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Everything posted by Harker
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Just found this, thanks for taking the time to translate!
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Should radar reacquire lock automatically after it was lost in STT mode?
Harker replied to lester's topic in DCS: F/A-18C
I think that statement is confusing the ASE circle with the AIM-7 FLOOD circle. If you lose lock on the target, you'll effectively lose the L&S and so you'll lose the ASE circle. The ASE circle uses target range and velocity to provide optimal steering cues. If you don't have a target because you've lost it, you don't have an ASE circle to see. Instead, the HUD should revert to the unguided AIM-7 circle symbology, that indicates the area covered by FLOOD illumination. If you do have the target, the radar will automatically enter STT PDI upon commanding an AIM-7 launch. -
Should radar reacquire lock automatically after it was lost in STT mode?
Harker replied to lester's topic in DCS: F/A-18C
FLOOD illuminates in front of the aircraft, in the radius shown by the un-designated AIM-7 circle on the HUD (not the ASE circle). There is always the danger of picking up a friendly in STT, when the two aircraft share very similar velocities and ranges (as they would if they were enraged in a dogfight). My recommendation is to disable 1LOOK RAID, if you have it enabled, as it can lead to target switching and instead enter STT RAID manually, using the HOTAS command. That will allow you to break out the targets and ensure that you're not targeting a friendly. Of course, coordinating on comms is a very important thing during this whole process and can simplify it greatly, such as when the engaged aircraft performs an out of plane maneuver to increase separation from the bandit and allow you to get a clearer shot. -
This appears to be correct, assuming that you have the HARM selected and in SP mode, before you encounter the new threats. The MC will keep re-prioritizing threats in the background, but upon selection, it'll retain the last highest threat it has. This is to avoid a situation where the pilot has one threat selected and ready to fire upon and the MC changing to another, automatically. In case of a lock/launch, with Pullback mode enabled, the MC should automatically prioritize the new offending threat. With Pullback Override selected, it should rely on pilot input.
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Make sure that you are in RWS and, after you change your settings, press SET, to save them for the currently selected weapon.
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If you are having issues with the cloud cover and you're playing single player, you can always dial it back via the mission editor. About the A2A stuff, losing visual can indeed be a real problem, thus the saying "lose sight, lose fight". As you build more experience, you'll be able to estimate where an enemy might be and learn how to scan sectors (pick a part of the sky and scan it, then move to another part etc). And regarding spotting ground units, it's difficult IRL, because they of course won't sit in the open, waiting to get bombed. There are even things that we don't have in DCS, such as materials designed to reduce IR signature, using things like branches etc to hide the vehicle etc. It's very unlikely that a single aircraft will be sent out to hunt, without some help from other assets. In DCS, you can deal with that problem by using the JTAC for lasing or marking, mission scripting or playing online with other people, who will share information with you and direct you into finding and confirming the target.
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I understand, like I said, there are different ways of enjoying DCS. I find enjoyment in dealing with complex systems and reading about and understanding the technology behind them and thus I prefer a modern, complex, very well simulated module, than multiple simpler, older aircraft. But again, that's just. I think that a lot of people feel the way you do. Similarly but opposite to you, if DCS completely turns to Cold War stuff and starts pumping them out one after the other, then I'll probably not buy many more modules, save for the occasional one, as I'm not excited about aircraft from that era (consider that my last aircraft purchase was the JF-17 and I'm considering the AH-64D, after it reaches a good point in avionics development). I think it's more of an issue of getting the licensing and permissions from the manufacturer. It could be that it's OK to model these older versions very simply, as FC3, but not OK to either model more newer versions as FC3 or model older versions with more detail. It's not only about available sources, it's also about intellectual property rights and the legal aspect of including something in your game.
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I personally have no problem with DCS eventually focusing more on a few modern aircraft and putting a lot of emphasis on avionics development. They could come at a higher price, to offset the higher development effort and time required and could be upgraded with newer capabilities when/if info becomes available for newer versions. I should note that I'm talking from the perspective of someone who likes getting deep into one or two aircraft and taking the time required to learn them fully, I'm not interested in having 50 aircraft that I don't have time to master. Different types of players might feel differently, however.
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Higher res textures for leading edge extensions visible from cockpit
Harker replied to Teleblaster's topic in Wish List
What you see is the external model textures. It would be nice if ED brought the entire external model up to the standards of the F-16 or F-14, with a more detailed external model, to accommodate more 4K textures or use 8K ones. -
For the first issue, I can't help much, but make sure that the SRS and the device for helmet audio in DCS are the same. Maybe it'll help. For the second question, I don't use that feature, but maybe the control you're looking for is "Select Next Radio", in the SRS Controls section.
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I'm not saying that's correct as is, but JDAM DSPLY shows up next to OSB 11 in the docs I have and the GUN option is occluded. The document makes no reference to other ways of selecting the gun.
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It works fine with SRS, for MP. It has no functionality in DCS, however, since none of the AI will use MIDS radio, they all use the regular UHF/VHF radio.
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IIRC this was fixed
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They can work without specifying terminal parameters. In that case, they'll use default/undefined parameters
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Yeah, I don't disagree that DCS might not model the rotor-induced RCS, but that's something for ED to fix. The truth of the matter is that helicopter rotors, especially ones from the likes of the Mi-8, UH-1 etc, are characterized by RCS values comparable to those of fighters and thus should be easily detectable.
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Not really, at least not on average. Depending on the viewing angle to the rotor rotation axis, the RCS can increase significantly for the cases where the pulse is reflected by the rotor in certain positions, enough for the radar to correlate returns and build a track. I'm also curious as to how much PRF would actually matter, since the rotor offers all kinds of movement and aspect, although I'm guessing the timings for MPRF and LPRF vs HPRF would help (LPRF is not pilot-selectable, but can be used during ACM acquisition).
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Just to make sure it's clear, the point is to set the waypoint altitude to be equal to the ground elevation. In the mission editor, this happens automatically if you set the altitude to 0 (it corrects it), but if you're setting up a waypoint in the cockpit, through the HSI->DATA->WP sublevel, you need to enter the correct altitude to match the elevation.
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Yeah, pretty much
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AFAIK, TOO1 and TOO2 should retain the last coordinates they got fed, nothing more, nothing less. TOO1 or TOO2 (depending on the selection) is continuously updated to the coordinates of the A/G designation. If the designation ceases to exist or the station becomes inactive (you step to another station or select another weapon), TOO will stop updating and retain the last coordinates it got. TOO1 will also stop updating when TOO2 is selected and vice-versa. So, you could designate for TOO1 (tgt A), switch to TOO2 (immediately takes tgt A coordinates if you haven't undesignated), designate something else for TOO2 (tgt B). Now, if you undesignate, TOO1 and TOO2 will keep their respective targets (A and B respectively). Select the desired TOO and pickle. If you don't undesignate and select TOO1, it'll immediately grab the coordinates of the current designation. Keep in mind that both PP and TOO are station-specific. Neither bomb-specific nor global for all stations carrying the same weapon.
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Well, it should, if the FM isn't good enough and needs to be improved. It'd solve more problems than it'd create though, namely the multitude of threads that go "I feel like this isn't right" or "did they nerf the turn rate on the last patch"? People are already competing DCS flight characteristics to the real thing one way or another, might as well be able to do it properly.
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That, you can't do. Unless you use a mod, of course (DDI symbology is controlled by the materials.lua file). And even like that, part of the symbology (compass, coordinates, reticle) is generated by the ATFLIR itself. Switching from WTH to BLK does affect visibility, but you can always just level, gain and contrast to adjust the picture.
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Shouldn't this be taken care of by the attack heading the JTAC specifies? If not, that'd be the thing to fix, IMO.
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Not exactly broken, it's "working as intended", but the way it's intended to work right now is straight up wrong. TOO1 and TOO2 should keep the last coordinates they got.
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When you're in IR, you can switch between white hot (default) and black hot with OSB 20 (ATFLIR) and IIRC OSB 1 (LITENING). Look for the WHT legend, which denotes white hot. It'll change to BLK for black hot. Keep in mind that you might need to play with gain and level to get a better picture, you can do that by unboxing ALG and selecting the LG option with OSB 1, in the ATFLIR.
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Why not change the polarity?