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Raptor9

ED Team
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Everything posted by Raptor9

  1. This statement only applies to a client aircraft perspective. There are different jamming effects simulated against AI units such as air defenses and such. Not directed at you, but if derived from solely a PvP multiplayer perspective, the resulting interpretations are very subjective of what is simulated.
  2. Deception jamming effects are simulated with DCS F-16C ECM pods when set to the appropriate modes. This was stated by ED team members in a previous thread on the topic several months ago to which you yourself took part in. If you choose to not believe this, that is your prerogative; but your statements are incorrect and misleading to other players.
  3. Sometimes "wasting a shot" by launching an AIM-120 early, even though it may have a low probability of hitting the target, is prudent to get the opposing aircraft on the defensive sooner. As Scotch75 mentioned, it comes down to which aircraft type you are facing. If I launch early enough that the AIM-120 goes active and forces the other pilot to go defensive, that buys me some additional time to close the range and follow-up with a second, high probability shot. As much as it would be nice to have a 1 missile=1 kill ratio, I would much rather expend two missiles against an enemy aircraft to ensure the outcome of the engagement is in my favor, instead of the 1 missile dual that may result in a toss-up. Especially if the enemy aircraft has long-range missiles that do not require continuous guidance for the entire flight, like their own AIM-120's, R-77, R-27T or R-27ET. In these cases, getting the enemy to defensively maneuver as soon as possible is more important than firing a high Pk shot in the first launch.
  4. I'll respectfully state once more that some of the questions in this thread (to include the original question from the OP) regarding the DCS F-16 ECM pods can be answered in the Early Access manual. Beyond providing the resource to reference, I don't know what else can be done.
  5. Hi @Proteuswave, the country assignment has already been corrected internally. Thank you for the report. The intended livery is the desert camo Israeli AH-64D, with 113th Hornet Squadron, which has also been fixed internally.
  6. The parking brake handle in the AH-64D can be pulled out and locked without applying pressure to the floor pedals, which will result in the handle being in the aft/outward position, but the brakes mounted to the main landing gear won't actually be applied. This is possible in the DCS AH-64D as well, in that the handle does not reflect the true state of the parking brakes if not set correctly. The correct procedure for applying the parking brake setting to the wheel brakes of the AH-64D is 1) apply pressure to the floor pedals, 2) pull the handle out, 3) release pressure from the floor pedals, and then 4) release the handle. However, the implementation in game does not necessarily require you to hold the back pressure on the handle using a continuous hardware input. A click with the mouse to the aft position simulates holding the handle to the aft position with your hand. The actual states of the handle, the toe brake pedal input, and the brakes themselves can be observed in the Controls Indicator. The red "B" indicates the parking brake handle is out, the white lines on either side represent the brake position, and the red, triangular shapes that "grow" up and down indicate the toe brake input magnitude on the pedals. When you join a cold-start aircraft, you will see that red "B" with the white dashes representing the brakes are all the way forward, indicating the brakes are in fact set, reflecting the real life mechanics of it.
  7. Page 430 and 431 of the DCS F-16 Early Access manual describes the ECM Control panel functions within DCS World.
  8. Incorrect, the radar energy is focused along the azimuth and elevation that the radar is being transmitted from the source. Just because some of the radar waves are reflected back to the radar source, there is still plenty of radar energy that continues to travel along that original transmission direction. Yes, different radar systems have different characteristics in regard to how narrowly they can focus their radar energy (and I won't even bring up main lobes, sidelobes, etc), but even if all the radar energy could be focused as tightly as a laser beam, there would still be radar energy that would miss the target unless the target was very close to the source. Therefore, if you are along the same azimuth and elevation of the outgoing radar transmission, and the radar energy is strong enough that your RWR is able to ascertain its characteristics among the background EM noise, it will give you the associated warning. The RWR has no idea whether the source of the radar is actually locked onto you, or an aircraft that is between you and the radar source, or an aircraft that is further away with you between the radar and its target. That is a fact and a reality of such systems. Everything in my original comment is absolutely true; nothing random about it. A passive radar warning system is nothing but a series of antennas on an aircraft that use approximate direction finding mechanics to determine a relative bearing to a radar signal, what the characteristics of that signal are, and then compares those characteristics to a library of characteristics to determine what it is. No more no less. As for whether client aircraft are receiving RWR indications on multiplayer servers under unrealistic conditions, that I cannot comment on. The intent of my original comment was to dispel any misconceptions over how passive radar warning systems function or the information they provide.
  9. An RWR cannot determine whether a radar has locked on to your aircraft any more than it can determine whether someone can actually see you on their radar screen. An RWR only indicates to the pilot that a radar signal of a certain type has been detected, operating in a specific mode, and in a rough bearing relative to the aircraft's nose. If an "8" appears on your RWR with a "lock" tone warning, it is the RWR simply detecting a radar signal from an SA-8 radar that is operating in a "lock" mode. It may or may not be locked on to your aircraft specifically.
  10. Speaking as someone that does some personal mission-building on the side, many people (such as myself) do not understand scripting and therefore things like MOOSE are out of our capabilities to implement. And before anyone comes in here with a "just learn to how to script, it's not that hard" quip, remember that many things are not easily learned for many people. It would be like someone saying "Just learn to read Chinese". If only things were that simple in real-life.
  11. Technically, you really only need to be in the back seat to operate the APU, start the engines, and control the exterior lighting. Everything else can be from the front seat if desired, from flying to targeting to shooting. It just comes down to ensuring you have enough controls mapped to do both at the same time. The only real obstacle is the fact you can't display flight symbology on your helmet display while also operating the TADS, since they are mutually exclusive. But beyond that, there is nothing stopping anyone from solely operating the aircraft from the front seat once they get the engines started.
  12. The gun burst limit setting is supposed to be separate between cockpits as well. This is a known issue, just haven't gotten to it yet. But overall, some weapon settings are common between crew stations (like the backseater can change the LRFD settings for the frontseater), others are independent from each other, such as the rocket settings. COOP rocket mode is the only instance where the common/independent logic actually changes when COOP mode is entered/exited.
  13. The pilot's rocket QTY is only updated by the CPG selections when in COOP. If you de-action the rockets in the backseat prior to George changing the rocket QTY, he will only update his settings in the front seat. If you then tell him to de-action rockets, and then you action rockets yourself, you are entering non-COOP rocket mode in the backseat, and when you fire your rockets it will be based on what is on your WPN page (which was last set to ALL), not the CPG's being set to 1.
  14. @Tiger-II, see this thread here: TL;DR: 0% (centered) in the rudder axis does not correspond with 0% tail rotor thrust. Regarding power vs torque...all aircraft are limited by how much lift they can produce, whether it is a fixed-wing or rotary-wing aircraft. If the gross weight of the aircraft is so great that the lift cannot overcome it, flight will become very difficult. If you max out the collective in a helicopter when fully-loaded, that is like pulling back on the stick of a heavily-loaded airplane immediately after leaving the runway to go into a steep climb. You'll probably go right back to the ground very quickly after stalling out. If you want to maintain flight in a helicopter, you need to only pull in the amount of collective with which the engines can keep the rotors at the intended RPMs for flight. All the other DCS helicopters are the same way. If you load a UH-1 with 38 rockets, 4x miniguns, and full fuel, you will struggle to get off the ground without losing rotor RPMs when the collective is pulled too far. Reduce the weapons load, reduce the fuel load, or both. But if you lose rotor RPMs, you need to lower the collective because you are pulling in too much. It's the same thing with loading down aircraft like the A-10 with the maximum amount of bombs that is possible. Just because it can be done, doesn't mean it is wise to do so. And environmental conditions that result in higher density altitudes exacerbate it.
  15. For anyone that has been around a reasonable amount of time on the DCS forums, they should be well aware that ED staff read these forums. Requiring an acknowledgement to every thread that requests a different function, behavior, or new feature would be redundant and unnecessary; and labeling whether or not each wishlist item is planned, not planned, being considered, being talked about, or just acknowledged is just as wasteful since plans may change or evolve over time. Further, a small number of people out of the entire DCS playerbase posting their disapproval on the forums regarding a feature in the game is a far cry from "everyone complaining" and "the whole playerbase". @Scaley, you and I have talked on numerous occasions in the AH-64 thread alone, so you certainly know that these forums are read by ED Team members. You even commented several times in the Control Measures auto-population thread to which I myself acknowledged such complaints. Inaccurate and sensationalized hyperbole like this do nothing but sow discontent among the community. Threads merged since they are essentially asking for the same thing, to prevent universal auto-population of target/threat and control measure points in the mission. And for a previous acknowledgement back in August regarding this topic:
  16. This functionality is not implemented. Unfortunately, I don't have any information on when or if this will be implemented.
  17. This functionality is not implemented. Unfortunately, I don't have any information on when or if this will be implemented.
  18. My understanding of this switch is that solely enables the laser designation functionality of the laser targeting components of the Squall, which is an additional mode besides the laser rangefinding mode or Vikhr beam-riding guidance. When set to STANDBY, its normal state, the Squall sensor can perform rangefinding and laser beam-riding guidance. The laser beam-riding guidance automatically turns on when a Vikhr is fired. When set to MANUAL, it enables the additional designation mode of the laser for when a Kh-25ML is launched. So when you press the Lock button, instead of only firing briefly for rangefinding like it does in Standby, it fires the laser continuously for Kh-25ML semi-active laser-homing guidance. However, if you fire a Vikhr, the laser beam-riding guidance should still turn on for the Vikhr to utilize during it's flight to the target. So in summary, STANDBY leaves the continuous designation logic in standby and only permits momentary laser rangefinding when the Lock button is pressed, whereas MANUAL allows you to manually command the laser designation to fire continuously. But either switch position does not prevent the laser beam-riding guidance from emitting when a Vikhr is fired. I'm not on the BS3 dev team, this is just from my experience playing the Black Shark for many, many years.
  19. Hello StrykeZ99, unfortunately websites like Wikipedia, fas.org, globalsecurity.org often post identical information (in some cases it leads to circular reporting), and it can propagate a lot of internet myths about topics regarding military aircraft or weapons. But to summarize, the U.S. Army AH-64D (which is the variant the DCS: AH-64D is simulating), has never been capable of employing any air-to-air missiles of any type. It was not simply a choice to not mount the weapons themselves, as is often stated on social media and other sites, but the aircraft physically lacked the hardware and software to employ such weapons. The U.S. AH-64D's could no more employ those air-to-air missiles than they could employ an AIM-54 Phoenix. Japanese AH-64D's were modified with such capability (as is often cited); but U.S. AH-64D's could not. There were weapon trials performed to various extents decades ago on the AH-64A, with the Stinger and Sidewinder missiles; you can even find photos of a Sidewinder missile being fired from an AH-64A's outboard underwing pylon, or images of Sidewinders mounted on the wingtips of very early production AH-64As as mock-ups. There were even legitimate plans to field the Stinger to the U.S. Army AH-64A fleet if I remember correctly, but that never materialized. As such, there is no plans to simulate air-to-air missiles on the DCS: AH-64D.
  20. There are many photos in this very thread that show the Ka-50 with the Missile Warning System, even some without the DIRCM turrets. Here's one from the 2nd post in the thread:
  21. The entry you quoted explicitly states what was actually revised and updated in the manual with the latest update, hence all the hyperlinks to the updated sections. And nowhere does it state the FCR chapter received any updates. Further, if you read the notes immediately below it, you will see that it also explicitly states the next series of revisions will include the FCR chapter. Cherry-picking a single sentence out of the three paragraphs that were provided to explain the current state of the manual is disingenuous. I'm not sure what you were expecting in response to your original statement. It has been stated multiple times that the manual has been under revision after losing the previous manual writer last year. This process will take time as the DCS F-16 module is a complex simulation; and information has been provided as to what parts of the manual have been updated so far and what to expect in the next version.
  22. A promotional brochure with a mock-up image is not a disagreement, it's a sales pitch. Nor does it change the facts.
  23. The AH-64 has never been capable of employing the AGM-65 missile.
  24. The liveries were updated to bring their labels into a standardized title format, and their assigned countries were correctly assigned as well. The livery you are looking for is now assigned to the USA country, and labeled "2-6 CAV, 25th Combat Aviation Brigade".
  25. Hellfires only fly straight ahead based on their selected LOAL trajectory, or to a detected laser designation. They don't fly to specific locations.
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