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    Hong Kong/Seattle
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    Fixed-wing Pilot

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  1. Has anyone figured out how to unstow gunner's forward gun sight?
  2. Unlike Petrovich, the floating reticle(where you have to align it with pilot's reticle inner ring in order to achieve launch parameter) is extremely shaky when playing with a human gunner. In gunner's point of view, his reticle is dead-on the target, but It's jumping up and down probably for more than 5 degree on my HUD, even though I have the target right in the middle of the inner ring. It makes launching ATGM very difficult, and I can't tell If it's due to de-sync or operating errors. Any advice? Thanks!
  3. Follow up question: Is there a volume knob though?
  4. Just curious, does anyone know what ASM(SAM sub mode) stands for?
  5. ''Added movement and engine shutdown check during ground crew operations'' Does anyone know what it means? :joystick:
  6. I notice 'Added radar notch' is in the newest changelog now, I wonder what has changed exactly? What can we expect from this new change? This post is confusing me, since we've got both parties saying that the radar can and cannot be notched, then we have foxwxl saying that It's working as intended due to the 10second memory mode, and now we have a new fix to this? :huh:
  7. Just found out that in order to have the TDC elevation to scan correctly, we need to fly straight and level. If you pitch up, it will scan lower than indicated. Pitch down, it will be higher. In other words, the radar is doing an aircraft stabilization instead of ground stabilization, which possibly leads to the other ground stabilization bug too.
  8. [WIP] The old ground stabilize issue is back It happens to both RWS/TWS in both SP/MP. Radar test.trk Logs.rar
  9. Does enabling HNS(Hybrid Navigation System) eliminate the INS drift, since It uses both INS and GPS?
  10. So I'd take that the flight computer wouldn't take that into account and It's the pilot's responsibility to do so manually?
  11. It becomes quite apparent at night, tuning both HUD CONT and HUD BRT does nothing.
  12. Apparently, If you cycle between PL-5 and SD-10, Its default selected station world be on the left-wing pylon. This creates a problem when you fight with a 4x SD-10 and 2x PL-5 setup, because you will end up having an asymmetrical loadout If you were to fire the missiles in the order of SD-10>PL-5>SD-10. Of course, I can simply step up to the right pylon, but that doesn't sound intuitive in the heat of battle Perhaps it's not a bug, but I wonder If this is an intended behavior?
  13. Just place your lowest radar elevation to be at or above your target for now. So, If the target is flying at 20k ft, make sure the bottom elevation is at 20k ft too, if it still doesn't show up, increase the elevation by 5000ft. This method works pretty well for contacts within 40nm range scale. You might occasionally pick up targets at 80nm scale too, but it's too unreliable. There's also a reported bug where If you pick up a contact on the radar, It'd disappear on F-16's D/L. Be aware of that If you're flying with a F-16 friend. The tricky part about this is an enemy that's flying low with his radar off. I tend to scan an area myself instead of relying on D/L, and there were times where I knew someone was there, but nobody was scanning that specific spot and I didn't have my elevation setup correctly. Therefore, I try my best not to fly unless I got a friend flying along.:lol:
  14. Several seconds of delay for a 4 bar vertical scan would be normal. But the scan pattern we currently have now does a horizontal 35 bar that takes almost 10sec to complete each cycle.
  15. Pretty sure this is a known issue among players, but there's no reported thread yet, so thought I'd make it official. Problem: The 1st Jeff that you spawn in would always have a dead battery in MP. Workaround: Either switch to another spawn, or request ground power. Not really a big deal, but would be a quality of life fix :lol: Logs and trk https://drive.google.com/open?id=1uOFjX3S1N0guPR2CSXQeQeOgX8-WLz62
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