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Everything posted by Tirak
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This is a fantastic addition. I hope that the main Community A-4E team includes it as well as the flashing light. Just ran a little SEAD mission of my own with 2 shrikes, 4x Zuni Pods and a gunpod, and the aural warning really helps give that extra heads up that you really need.
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NOW AVAILABLE: Community A-4E-C Mod
Tirak replied to Merker's topic in Utility/Program Mods for DCS World
Excellent, then in that case we need the darned oodle oodle oodle! -
NOW AVAILABLE: Community A-4E-C Mod
Tirak replied to Merker's topic in Utility/Program Mods for DCS World
https://books.google.com/books?id=ubDgAwAAQBAJ&pg=PA267&lpg=PA267&dq=a-4e+radar+warning+receiver&source=bl&ots=zC3IASwt1f&sig=8Iby7H27qr6c2B8SAjwHemY2S3w&hl=en&sa=X&ved=2ahUKEwjL0oLyxPLeAhUnrYMKHdeLDG0Q6AEwCXoECAAQAQ#v=onepage&q=a-4e%20radar%20warning%20receiver&f=false Unless you're being pedantic and meaning explicitly the RWR style we're used to in the F-15C and A-10C, the Skyhawk should know when someone is shooting a SAM at it. Though as far as I know this capability isn't included in the A-4E-C because of SDK limitations. -
[A-4E Community Mod] - Guides And Tutorials Only
Tirak replied to Saab-FAN's topic in Utility/Program Mods for DCS World
You can have 2 coordinates stored in the computer at any one time. Start the aircraft and set the knob that says Off, Standby, D1, D2 to Standby and turn the selector knob for the INS to Land. Then flick the coordinate selector knob to D2 to lock in your present position into the D2 setting, then flick to D1, dial in your coordinate using the knobs, enter in your Magnetic Variance, then you're done. It's a fantastically simple system that works great even though you can only store 2 at a time. If you want more then you're going to have to write your coordinates down and change them on the fly. Don't touch the Present Position knobs unless you're out of sync. -
Good point :lol:
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Winter doesn't even start until the 21st of December, so no, it won't be early December.
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NOW AVAILABLE: Community A-4E-C Mod
Tirak replied to Merker's topic in Utility/Program Mods for DCS World
Make sure you flip the master light switch on. It's on the throttle. -
NOW AVAILABLE: Community A-4E-C Mod
Tirak replied to Merker's topic in Utility/Program Mods for DCS World
The A-4 doesn't have an afterburner. -
If you're playing on the beta branch then you'll put it in the DCS.openbeta\Mods\aircraft file. There may not be a Mods or aircraft folder, if that's the case, simply create one using the New Folder command and you'll be good.
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NOW AVAILABLE: Community A-4E-C Mod
Tirak replied to Merker's topic in Utility/Program Mods for DCS World
Startup is simple, all commands to ground crew must have the canopy open. 1. Call up the Ground Crew and order Ground Power On (Default: 1. \ 2. F8 3. F2 4. F1) Ground Crew will respond "Copy... Ground Power is now On" 2. Press the Start button just aft of the throttle. This will begin the startup cycle, you have a limited time to execute the following commands; 3. When engine RPM reaches 5% RIGHT CLICK the Throttle 4. When engine RPM reaches 15% RIGHT CLICK the Throttle again. Failure to complete these two steps before 20% RPM will result in a failed start and the engine will cycle down, forcing you to wait to attempt the start cycle from the beginning. If this occurs mid way through startup, retard throttles to Idle and LEFT CLICK on the throttle until it is back in starting position, then go back to step 2. 5. Call up the Ground Crew and order Ground Power Off (Default: 1. \ 2. F8 3. F2 4. F2) Ground Crew will respond "Copy... Ground Power is now Off" You may now close your canopy and complete whatever other take off preparations you would like to, such as warming up the Radar and Nav computer. -
Everyone keeps hyping December 21st, and while it's poetic as all hell it's also a terrible release date. Honestly, while December would be cool, it probably would be best to wait until January after the Russian Holiday is over, that way they can have ED help with module breaking bugs on their end, but also so they're not having to drop their own Christmas plans to fix the inevitable bugs.
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While the radios may not work, the F10 menus for things like Through the Inferno work perfectly fine, so even though you can't phone up a tanker or call in for ATC permissions, you absolutely can make custom missions work :)
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[A-4E Community Mod] - Guides And Tutorials Only
Tirak replied to Saab-FAN's topic in Utility/Program Mods for DCS World
It does not. -
Only 2 Sidewinders according to the NATOPs. And I'm fairly certain the NATOPs also says 4x Shrikes. We won't get the Bullpup or Walleye due to limitations, nor Nuclear Bombs for obvious reasons. Already does, MiG-21Bis that we have can't use the Grom, yet we have it in game.
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Well the Spitfire I don't think can carry the Mk.8x series, but yes if the Sabre can haul the Mk.8x then it should have access to the GBU-12. Just to be clear what we're talking about here, GBU-12s are a nose and tail kit for the Mk. 82 bomb. It is just a laser tracker and guidance system. It has no communication with the dropping aircraft and no internal guidance. The laser code is dialed in on the ground and the seeker turns on by a wire being pulled as it falls off the rack. You could drop a GBU-12 from a Piper Cub and it'd work so long as someone was designating and you were near by.
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I don't think the A-4E or A-4F ever carried the GBU-12, however they could carry Bullpups and Walleyes, both of which can't be included due to weapons limitations. I think it wouldn't be an issue if they were included, which is why I asked. I'd support them, but I can understand why some folks would be leery of including them despite the fact you could mount and use them operationally with no modification of the aircraft at all.
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The GBU-12 arms simply by a wire being pulled out when dropped, and the laser code is dialed in on the ground. Any aircraft that can carry a Mk. 82 can carry the GBU-12, which is why the Mirage 2000C and F-5E modules can carry them, even though they can't self designate.
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Hey Merker, are we going to have GBU-12 carriage like the F-5E, or have you guys decided not to allow them at all?
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https://forums.eagle.ru/showpost.php?p=3626781&postcount=211 https://forums.eagle.ru/showpost.php?p=3665401&postcount=639 Yes... clearly classification has nothing to do with module development at all... :doh:
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As cool as it'd be to have things like a Crusader or an A1 or F-100D, aircraft of that complexity I feel should probably be left for new developers to have something to make to learn how to do things while still being popular in the community. I wouldn't be against a developer like HB going that way, but just from a cosmic justice point of view that seems to be more appropriate.
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I asked a similar question much earlier in production on using Walleyes, as the targeting system was similar in function to the already working Maverick Missiles that the A-10A can use. The response I got was that this wasn't possible due to the fact they were creating a fully clickable cockpit.
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Oh so it's a supported feature? That's excellent news for anyone making early ground attack jets!
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The original limitation was no guided weapons of any kind, because they were creating their own fully interactable cockpit. Later they were able to find a workaround to make Sidewinders work. With the release of the Hornet, Shrikes were able to be used because of the updates to ARMs. However, aside from those exceptions, I'm 90% positive no other guided weapons.
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The hopeful release window is sometime in November, however that is subject to change, as all things are.
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Nope, the Community A-4E project showed off their working in game ground radar before any other module did, it really was quite the exciting feat given that they don't have access to the SDK. It really makes you think about what other potential early jets might be included because of that.