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Rhinozherous

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Posts posted by Rhinozherous

  1. Hello!

    With the new FLIR system implemented we only get good IR signature when the vehicle is moving or if it has moved a short time ago. If I setup a vehicle in Mission Editor that is not moving I have no chance to get an IR signature - but in real life I dont think that EVERY vehicle that is stationary has its engine turned off.

    It would be nice to get a good IR signature on still standing Vehicles without the need to let them drive around. A little tickbox in Mission Editor labled "Stationary with engine running" or something. With this we can make missions with hot vehicles from the startup.

    Thank you!

  2. 15 hours ago, Scaley said:

    George won't automatically pick a new target after the first is destroyed if that's what you mean.

    No, I commanded him to search again (George Down long) and also tried to slave him again (George up short) He still shows the list of targets and I am able to select them, but he wont lase. 

  3. He is pretty good... One bad thing is that he shoots at friendlys without any warning. Identifying friend or foe is only possible when you know the exact position or show the TADS video feed on your pilot MPD. 

    Another thing is the spotting list where you can choose your target. It only says "Tank" or "IFV"... would be nice to see type like "T72" or "ABRMS" (for abrams, as example). 

    But I consider both points as "Work in progress" and think this will change in the future. 

    • Like 1
  4. Is it just me or is the FLIR on the harrier useless? I find targets more easy with CCD. With FLIR it is just a green or black (in black hot) mess. One cant tell the difference between a truck and ground. Shouldnt this system make it easyier to find targets? Not camouflage them?

    Also the green filter on  the Harrier optics is way too green.

    Any way to use the optics better, or mod them?

    Thank you 

    • Like 1
  5. 2 hours ago, agamemnon_b5 said:

    Question:

    Page 4 under VMC Section.  What is "DI"?

    I think this is Drag Index. A number that represents a numerical summup of how much drag your aircraft has to fight because of loadout (bombs, pods, rockets...) I think this is found on vrest page. 

  6. 6 hours ago, zildac said:
    On 4/15/2022 at 2:13 PM, Rhinozherous said:
    When making the marks on the F10 map, do I still need to make the first markpoint empty or T00 as name? Or has this changed in recent updates?
    Thank you 

    Relatively new to the Harrier, but I've noticed that if I only add T01 to the map it's not imported, if I add T02 it will be imported.

    So it seems that it is still needed! Thank you for crosschecking! 

    If you put one empty somewhere on the map and after that T01, T02... it should import it in the right order. 

  7. Me and a friend had the same problem when flying in the same mission.

    After takeoff we could see the Radar Altitude on the IHADSS. We climbed out of the Radar Altimeter range (1500ft) in Cruise mode we could see the Baro Alt, but after switching back to Transition mode and descending below 1500 ft (we were definately below 1500ft rad alt because we could see dust from the ground 😄) the Radar Alt was never shown again on the IHADSS.

    I wanted to know if this is already reported?

  8. 1 hour ago, Raptor9 said:

    The maximum weight number is the maximum gross weight the airframe is structurally rated for, not how much it can easily lift under different environmental conditions.

    Performance planning is important for all aircraft, regardless of whether it is an airplane or helicopter, or something unique like the Harrier. Just because an A-10 can carry 16x 500 lb bombs, 6x Mavericks, full ammo and full fuel, doesn't mean it will be able to easily take off, climb rapidly or very high, or maneuver aggressively.

    Disregard, as I said in the post above yours - the problem I had has nothing to do with realistic performance or engine handling. I found a bug where the aircrafts weight is not updated after rearming - this was the reason why I thought the aircraft is underpowered.

    I know that weights are important and should be planned ahead.

  9. Hello!

    I posted here about the Apache being "Underpowered". After some testing and making testmissions and yada yada yada... I found that when you start the chopper with 4 fueltanks and rearm inside the mission to a standard weapon loadout (100% Fuel, 8 Hellfires and two pods of HEDP) before taking off, the Apache has zero power and is nearly unable to lift because it seems the weight is not changed during the rearm process... the heli still thinks it has 4 fuel bags on its wings.

    If I start with the Loadout already armed in the editor (100% Fuel, 8 Hellfires and two pods of HEDP) I have zero problems taking off from a hover.

    I attached two Trackfiles - Same mission, the one named AH64Standard is the one where I start with the loadout set in the Editor, taking off works normal. The one named AH64Fueltanks is the one where I start with Tanks loaded in the editor and re-arm inside the mission. It is nearly impossible to takeoff.

    Thanks!

    AH64Standard.trk AH64Fueltanks.trk

  10. In the Rearm and Refueling menu the maximum weight should be changed then... With full fuel, rocket pods and hellfires I was waaay below the maximum. I dont have numbers at the moment but I remember being way below the max.

    All in all the Apache has not that much power then it seems... this may be the reason why they upgraded the engines on the E version.

  11. On 3/26/2022 at 4:46 PM, cgrxman said:

    IMO, any qualified (RL1) CPG should be able to identify vehicle type.  It would help if George called them out this way.  Perhaps the list could show vehicle ID (BMP2, M-1) vs. generic TANK1, IFV etc?

    100% Agree

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