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Merlins51

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Everything posted by Merlins51

  1. Does anyone know whether it's possible to influence in a somewhat predictable manner the movement of a ground vehicle or infantry by the presence of the player aircraft. For example, a truck may be on a road and I fly my helicopter towards it. It then attempts to drive away from the location of my helicopter, regardless of which direction I fly from. (Think a sheepdog and sheep).
  2. Just a tiny thing. There are trees currently shown growing on the pitch in the Khasab sports complex. Hopefully easy to add a small exclusion zone there for vegetation.
  3. Any updates to the premature "Break away" calls issue? I don't have the M2K so can't comment on that but I still get them every time on the Harrier.
  4. When the NVGs are on mission text (normally in the top right corner) doesn't display. Also, if I press escape, the options menu doesn't appear. In order to see either I need to turn off the NVGs.
  5. Zeus, are we missing an option in the EHSI at the moment? The mode I spoke about above, whereby you designate the waypoint as the target, is accomplished by pressing the DESG button in the EHSI. See below for diagram 2-36 from the the TACMAN. We currently have an empty space where DESG should be.
  6. Thanks Fri13. Agree that it's very interesting how aircraft designers choose what and how to show information. I think I was probably just missing a step in the fence in procedure. In the A-10 (and other aircraft), if I want to visually search for and attack targets of opportunity with bombs (CCIP), rockets or gun mode at a particular waypoint, I just select those weapons and carry on navigating to the waypoint per usual. If the IP is far enough away from the target waypoint, I may still need directions/distance. Especially if I'm low level and turning through valleys etc. However, it looks like in the AV8B, if I want to do the same, the pilot has to manually designate the waypoint as a target to have the distance to WPT show up in A/G mode. Once closer I can then designate a specific target using one of my sensors if I want. Looks like Zeus and crew have coded it properly, I just have to learn how to use the systems!
  7. Hey Zeus, thanks for the documentation source. I called up NWP 3-22.5-AV8B, Vol. I and it looks like you're absolutely right that no waypoint/markpoint cues are shown in A/G mode without having a designated target (which you can designate in any mode). In the video, I'm pretty sure he is in A/G mode at the 6:04 mark because he has the CCIP pipper shown. However, he probably designated the waypoint as a target (as per the quote from the TACMAN below) which is why the WP and distance information is shown. A couple of seconds later (and also in other attack runs later in the video), he designates the TGT directly with other modes and then also designates them as a waypoint offset (W/OS symbology). Figure 2-39 in the TACMAN shows what that looks like.
  8. In A/G mode, the 'Miles to Waypoint' and 'way point / mark number' symbology is currently removed unless a target is designated. I believe this may be an omission. But I'm not sure, so some 'logic' to back up my thinking: 1) It doesn't seem to make sense. After I've fenced in and switched to A/G mode I often have to toggle back to NAV to see how far from the target waypoint I am. 2) The NATOPS manual mentions a few things that are removed in A/G mode including airspeed boxes, heading tape etc. but doesn't say that way point data is removed 3) The GR.9 has that data in its A/G mode (albeit a different aircraft). As seen on this video: https://www.youtube.com/watch?v=Q8bmk4yZAJI&t=360s See the attack runs starting at 6:00. The symbology shows miles to waypoint in A/G mode until he designates the target at which point it switches to miles to TGT.
  9. When in AWLS mode, the selected channel should appear in the top right box of the ODU. (e.g. 01-20). I'm observing that I only see the 'tens' digit and not the 'ones' digit. So if I'm on channel 05, for example, the ODU only shows "CH 0". On channel 10, I see CH 1", etc.
  10. When loading Mk83s from the re-arm menu, the option to load 3x Mk83s currently reads as 2 Mk83s. (So it looks like there's a duplicate entry for 2 Mk83s).
  11. Been having fun with these, Greb. So far haven't been able to get my wingman to join me, though. He stays on the runway and never takes off or follows me. Maybe that's a simple fix? EDIT: Looking in the AV8B bugs section of the forum, it looks like this is a bug in the AI behavior of the harrier. AI harriers will only take off vertically and if they're too heavy they won't take off at all! Hopefully will get fixed in a future patch.
  12. I wanted to bind the AA modes to the boat switch on the Warthog throttle. For anyone else who wants to do the same, here's the relevant code to insert into the Joystick default.lua: {down = iCommandPlane_HOTAS_BoatSwitchForward, up = iCommandPlane_HOTAS_BoatSwitchCenter, cockpit_device_id = devices.HOTAS, value_down = 1, value_up = 1, name = _('A/A MODE FWD/GUN THREE POSITION'), category = { _('Toggle Switches'), _('HOTAS')}}, {down = iCommandPlane_HOTAS_BoatSwitchAft, up = iCommandPlane_HOTAS_BoatSwitchCenter, cockpit_device_id = devices.HOTAS, value_down = 1, value_up = 1, name = _('A/A MODE AFT/GUN THREE POSITION'), category = { _('Toggle Switches'), _('HOTAS')}},
  13. Thanks Greb! Haven't tried the others yet but managed to find and get shot at by the targets in mission 1. FYI, the mission briefing is incorrect. It says that targets are at WP6, but actually they're at WP5.
  14. With the aircraft up and running, switch the Generator switch to off. This starts the master caution "warning, warning" sound. Then switch off the battery. The "warning, warning" sound continues even with no power applied to the aircraft. (Zeus, you guys are fantastic. This aircraft really is a joy to learn and fly.)
  15. In the instant action mission I attempted to 'emergency jettison' the rocket launchers to no effect. Both types of launcher remained attached to the aircraft. Similar action in the bombs mission successfully jettisoned the Mk82s.
  16. To follow on from this one, when the Mavs are Ready, selecting another type of weapon (e.g. gun) and then trying to re-select the mavericks starts the whole 3 minute countdown again. Don't know if this is a bug or a modelled feature.
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