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Wesjet

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About Wesjet

  • Birthday 02/10/1994

Personal Information

  • Flight Simulators
    DCS World
  • Location
    Brampton, Ontario, Canada
  • Interests
    Military, Transportation & Communications Technology
  • Occupation
    IT

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  1. Latest update from this morning Open Beta 2.9.2.49940. Problem: When in A/G master mode the radar is unable to lock on to an air target. No active master mode / NAV and AA master modes work fine as expected. This issues existed prior to this mornings patch on Open Beta 2.9.2.49629 as well, thought it was related to the A/G ground radar targeting issue that was fixed and was going to post both issues until I saw the patch notes for 49940. Testing this morning the A/G ground radar issue was fixed per the changelog, leaving this A/G master mode - air target issue. Test mission & track file are attached. Hornet_AG_AirTarget_Failure.miz Horntet_AG_AirTarget_Failure.trk
  2. @Grimes would it be possible in future to have SLmod's load menu be able to handle subfolders? We have a large collection that makes for quite the scroll when we hit up -admin load, so some extra organizational support would help. Imagining the following in the configured SLmod missions folder: -FolderA --MissionA1 -FolderB --MissionB1 -Mission1 Perhaps -admin load could would output the following (not listing all files recursively): To browse folder "FolderA" type -admin load F1 To browse folder "FolderB" type -admin load F2 To load mission "Mission1" type -admin load 1 And then if the user runs -admin load F1, they would get: To load mission "MissionA1" type -admin load 1 Thanks!
  3. Noticed a couple small things - the forward "tabs" off the bow (I don't know what they are called) you can see through to the sea below (note bow wake visible through them). The underside of these extensions is not attached to the upper surface, and they sit forward somewhat like an underbite. Second screenshot there is a gash/scar near the one (left in image) porthole, if that it what that is.
  4. ISSUE: With AIM-7MH sparrow loaded STORES labels them as 7M. With a mix of 7M or 7F and 7MH OR only 7MH, stores does not differentiate at mission start even when stepping through them (depressing weapon select again) between 7M and 7MH - both types are 7M on the HUD and STORES pages. This can be resolved with the bottom row, left OSB that shows 7F initially. Depressing this OSB so that it reads 7M causes STORES to refresh and MH sparrows become relabeled as 7H, which also makes HOJ available under MODE (it will not be at start when they are labelled 7M). This labelling change can also be seen from the HUD. This same type of issue is not present with the 7M or 7F - they are labelled correctly at start. Attached: Two sample track files, one with all MH and one with a mix of M and MH. Hornet_Sparrow_Type_Mismatch.trk Hornet_Sparrow_Type_Mismatch2.trk
  5. [Potential] Issue: When flying with AIM-7 sparrow loaded and selected as the current weapon, and HARM on board, the CAGE/UNCAGE button no longer toggles the NORM/LOFT mode of the AIM-7 Sparrow while in A/A mode, unless the HARM is manually set to PB via HARM DISPLAY. Wondering if this may be related to HARM OVERRIDE. Reason being, HARM OVERRIDE is unboxed (allowing HARM take-over) when in A/A mode and it cannot be re-boxed. Returning to the DDI menu and selecting HARM DISPLAY, and then changing the HARM to PB mode (thereby not leaving A/A mode) returns function of the CAGE/UNCAGE button to toggle Sparrow NORM/LOFT. Conditions: Aim-7 Sparrow as current weapon A/A Master Mode HARM loaded on any pylon HARM set either SP or TOO mode via HARM DISPLAY (remain in A/A mode) Supporting Files: Track attached Mission file attached FA18C_Sparrow_LOFT_Toggle_Bug.miz Hornet_Sparrow_LOFT_Toggle_HARM.trk
  6. One thing that I have thought may be useful to users is to have the Region dropdown on the server browser function as a series of checkboxes - a multi-select option for the filter. I say this because I have noticed from my own list, as a North American user that I see servers in Asia load before I see some nearby North American servers populate the list by more than a few seconds. Servers within the Asia-Pacific region for me have too high of a ping to be properly playable anyway, so it would be nice to filter them out and see more of the ones I could potentially make use of & sooner as the list loads. This would equally work for users of other regions to say, filter out North America and/or Europe as they desire. A small quality of life improvement I think would benefit the community at large, and is more user-friendly than changing between regional filters in case you want to look through more than one region at a time.
  7. @RAZBAM_ELMOI just wanted to add that I was doing some tests with @NeedzWD40today where I flew a Hornet and he flew the Harrier, line abreast formation attacking the same targets with GBU-32's. We have noticed that when the Harrier finishes counting up to 100, you are still slightly outside of the max range LAR for the Hornet and the difference can vary with speeds and altitude on how far outside that is. Test was conducted at 34,000ft and Mach 0.77. On the short range end of the stick, if the Harrier releases close to the second zero at the end of the count down then you will pretty well get the bomb S curve. At this point the Hornet is inside of the IZLAR and closing in on the minimum launch range, but the Hornet's bomb does not do the S curve and seems to dive a bit sooner. This was done from 20,000ft and Mach 0.70. In any event, the cues do not match up with the Hornet under the same release conditions. I thought this would be worth mentioning, in case it may help.
  8. I have sent some information regarding this to BigNewy a while back now as even the range that you can shoot in DCS with the F-16 and F-18 is different, the F-18's gun shoots shorter under the same conditions (as close as is reasonable). Seeing as how this thread covers nearly the same topic I figured I should add my prior findings to the pool of information that everyone has. I saw this a few days ago but haven't had the time to get to it, so excuse the late addition. You can also take a look at the Jetstream episode where the rookies do the gun training and see they are shooting with the range cue at the 7 o'clock position roughly with AGR active and the rounds are mostly on target, some a hair long due to a slight pull on the stick when depressing the trigger. However, as mentioned here already - taking a shot with the range cue at 7 o'clock in the Hornet leads to short rounds. Do the same with the F-16 and you will be on-target. Now before we say the cues are different, you can make a mission with both and try it and you will find the range cues indicate the same in clock-terms at near enough as the same altitude, speed and dive angles. What we lack is perhaps a confirmation that our Hornet has different ammunition loaded, if that is perhaps the intended case that would be nice to have confirmed. Tracks and Test Mission included. Take a look around video time 19:54 and time 22:10 for reference. VulcanTest.miz F18-Gunpass-Track.trk F16Gunpass-Track.trk
  9. See if this covers it - previously reported: https://forums.eagle.ru/showthread.php?t=285643 Basically if the target is flying towards you and you towards it, switch from Interleaved to High PRF and it should be OK. What can happen is the target is detected under high PRF, but the lock occurs with medium PRF and therefore fails. Manually toggling to high or medium as needed solves some of it, for now.
  10. Yes, LTD/R Cycle works as desired, but usually this type of switch assignment is under the "special" commands, such as the APU switch or the External Lights switch. "Cycle" usually means like a toggle, press on, press again for off. That would be that Special AFT/SAFE one then I guess. So they should be tidied up a bit, I guess.
  11. Yes, all my test were done with the A/G mode active, TGP on, and FLIR page active. That is how I found the one assignment method to work (just not as expected based on the label) and the other (first) to not function - it would not turn the switch to ARM, and when the switch was set to ARM manually by the mouse it would not return it to SAFE either. I have had enough frustration with that switch when I first learned how it worked to not forget that! :thumbup:
  12. This is definitely a wishlist item, but I feel it is worth asking. I am using the autopilot mode switch on the TM WH throttle for my Master Mode buttons. ALT = A/G Master Mode PATH = A/A Master Mode To cycle out of the active mode, I have to toggle the switch again - to the mode to be deactivated, and then to ALT/HDG (neutral) so it is ready for the next use. I would like to request a SPECIAL type binding that would function as follows, if possible: ALT = A/G ALT/HDG = Neither / NAV PATH = A/A Thanks!
  13. Question on if anyone can reproduce this and if it's a bug or labelling issue. I was pleased to find that the external lights now not only have separate bindings for ON and OFF, which took two switches on my HOTAS but there is now a SPECIAL category binding that can allow me to use one single position toggle switch (one of the ENG switches on TM WH throttle) for both. Since I had a free switch I wanted to employ the same strategy for the LTD/R switch. It appears to have a SPECIAL AFT/SAFE binding available but when I assigned it and tried it nothing happened (issue #1). Now I had misread that as ARM/SAFE which would make more sense, but even so - using that joystick binding would not move the switch to either arm or safe position. Secondly, there is a binding for LTD/R labelled as "cycle" - I figured this would work with a single push button, press once for ARM, again for SAFE and so on, as a toggle. Assigning this binding, it actually works like the SPECIAL control would. (issue #2). So actual function is Switch on = ARM, switch off = safe. Shouldn't the Special be ARM (switch on) and SAFE (switch off) with the CYCLE binding acting as a toggle (press to change position)?
  14. After some testing with friends online we have found that using Hydra rockets in CCRP results in the rockets pretty consistently falling short of the target when using single or small quantity ripple releases. This is while using the M151 HE rockets. For the purpose of this test, I used a longer ripple (pairs/42) and so the second half of the volley manages to be close to the target and over it - to demonstrate the spread. If you were to take a shorter ripple (single/7) all rockets would be well short of the target. Another thing I am not sure on is that despite being CCRP, release is commanded as soon as the weapon release button is depressed rather than waiting for the cue to reach zero and automatically releasing as it would for a bomb. You can see this as my ripple is commanded by my weapon release button while the cue is still at 1 second before solution. Attached are the mission and track file for easy reproduction. A-10C_Rockets_CCRP.miz A-10C_Rockets_CCRP.trk
  15. I would be all for a server level option to disable the scoreboard. +1
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