Jump to content

diegoepoimaria01

Members
  • Posts

    54
  • Joined

  • Last visited

Everything posted by diegoepoimaria01

  1. Thanks. In all the forums the only mention was "new fuzes that might need a new logic and will arrive ". In the other 4 links, the answer was alsways "is scheduled " or " we will do it" , or " we might need some other steps first" . So, I was not able to understand why the new fuzes were in the game but there was no way to use those ... Thanks: they are here, but not yet here, so the fuze option is only a placeholder for now, got it
  2. Hi all I saw the new fuzes for the Mk82 bombs on the Hornet, on the Viper and on the Harrier ( even if , on the harrier and the Viper looks like the fuze selection is only possible when mounting a single weapon directly on the pylon, and not when using a TER mount ), but I haven't figured it out how to actually program them or how to switch between the various modes in flight. As far as I have understand, the Viper only have a "simple" mechanical arming system for the bombs , and so it should not be bale to communicate with the dumb bombs. Also, Not sure why on the TER there's no option to choose the fuzes. On the Hornet thoug, I cna see, on the stores page, a sub menu with 5 options, that looked like time delay, airburst and somehitng similar, but I was not able to select any of the options... what am I doing wrong ? Or , is the new fuze there but not there yet ? As in "it's phisically there BUT the new behaviour is not modeled yet" ? Sorry for the question, I've tried to look for it far and wide, but with no luck ...
  3. Same for me, and I have no mods. It looks like dissapeared after the last patch. Probably a bug.
  4. Thanks, the mention of the off-angle gave me some clue . I was having the same doubts and I'll try to do some tests about it. If I have understood correctly, before ( like 1 year ago ) the radar simply displayed a black zone, while now it loses in performance / definition , correct ? Also, does the vertical angle counts too? I always thought that the only angle was the horizontal one ( left / right ), I did not thought that the up/down was involved ... but if you are near, there should be a doppler shift too ( or an angular variation ) great enought for the radar to gain better picture, am I right ?
  5. Aircraft looks mainly fine to me. I mean, it files, it shoots it navigates and it lands. I'ts a trainer, so it's all about basics. And the basics looks fine. ( I'm still fighting to understand the cowntdown timer to the waypoint/airport and why the right tank has a bit more fuel tha the left one, but ok ... those are minor things, if bugs at all) Bugs are normal in every software , and having a good support that listen to customer is an important plus So thanks
  6. Brought it the day after it was released I have to admit, price is a bit high , but the quality is high too. ( I think that, in my case, the high price was offset by the will to support the dev team and the fact that this is an Italian aircraft ). I also think the price looks high because the aircraft cockpit is so "clean" and austere in comparison to other aircraft , but , again, it's because it is a trainer, so less is more. The aircraft is nice clean, and very fun do fly. I did not found any weird quirks ( it's a trainer, it should not have any weird behavior! ) , and the fogging effect is VERY nice. All in all, thanks guys.
  7. I'm still very green with this plane, but I think that, if you have only one missile on the ventral hardpoint, you'll need to select only left /ventral OR right/ventral, not both. Also, you should not be in the dogfight mode ( it has happened to me a lot of times ). I'm still trying to understand exactly how to get a tone from the missile, so I don't know how useful this was. EDIT: I'm getting more tones from the missiles, but I'm still unsure exactly on the correct procedure. It looks like the mssile needs some time to warm up ... I know there is a 20 seconds cooldown period, but it should not be considered if airstart. Also, not sure when that cooldown period starts ( or better: WHAT makes it starts ). I've discovered that: Triangle means missile selected. Circle under the triangle means missile has a lock, be it a magic or a n IR matra.
  8. +1 I've brought it on impulse, and I had doubts just after ( price was quite steep ). Then I could not even shoot a missile. Then everyhting started coming togheder , and I started to understand the plane. And I'm loving it. I'll need a lot of training and a lot of study, but the feel of a 70's plane is there too. In the engine that tries to stall, in the plane that shakes, that oscillates, in the missiles that aren't reliable. In the details, like the chaff and flares cartriges that are actually used in the external views. If you like the feel of a 70's plane, then it's recomended.
  9. Thanks Hmmm, I see that it's not a lot ... and I remember that there was a lot more for the Red faction ( I've created a battery of SA-6 I think on the Nevada Map ) ... was something changed in the latest updates ? I guess I'll have to find something here. Thanks guys
  10. Ok something has reappeared ( THANK YOU ) , but only one for russia, everything else is under "Combined joint task forces Red " ... is that correct ? I saw around that there are some nice templates to have air defences networks, but I'm still a total newb on this ... any suggestion ?
  11. As the title says, I've lost the air defecen templates ... and I don't even know how I've done it! But now, the question is: How can I re-create them ? At the moment, in the "create group from template" windows, I've got nothing! I've tried to search how to, but I'm afraid I'll have to import a lot of custom templates ... and I don't know where to start ... can someone help me ?
  12. Hi No, my issue is that, with the settings to "Map Only " , I can select an airfield, but I can't get any info on it. As you can see in the second picture, Tiblisi airport is selected, but no info are shown ... So, my issue is finding the right frequencies to talk with ATC and knowing the correct runway heading ... with Nevada and caucasus there are airports diagrams and info in the kneeboard section, but not for Syria, Marianas and Persian Gulf ... I'm currently using latest BETA and playing on single player mode.
  13. Hi all I think that in one of the new updates something has changed. If I remember correctly, in the previous patches, clicking on an airport in the F10 map ( but with all the options to see enemy /friendly voiceless and your plane NOT active ) it was possible to see details like the frequencies, the runways directions and the beacon . Now this is not possible anymore. Am I doing something wrong? I guess it’s for realism, but without a map and knee boards it’s quite complicate … I’ve looked around, but I’ve only managed to find kneeboards for Nevada and Caucasus in the files … How are you solving this issue?
  14. About the slammers, IT SEEMS that the more weight you have forwards the end of the wing, the better, and so sidewinders tends to be as inboard as possible. This is consistent with the few things I know about flutter. I agree, the F-15 is the air to air fighter, the Viper , in the USAF, is the air to ground plane. I think that the single sidewinder L/M was there because slammers can’t cover everything, but were, in that timeframe, far superior to the sidewinder. When the X arrived, the balance was re-established. It’s also interesting because sidewinder should be better at short range, and the ROE in that timeframe were probably a lot centered on visual ID … so I guess that the sidewinder L/M were truly outdated at that point ( about 2005 ish ) …
  15. Oh … ok thank, I still get lost in the designations of the GBU-31 . Also, I didn’t know that USAF did not use the GBU-32 and 35 … thanks About the ventral tank, I didn’t know that, and I thought that other air forces uses it … but then a quick search showed the contrary ( I searched for the Belgian F-16 because they have internal ECM … but for those too , seems to be no ventral fuel tank … ). I remember that it was counterproductive for the F-16XL … Thanks for the infos and explanations Also, it would be fun to have like a database of Viper load outs seen around the world ( yeah, I know that , I’m using you all to fulfill a dream of mine ). EDIT: It would be nice for the hornet too
  16. Yeeee! A loadout topic! I'm always happy when I found tha tthere are other people out there that are interested in some realistic loadouts I'm enbarked in this "mission" since my early modelling years , and now with DCS it continues! I follow the same podcast, and I've asked that question specifically ... and the answer was "it depends" ... Mainly because, as you were saying, there are a lots of variables involved, like availability, cost, bring back weight, endurance, expected threat and so on. As far as I know, an USAF Viper would always have: - A ventral ECM pod ( or nothign, if the enemy does not have a realistic radar threat, like in Afghanistan ), but almost never a ventral tank ( for reasons I don't understand or know ). - 2 Underwinf 370 gallon tanks - 2 Slammers on the wingtips ( they reduce the flutter and should also improve the ragne a little, so they are always carried, and even if I've heard sometimes that they are causing fatigue cracks , I've never seen a Viper with Sidewinders on the wingtips and Slammers on the other pylons ). - Litening / Sniper / HTS pod ( it depends from the block also ) Then I've seen: On pylons 2 and 8 1 Sidewinder L/M and 1 Slammer ( later, earlier there was 2 Sidewinders L/M ) , or 2 Sidewinder X. Consider that those pylons also houses the towed decoy, so they might be mounted just to have the towed decoy, even with the empty pylon. Everything else is on pylons 3 and 7. Again, as far as I know, Viper would usually carry on a single pylon: - 2 JDAM 500 Lbs ( or one, if the twin mount was not in use yet ) - 2 LGBU 500 Lbs ( slant mounted ) - 1 Maverick ( but I don't know the version ) - 1 JDAM 1000 or even 2000 Lbs ( the penetrator warhead, I think ... the slimmer one ... ). - 2 Rocket pods ( slant mounted ) And they usuallt combine those loadouts in a symmetric or asymmetric loadout. Also, there are the always present HARMs and CBUs, but I guess those are a more aggressive loadouts . Attached some examples of photos found online. Also, I'll try to look in the various osprey books for references, as others were saying beofre me And again, there's the site about desert storm's loadouts that is quite interesting: https://www.dstorm.eu/pages/loadout/loadout.html And finally, there's F-16.net Anyway, I'm happy to have found that there are others interested in this
  17. Hi all I was playing with the switches, and I've seen a weird behaviour with the PITCH Switch: I've assigned the Up and Down actions to the FLAPS button on the Warthog throttle, that is a three position switch. I've mapped up and down, but not center, that is not mapped in any way. The other A/P ( the ROLL ), has the "transitions" , that allows to use a three position switch to emulate that switch. When on the ground, the switch position in the sim is the same as the switch position on the joystick ( so if it's UP, and I move it back to center , the A/P switch is moved back to center ). When in flight, the behaviour is different, since if the switch on Joystick is Up and I move it to center, the switch in the sim ( as expected ) does not move. To move the switch in the sim to center, I have to move the switch on the joystick to down. So, we have a different behaviour on the switch if on the ground or if in flight ( I guess WoW ), is this correct? Also, would it be possible to have the "transitions" as in the ROLL A/P ? Or to always have the behaviour as when on the ground? Or am I missing something ? At the moment, I've read that I should modify something to emulate those transitions from my joystick, but I haven't got the time to really try that. Thanks
  18. Hi No, it's the wall mounted big red button , not the all dump. Thanks, that is a VERY exausitve explaining Aft is VERY useful, and I now see the importance of Semi Auto ... Everything that is Chaff is handled by the computer, and with the appropriate (best) program too! Everyting else is either Aft ( so I think I'll set like some Flares and no Chaff ) or panic button ( and I think I'll set Panic like 1 Flare and 1 Chaff at least, to cover all the bases ). I don't understand why the default panic is so mutch chaff and flares tough ... I mean, it totally depletes the Hornet's Flares ... it does not makes sense ... what is the rationale behind that ? Also, and that is a very difficult question, what is the correct Flare pattern? Or every missile treath has it's own ? Also, I've read that Harriers in desert storm did use a flare pattern during ingress and egress , to cover from manpads, and that there was some debate wheter to use flares on ingress, because it might alert enemy troops on the ground. What do you use ? Or, better, do you user flares preventively OR just if there's a missile coming to you ? Thanks, I still have a lots of questions, but now I feel way more secure with the ALE-47 (all the questions now are just about how to best use it, not just how to use it ) many many thanks again.
  19. Ohh, Many many thanks, that's VERY important info! I'm trying to have a complete view of the system, and as of now, I've understood that: Disp. Switch "Bypass" Forward => 2 Chaff Aft => 2 Flares Dispense => No Action Disp. Switch "ON" + MANUAL Mode: Forward => Program5 Aft => Program X (selected) Dispense => Seems to release 30 Flares and 40 Chaff. Disp. Switch "ON" + SEMI AUTO Mode: Forward => Dispense consent ( type quantity and release interval decided by countermeasure system ) Aft => Program X (selected) Dispense => Seems to release 30 Flares and 40 Chaff. Disp. Switch "ON" + AUTO Mode: System should do everything by himself ( type quantity and release interval decided by countermeasure system ) Forward => No Action ? Aft => Program X (selected) Dispense => ??? The "Dispense" button should be the wall mounted big red button. =>So, question is: what is the function of that button ? 30 Flares and 40 Chaff ? Isn't it a bit too mutch ? I tought that the idea was to have a "panic button" to release something that covers every scenario ... but dropping all I think it's eccessive ... or am I missin something ? I'll do some more tests, but as of now, I'm understanding that SEMI AUTO seems to be the best option, but how do I release just flares ? EDIT: By using "AFT" ... that seems to be always for the selected program! If anyone have some info, please, feel free to update the AMAZING explanation I've wrote before ( ).
  20. I was wondering why the radar is stopped ( standby / hold / whatever ) ... I tought it was because the radar was being used as an emitter, but I was wrong. IF you can , can you share some more details ? ( I'm curious ) Thanks If I remember correctly, those are either the RAAF or the Canadian Hornets , that have a fatter pylon with ECM inside. I think there's somethign with expendables too, but I really don't remember For example, F-16 have a pylon with 3 chaff/flare dispenser integrated ( station 3 and 7 ) , but I don't know if USAF uses it or if it's only for some countries ( Viper is used all around the world, so everyone has a mod I guess ... ), and station 2 and 8 pylons can mount a towed decoy.
  21. I had the same issue ... And with a bigger deviation too. It seems to be a known thing, but I don't know if it's an issue or not ... But you can use the "Fast Erect" button near the artifical horizont to reset it ... note that you'll need to use the standby attitude indicator to level and then use the fast erect button.
  22. Ok, so it really was a bug, but I guess it will take some time for it to be resolved ... Thanks for the quick reply :D Keep up the good work :D
  23. Hi all By mistake I've reported this isue in the general fourm of the Harrier, so I've reported it all here. 1) The image is cut in half: Only the lower half of the hud is actually displaying flir image. A month ago it was a full picture ( I have a photo of that ). Tried to move the point of view and to move the whole plane ... but the part displayed is still only the bottom half, while in the right MPCD there's the full picture. 2) The image itself is either too bright ( blackhot ) or too dark ( withehot ) on the hud, and, on the ground, no terrain features are recognizable ... only major shapes of mountains are. On the other hand, sea and air are pretty good. Again, on the right MPCD there's a mutch better picture. The HUD video contrast seems to be working only in a VERY limited range, around the position indicated in the picture "Harrier 04 ". And anyway changing it does not help very much. As you can see, the image is only in the lower half, and the resolution is almost zero. As it is, the Navflir on the HUD is not usable, unless you're on the sea, where, for some reasons, it's working fine ( albeit, still only for the lower half of the HUD ). Found on Open Beta 2.5.6.57959 ( the last one as of 19 November 2020 ). Pictures are from Nevada, but the same issue is found in gulf and in caucasus maps Another user was posting a picture of Open Beta 2.5.6.57530 , and it was looking fine, so I guess there's something that was addedd between thoise releases.
  24. NOTE: On Open Beta 2.5.6.57959 there are some issues with the navflir. Aside from that, Thanks for the info! :D We're struggling to understand how the Harrier handles multiple sensors withouth using a SOI selector like the Viper and the Hornet ...
×
×
  • Create New...