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NeMoGas

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Everything posted by NeMoGas

  1. Partial damage does hinder them. They become very slow when damaged. The damage model could be much more detailed though.
  2. To be honest I don't see an improvement in accuracy one way or the other. The video above seems to indicates that ARBS could also be used to improve rockets and guns accuracy. Or used to track moving airborne and ground based targets.
  3. I guess what I'm asking is does ARBS have anything to do with a CCIP release?
  4. I have not seen any info about if the Angle Rate Bombing Set will ever be functional. As far as I can tell I get all the HUD symbology and calculated bomb impact point without having to lock the DMT onto the target I intend on bombing. Does the real Harrier have another system for calculating impact point of bombs? Here is an old video which I'm sure many have seen about the ARBS.
  5. Wow nice comprehension skills. Read the thread again please.
  6. Belsim are you there?
  7. lol it sure does. :chair:
  8. The INS without being coupled to the GPS needs accurate coordinates. When the INS selector knob is set to NAV it relies solely on the Inertial Navigation System as far as I know. Without accurate coordinates your true location will start off with an error and only drift even more the longer you fly. This is the entire context of this thread lol.
  9. Use the DMS format, even though it appears as DDM on the EHSD.
  10. Sorry I guess I could have explained what I ment better. The problem with the INS is that I can tell it my default position is Sokhumi even when im really at Beslan, and once the alignment is done it knows im really at Beslan. Added waypoints or mark points will be incorrect as they should be. However the moving map will display your location over your true position. In the example above it would show me at Beslan even though I told it I was at Sokhumi. As far as I know the reason you input your starting location before you begin the INS alignment is so the system knows where in space it is. As you said the INS uses gyros, accelerometers, and magnetometers to know how far in any direction it has moved. It does not however know where in the world it is unless you tell it before the INS alignment or couple it to the GPS. So my question is then, how does our Harrier know where it is even when we intentionally try to fool it?
  11. The way the smoke works is that any weapon that actually damages the vehicle with the ability to pop smoke will cause it to do so. If you hit the vehicle with a weapon that kills it outright it will not pop smoke. Also if you hit the vehicle with weapons that do no damage it will also not pop smoke. It is completely controlled by the AI and works even if you take direct control of the vehicle. As far as I can tell it has no real defensive value, and is more of a special effect.
  12. Thats funny because even units without explosive reactive armor do this. It clearly looks and sounds like defensive smoke because that is what it is.
  13. As it is modeled right now there is no way you could have 1, 650 round belt. The ammo can used on the version of the Kord MG we have right now is not big enough. Furthermore it appears the animations are just broken because even the belt of ammo no longer moves as the gun is fired. Before the ammo belt would actually feed into the weapon with an animation. These animations are missing along with the reload animation.
  14. Yes I have noticed this issue as well. I created a thread about it here https://forums.eagle.ru/showthread.php?t=215797 I seemed like it was an issue with the Harrier, but even in other modules the memory usage is far higher than it was a few months back when the memory manager was first implemented.
  15. Yeah that makes sense that the waypoint would appear over the correct spot on the moving map. So maybe the only real issue is having the moving map align over your true position, even with incorrect initial POS data. The moving map displays your correct position at all times as far as I can tell. This is why when you add a waypoint and it appears over the correct spot on the map it should navigate you to that spot. However when you add the waypoint it shows it over the correct spot on the map but all steering cues on the HUD and EHSD are still wrong. Basically it seems as if the moving map is totally unaffected by a correct or incorrect initial POS.
  16. So after further testing waypoints added with an incorrect initial POS when INS knob is set to NAV are indeed navigating me to the wrong place. However when you add the waypoint it does appear over the correct POS on the map. Also when on the data page of the EHSD with AC selected the initial POS LL changes from what was entered when you flip the INS knob to NAV. As I am not an expert on the system I don't know how it should work. To me it does seem at the very least that the moving map should correspond to the initial POS after alignment. Maybe a dev can chime in and explain how it should work.
  17. For me the initial POS changes from what you entered to the actual POS when you turn the knob from ground align to NAV. Going to go test waypoint additions now.
  18. Yes as far as I know, and It was aligned even when I set the INS selector knob to NAV which is supposed to only use the INS and not the GPS. The whole point of entering the initial POS into the INS is so it knows where it started and therefore can figure out where it has gone.
  19. The search light is dimmer than the light on my cellphone too lol.
  20. As the title says, no matter what LL you enter it seems to make no difference. I spawned at Maykop and entered Vaziani's LL as if it were my initial POS. It aligned perfectly right over my parking spot at Maykop. Shouldn't it be offset or something? Is this a bug or an incomplete feature?
  21. Yup, it even sounds like a smoke launcher.
  22. What ever happened to the reload animations for the 12.7mm door gun on the Mi8? When gunners were first added we had an awesome reload animation every 50 or 100 rounds, can't remember. Now we have access to all the rounds as if they are on one massive belt of 12.7mm. I know this technically makes the gun better but the animations were fun to watch and more realistic, this is a sim after all. Can we please get these back Belsim?
  23. So I was testing rope tearing the other day to see if the fuel leak bug was still there and noticed I got a DC Gen fail one time and an inst inverter the next. Is this normal behavior or a bug? I didn't see the fuel tank leak but only tried this twice so maybe it's still there.
  24. Ctrl + Y will not work in MP if external views are disabled. At least the servers I play in it does not work.
  25. Awesome it worked! Took me a little while to understand but it's finally working. When looking at the Warthog lua in notepad it is in a completely different format not neatly arranged line by line. In notepad++ it is nice and neat like the default.lua appears in notepad. Thanks for the help, and also for the recommendation of notepad++.
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