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DackSter94

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Everything posted by DackSter94

  1. @ropob, How did you get that black/white image of the A/G Radar?
  2. I'm just not quite sure what to do in flight itself...Do I need to fly level and pull? And repeat for all altitudes? What if I fail to maintain speed or altitude properly, will the data be wrong?
  3. Hello, I might be blind, but I can't find info on how to use sustained/instantaneous turn rate tables. What do I need to do in flight/in tacview?
  4. The problem seems to have solved itself, thanks anyway.
  5. Hello. In older tacview versions I was able to generate tacview tracks by watching in-game multiplayer tracks in offline, after modifying options.lua and mission.lua for units to be visible and on the map. In current version I can't get rid of the delay(which before was done in options.lua of the in-game track, there used to be a line called something like: "EnableTacviewDelay", which is not there anymore). So how do I get rid of the delay in tacview file generated while watching an in-game track? P.S. Single player tracks work just fine. Problem is only with multiplayer tracks.
  6. I use one chaff program (single chaff, so i need to press dispense button to drop one chaff) and flare jettison (called emergency dispense flares or something). Flare jettison dumps all flares at once.
  7. In JF the radar has very small time window to lock air contact that poped up on the screen. In the video I move my cursor to target as soon as it pop ups and start spamming lock key right away. You only have probably like half a second of time after radar beam refreshes to lock the target. If you fail, you need to wait for next target "refresh" (which depending on azimuth and bar setting can be very long) and you better be spamming that lock key, or you will fail again. Is that intended feature or bug? This and the fact that target moves in azimuth when you roll the aircraft makes locking aircraft a bit of a pain.
  8. None of the solutions mentioned work. Maybe they improve situation by like 5-10%. And only temporary improvement
  9. It's specially gets worse after playing for some time. This thread should be moved back to bugs section.
  10. Well 120B peaks lower too, so i guess it high speed drag increase too? Also transonic and subsonic missile is already almost dead, how can it be much of a threat to maneuvering target? basically missile performs better when it's almost useless. Edit: Uploaded side by side tacview with old and new 120C against maneuvering target. It seems that the most helpful thing that makes new missile slightly better against maneuvering target is removal of that stupid pull up during missile start phase :D(in the old missile). If that pull up wasn't there I bet old missile would do as good/or better Edit2: Added tacview where I used fuselage launched Aim-120C on f-15, since it gives more similar launch profile. OldVsNew-Aim-120C_Maneuvering_Fus.txt.zip
  11. Unfortunately doesn't work. No fighter planes show up at all after a while
  12. By unload you mean eject DTC? Or is there actual function that unloads stuff loaded into the plane computer? Do you update DTC before loading it for the first time(if your change your weapons)?
  13. F-14s and aim-54s still don't show up most of the time (MP), maybe problem not only with f-14, but also all other aircraft.
  14. Level flight: Did the changelog mention something about increased launch ranges? More like decreased..
  15. Funny thing is I just tested aim-120B,and overall in level flight it's worse. Missile bleeds a bit less, but top speed is worse. Not sure if with maneuvering target it will do better or not.
  16. just make helicopter steam at 130 knots ,you should be able to pick it up :)
  17. Oh they sure can be for many other dcs modules(if not all (don't have f-16/18, so can't speak for those))
  18. Seems that notch isn't implemented as on other aircraft(right/wrong implementation?) - which i absolutely love btw, none of that hiding bu****** :D. So instead of having target flight direction in mind it's just based purely on speed. It seems to be around 120 knots, if anything flyes above it it can be spoted, even in the notch. If it's below it will not get picked up, even against the sky
  19. Only tested magic IFF. Rectangle appears over IFF entry on MFD when I press and hold IFF button, but all friendly and hostile targets remain yellow.
  20. =RvE=DackSter94 Lonewolf UK Ping: 140ms JF-17 Red Side
  21. If I interpreted this correctly, and bar width is 3 degrees, that would give around 8 degrees of coverage in rws 4 bars?
  22. Export to excel sheet doesn't seem to work well anymore Back in the time( let's say version 1.7.3) when I could export telemetry to csv file directly from the chart window everything seemed to work fine. Export was at 0.25 secs rate and i could select units i wanted. But since export telemetry entry in the menu was added(I think it was around version 1.8.5), I just can't seem to control anything anymore. I select export main object (and i select a missile, for example), select parameters i want to save to csv file and select refresh rate. So I get this messy csv file: -With bunch of stuff I never selected/wanted(ISO time, Unix time, Id, Longitude, Latitude, Altitude, Roll, Pitch, Yaw, U, V, Heading) -Speed(TAS) in m/s units (even though I had km/h set in tacview preview) -Relative time in some weird intervals like 0.38,1.38,2.38 (instead of 0,1,2) ... Am i missing something here or the export to csv feature is broken in late tacviews? Attached and example of sheet I get with missile selected as object, and only TAS and relative time checked. somemissilespeed.zip
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