon if the CK37 selector is set to Takt? Two numbers=Before/After firing SPA flash: if the mode selector set to SPA, the FÄLLD LAST light flash if the weapon(s) is/are still on the pylon (W), or with the pylon remaining (P) no matter if the weapon is hanging on it or not. ORDNANCE FÄLLD LAST TAKT SPA Flash ARAK, AKAN NONE 0/0 NONE RB 04, M/71 HD, LD, Illu ON 1/1 W RB 05 NONE 1/1 NONE RB 24, RB 24J, RB 74, RB 75 NONE 1/0 NONE RB 15 ON 1/0 P BK 90 NONE 1/0 W
  9. There are a few weapons where the weapon status and lights don't apply, like for rockets and gunpods as far as I know.
  10. Thanks Ragnar! You're awesome! Understood and good to know. Is there a way to see what bugs you guys are working on or what have been reported? Like a bug tracker?
  11. Tested them again. Bug 1 is fixed, but the others are still reproducible.
  12. Hello Heatblur! There's issues regarding the behaviour of the sights in the HUD when attacking ground targets with gunpods. The sight seem to disappear when you drop the nose more than 5 degrees from the horizon. Video link below demonstrates the issue. https://www.youtube.com/watch?v=Eqe1pWL87bA Unknown if it affects the other sights in the different bomb modes. I had issues with the bombs and rockets hitting farther away than where I was aiming, but that might have been me. Needs further testing. Steps to replicate: Load gunpods ANF + Attack Drop nose > 5 degrees below the horizon Profit
  13. That means I'm just getting old and imagining things. Damn.
  14. Nice work.
  15. Refueling works, but not rearming. I have been able to rearm with the engines running in the past, but not anymore.
  16. Hello Heatblur Simulations. According to this post the RB04 should activate their motors at different times depending on the altitude and from which pylon they were launched. This has been verified to be correct according the the declassified manual attached to this post. I had to cut the PDF due to file size constraints. The missiles currently activate at the same time when counted from the launch moment for each missile, which is incorrect. Fpl AJS 37 speciell förarinstruktion (SFI) del 3-86-87.pdf
  17. Hello! I found a few bugs regarding TID in the CK37. The manual states that you should see the Current Time if you Press and Hold LS, and time on target and so on if you Press and Hold waypoint buttons. Currently, everything stays on the display even if you release the buttons. The buttons work as a permanent switches when you click them and not as Press and Hold as they should. Timetable Deviation does not show a "-" when behind schedule, but a 9. it should be a "-" according to the manual.
  18. Thanks for the quick reply, Ragnar :)
  19. Tested the weapon status display by selecting TAKT. For those of you who don't know, you can see if a weapon is loaded on a pylon or not by looking at the numbers. There's no number for the centerline drop tank. |x|x|x|x|x|x| x can be either "-", "1" or "0" A 1 indicates a weapon is on the pylon and is ready to be used. A 0 indicates a pylon is empty. A - indicates the weapon is inoperable. The bugs: The far right number (for the outer right wing pylon) is broken, since it always displays 0, no matter if you have a sidewinder loaded there or not. The number 1 doesn't change to a 0 on any of the stations when firing: RB05 RB04 RB15 BK90 RB24 RB24J RB74 [*]FÄLLD LAST doesn't light up after having fired: RB04 RB15 Even though the game manual states that FÄLLD LAST should light up when firing the BK90, the declassified manual states that the only indication is of a successful release is through the CK37 display, or if you move the master mode selector to SPA and then the FÄLLD LAST should flash, indicating that weapons are still on the pylons. Furthermore, only IMPULS mode for dropping them should available. Currently, we can drop them with SERIE mode as well, which contradicts the declassified manual. These bugs are reproducible by loading up the mission editor and trying out the different weapons and attacking according to the checklist. UPDATE 2018-06-10: Bug number 1 is fixed. Bug number 2 is still reproducible. All the numbers change to 0 after pressing the emergency jettison button though, if that helps. Bug number 3 is still reproducible
  20. As in it's clickable, but it doesn't dispense any chaff, nor is the INT spring loaded. This is a known bug, but I didn't know when I wrote the post.
  21. Hello everyone! A few bugs I've discovered. 1. When carrying the U/22A and the KB pod together, the countermeasures gets dispensed, but they pop out of the U/22A. Wierd, because the U/22A doesn't carry any chaff or flares. 2. When setting the chaff and flare count in the mission editor (or in game when you rearm), once you dispense more than you've set, the animation disappears even though you still have chaff and flares left. You're still dispensing, though. For example, you set your AJS to have 10 flares and 10 chaff. Once you've dispensed those 10, you can still continue and the pod isn't empty, but no visuals. Whether or not this has any effect on gameplay or if it's only visuals, I don't know. EDIT: It affects gameplay. 3. The KB release mode switch on the left side of the canopy doesn't work, and the textures are wrong. They are the JA 37 radio switch as of right now. Keybindings work, but the switch doesn't move when pressing those keys, but they start the countermeasures program. 4. When using the chaff program 4, the left pod should empty before the right one starts dispensing chaff. This happens if you go by the fault messages in the cockpit, but the animation shows the right pod dispensing chaff first from the external camera.
  22. Preordered. However, why don't we get a bonus when purchasing this? I got a 10$ bonus when buying the Spitfire, but why not the Viggen?
  23. So then, is it possible to implement the barrels being repairable when you request it from the ground crew? Or if it's done at the same time you rearm and refuel like in the MiG-21 with the radar coolant and radar time. Because right now, they are not repairable.
  24. One thing I've noticed is that gun overheating is NOT modelled for the 109 or the 190. You won't have any increase in spread no matter how long you shoot, nor any decrease in bullet velocity. I'd like to know if the code is correct though. 7.823 kJ - one shot energy. <---- Did anyone find anything about this? I've been unable to dig this up on the internet. I guess it's the amount of heat energy transferred to the barrel by one shot, but it's usually at around 30%, not around 50% like in this case. [From the code] 7.823 kJ - one shot energy , 462 J (steel specific heat), 6 kg - barrels mass Assuming all of this is correct, every shot will heat the barrel up by 2.82 degrees. This also means that if you fire around 460 bullets in one go, your barrel has reached the melting point of steel. With 800 rounds per minute, this is after 35 seconds. This feels way excessive.
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