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Everything posted by WelshZeCorgi
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Unfortunately no to the first yes to the second if mlc is in auto. The mlc switch is high left of the DDD display in the RIO seat and as far as I know, there's no control in front. I'm not sure what pitch degree turns the mlc off though. But when mlc does turn off, you want to be nose down not up, because if the target ends up in the ground clutter, there is a high chance the radar will lose it.
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Por Favor?
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My AI wingmen always fly into side of mountains and AI helicopters (particularly ones you have to follow in missions and campaigns) fly into terrain, pull up violently at the last second, then try flying into the mountain again, pulling up violently at the last second again, repeating this over and over again. 1) this makes formation flying dangerous. 2) a 30 minute flight ends up taking 2 hours. This makes helicopter missions and campaigns a boring nightmare to go through.
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I don't think phoenixes can be guided in pstt mode. You would go below the target to keep the target painted against the sky but flip the main lobe clutter mlc, off while still in pdstt to guide phoenixes.
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Can anyone chime in on their experiences with the rwr? I had a fellow dcs player that experienced something similar, where the rwr gave an inital warning of a fox 1 launch but stopped a few seconds in, thinking they were in the clear, they started leveling out and continuing on their mission but were shot down seconds later without warning. He kept the contact on his left wingtip when he was going defensive so the enemy was not in the rwr blindspots. He should have continued getting spike warnings.
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I notice that there is a sort of desync that occurs on myship when joining a Rio seat on a cold and dark f14. The wings are fully out when they are really overswept. Other cold and dark f14 planes around me have their wings fully overswept. The desync eventually fixes itself when the pilot moves the wingsweep. They then work as normal.
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After playing the SP campaign, I thought of a few more helpful tips. I found that using the 15sec ground stabilize Jester command is very helpful for knowing which targets to avoid and which to attack. When in aircraft stab, the velocity vectors are in relation to the aircraft, but the ground stab gives contact velocity vectors in relation to the ground. Combined with datalink contacts, in ground stab, you can pick out which contacts are near notching or are notching and which contacts might fall into the zero Doppler Filter. Pick and choose your battles: it is tempting to blindly charge at the enemy, but having the smarts to see tactical situations where you'll die pointlessly and having the discipline to not charge into a losing situation is ultimately something that will give you more success than a powerful radar or longer range missiles. Your strength is in long range engagements, so avoid mountainous terrain, if you do need to be there, use the terrain to hide yourself and remain unpredictable. Giving your position away intentionally then leaving the area quietly through the valleys will often confuse and distract even experienced pilots, giving you time to go around and attack from a different direction or scaring them into staying away, allowing you the opportunity to launch on them while they're too scared to close in on you. Learn and practice notching enemy radar. Against aggressive opponents, effectively defeating their missiles early in the fight will allow you to draw the enemy closer in for extremely high pk shots. At 50 miles, a 54 will take 2-4 minutes to reach the target, plenty of time to defend. But at 20 miles, your target has less than 30 seconds to react and at 10 miles, he has 10-15 seconds. If he doesn't accidently blackout and crash trying to notch that quickly, he will almost certainly get hit. Just remember to defend immediately after launching on him, in case the aircraft has fox-3s as well. Also, have a visual pattern for keeping your SA up. Look at the radar, then the rwr, the airspace where the enemy is most likely to be and lastly your hud. Then cycle through those visual cues again. Focusing solely on the radar or the rwr or the hud will more often than not just further reduce your SA as you tunnel vision on one information display when clues about your enemy's intention or position might pop up in the others you are not looking at. I was told a good rule of thumb is no more than 2 seconds per display. As you get used to it, you can speed it up to 1 or half a second. It's a lot of work but you'll get better results than just staring at your hud in PAL waiting for it to find the enemy.
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I should mention that while I RIO often, consider myself intermediate. Not at all an expert by any means, but since no one else was answering, thought it wouldn't hurt to try.
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I am assuming this problem appears mostly in multiplayer, but of course can happen in sp. Unfortunately, Jester is not designed to be intelligent enough to do what a competent human RIO in muticrew can do. Jester gives some feedback and minor automation when working the radar and performing startup, but someone familiar with the position and the pilot and the situation would be primed to give you flight instructions and use additional tools on the awg9 to greatly increase your chances of success. For one, Jester does not elevate the radar on his own in any of the radar modes and the current model of the F-14 does not have a properly working TWS auto that performs centroid tracking. This means that with Jester, your aircraft must be at relatively co-altitude if you hope to maintain a radar contact. This is not important when you are 50 or 80 miles away, as the 4bar search provides plenty of vertical coverage. But as you get closer, 30 and less, that cone narrows quickly to the point that co-altitude becomes an important factor. So #1. Try to maintain co-altitude. This can be very tricky with a hard manuvering target. If the target suddenly pulls a 6g into pure nose low while travelling at a good clip, he can quickly descend out of the radar cone in seconds. There are two main weaknessess with he awg9. One is the zero-doppler filter. This is when the target is traveling away from you between +/- 100kts your speed. If you are going 350kts and the target is travelling 400kts away from you, the radar will not pick him up. One counter for this would be to get below the targets altitude, switch to pulse mode and for the RIO to stt him with the radar using the DDD. As far as I know, Jester cannot do this. As the pilot, your best course would be to change your speed and/or direction. If you both are travelling at 200kts and you speed up to 350, he will start showing up on radar unless he did something like fly behind a mountain or started notching the radar. Direction is relevant too, if you are traveling 200kts and target is moving 350kts, it should appear on radar, but if it is travelling at an angle away from you so that the total speed he is moving is between 100-300kts relative to you, it will not be picked up by radar, so keep that in mind. The second weakness is the notch filter. Basically by flying 90 perpendicular to the radar, he will not be picked up by the radar. The counter for this is for the 14 to get beneath the contact and for the RIO to turn off the main lobe clutter (MLC) filter off, preferably after launching a 54, to prevent guidance loss during TWS guidance. As far as I know, Jester cannot do this also. The main reason why Jester looses stt seems to be because of notching and chaffing. Doing both practically guarantees a broken lock and human pilots with experience will always do this. The counter is to find and lock the target up in pulse stt instead of the pdstt where the lock is dependably strong unless the target flies dangerously close to the ground and confuses the range gates. That is just to explain why this might be happening with Jester and basically why Jester can't help you in those situations. The better you understand, the more it might make sense and be easier to remember these advices. Fly slighty lower than your target, i know that's not the answer you were looking for but you need a competent human RIO to work the radar automatically. You can order Jester to elevate the radar but at the rate of closure in a typical fight, the clunkyness of the menu and the "suddenness" that the radar settings are snapped to when Jester changes them, it will be difficult to pull it off consistently. Try changing speed and/or direction to prevent cospeed to a target going cold on you, Don't try the same thing twice. (if you ask him to lock up a target and he fails, don't ask him to try locking it up again, it's a waste of time because he will more than likely fail again) Don't lock a target from 50 miles away. Even if you fire immediately after lock, a smart opponent will quickly move to the notch, and he will have more than a minute to do so as the missile will take plenty of time to cover 50nm. And because you can't A. switch to pulse stt easily at that range and B. can't guide 54s in pulse mode. He will break lock early and cause you to scramble to react to his moves. Use other cues besides the radar as your SA declines. Datalink contacts, rwr, and just plain looking outside the cockpit needs to also be considered as the range closes to within visual range. Use acm mode: that red switch to the left of the missile cooling and prep buttons. When flipped up, that launches 54s in active mode, basically the missile comes off the rail and immediately goes into pitbull, looking for their own targets immediately. If you have an inkling of where the target was and where it was heading before you lost it, sending a 54 in that direction, (remember to give it a little lead, like with guns) can either put them on the defensive and give you time to find them, or get lucky and actually hit them. This is a rather dangerous mode as 54s cannot tell the difference between friend and foe so DO NOT FIRE INTO A FURBALL in this mode or if you think there is a friendly in the path the missile will take. Do not even fire this in acm mode if there are friendlies behind the target because it can go past your target and hit them instead. This is a last ditch, shit hit the fan move so don't just default to this everytime you get bested. Quickest way to make enemies is to shoot down your friends.
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TCS slaved to Radar not slave to radar.
WelshZeCorgi replied to WelshZeCorgi's topic in Bugs and Problems
I think when you play multiplayer, Jester defaults it in the auto position? -
Hi, is anyone getting a buggy rwr that sometimes warns you of a fox-1 and sometimes doesn't? I was playing against the AI, he launches a r-27er, I get the launch warning, I launch my own missile, crank right, the rwr stops beeping cause the su-27 is now in the blindspot below the aircraft, I level out, and the rwr is silent. He is slightly high, 10 o'clock and about 15 miles so he should be in the rwr's field, I turn in, thinking that I'm naked, but I get hit with an ER a few seconds later. I double checked it in tacview. I did hear that the rwr doesn't warn you of R-77s? Maybe this is sort of in the same vein, bug wise?
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Ah... Yes that makes complete sense.
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I notice that when you have the TCS slaved to radar and then use Pal, the TCS will slave to the first contact the radar picks up. But if you hit pal again and the radar hits a different target, the TCS will remain on the original target while the radar tracks the new target. This is confusing as it seems that in this situation the TCS is not slaved to radar. Is this how it's supposed to work? How would you switch both TCS and the radar to a new target? (This is important to know as sometimes after shooting down an enemy, you switch to a different target and need to visually identify the new target, but the TCS remains locked on the previous, now dead target. This has gotten me killed a lot, as I couldn't fire because the TCS wouldn't point to my new radar contact for VID.)
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Pal sometimes locks onto nothing. I'm assuming that this is because Pal is locking onto chaff, but if so, why does chaff radar signatures not show up on the DDD? How can you lock onto something that the awg-9 doesn't see?
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Using the TARGET program so that the 2-way switches on the warthog hotas behave appropriately on the other modules, there is no option to keybind down/mvr/up flaps on the A10C. Could we have that option? It would be greatly appreciated.
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I'm trying to figure out how to use the warthog hotas on modules that are not the a10c, but can't get the 2 way switches to behave just right. Instead of forward for on, aft for off, it's forward for on, then cycle aft + forward to turn it back off. I tried using the target program but it has this annoying fault where on the A10c, there is no programmable mvr flap settings, so the 3 way flap switch can only be set to flaps down or flaps up. Is there another way to use the warthog on other modules like the harrier while also having 2-way switches working properly?
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If in DCS we can use the elevators and the hanger deck, how would we use them? Because I am assuming you can't use deck tractors in-game and you need deck tractors to help the aircraft on the elevators. For example, you drive an f14 out of the hanger onto the elevator, nose pointing out, then ride it up. But if you went too far forward on the elevator, you now have no space to turn around. Where a deck tractor can just hook up and back you up, in DCS you basically taxied yourself into a corner and have to exit, re-enter and do the whole startup sequence again, hoping you don't accidentally drive too far forward on the elevator again.
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Hi, I want to better understand why I keep losing tracks on TWS mode during engagements and see what factors lead to the loss of tracking in order to minimize track loss during combat. 1. Notching (solution would be to turn off the MLC filter and stay beneath the target so you can highlight the target against the sky so as not to confuse the radar with ground returns) 2. zero doppler filter i.e target traveling +- 100 kts will not be picked up in PD modes. (solution is switch to pulse mode and get beneath the target? Not sure about properly countering this one.) There are some common track losses and what you see on the TID in TWS manual when it happens. String of contacts (I think this is because of jammer usage) a new contact comes off lost contact. (contact fires a missile? or it loses lock momentarily then reaquires the contact on the next pass. Not sure what is happening here.) If I'm missing anything, don't hesitate to say so. I'm just confused as to why I lose tracks even though I think I'm doing the right thing.
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As a RIO, I wanted to know how to calculate release intervals to control the distance between each bomb and the TOT so that I can figure out the speed needed to reach a waypoint in the Flightplan (strike target, waypoint, CAP point.) at the correct, scheduled time. I tried googling it but couldn't find anything. Wanted to know if anyone knew the formulas.
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When using the two hats on the mcg pro as buttons, I can't seem to reliably use the diagonal inputs, (up + right/ down + right/ down + left/ up + left). They are finicky and often defaults to up/down/left/right pure axis instead, causing me to fight the controls. Is there a fix for this or is this a bug? How would you use all 8 hat buttons reliably without switchology issues?
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Hi, I wanted to ask if we could have a "notepad" we can bring up and type into in-game for VR users. It would allow us to write down and read important notes without having to take our headsets on and off and on to see and use the pages.
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Hi, I was wondering if anyone agreed that the kneeboard would more useful if you could choose what was in them. I know that you can add pages to your kneeboard, but I am talking more about the option of getting rid of kneeboard pages you don't find useful, to help reduce the clutter and the amount of page flipping needed to get to the one you need. For me that would be the waypoint map pages, where it has a closeup of the map at the individual waypoints for your flightplan.
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Jester is impressive and with voiceattack and viacom he's only a few things off from a real RIO. I'm wondering how difficult it would be to allow wingmen pilots and RIOs to communicate with Jester, like sorting targets and using primary and auxiliary comms so that Jester would talk to wingmen as well as the pilot he's with. I'm assuming, rather difficult to say the least.