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Everything posted by Whuping
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The only time you should be "really" concerned with a NAV SYST warning is when you're firing a NAV dependant weapon (BK90 & RB15). Other than that your waypoints and stuff are going to be a tad off by a couple hundred meters or kilometers. Plus the drift cause Nature. There is no inflight procedure though, I think when you fly low the TERANAV (Unless you really messed up the Navigation System) should begin making corrections via Radar and Radar Altimeter by recognizing key land features. (If that's how I think it works). Though if you do get it - there was a couple things that manage to help get rid of it somehow. It happened once during in flight was when I was flying low and switched from NAV to BER and back to NAV and it disappeared. Most of the time I would land. Reference Point. Then take off again. But sometimes that didn't work. But in any case - there's not much deviation as stated above so you're gucci, just not gucci in the right place lmao.
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Anyone got an X55 profile I can look at?
Whuping replied to the_soupdragon's topic in DCS: AJS37 Viggen
Here's my Viggen Mapping for the X-55. They're all in MODE 3, due to the simplicity of the Viggen I didn't have to input a complicated amount of buttons in MODE 2 1. (I had to for other aircrafts, but for this no need.) Some of the mappings are not on there because I mapped them in game. I'll also include my profile from the game and the software as well. (On the Throttle - H3 and H4. H4 being my Radar distance and On and Square box thing. Haven't figured that out yet. H3 is my Uncage the slew for Maverick and Radar cross as well as to Recenter and to Lock.) The Light systems are a bit bleh - need to fix it up. Viggen.rar AJS37.rar -
:joystick: Well I'm just following procedure, but I do agree that the HUD has no sensor for it. Still - the NAV SYST always pops up, might as well do it by the book.
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Lmao, breaking rules. I wheel brake all the time when thrust reverse landing. I just remind myself to throttle down or else smack my ass on the runway. Super short landing ftw. With a twisty stick you kind of Initial D down the runway tho. I got use to it. :joystick:
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Upon start up you should, as soon as possible, switch to NAV before you throttle up (taxi out to the runway). If it shows up when you switch to NAV you're doing it a bit too early. Wait till RHM warning light disappears and just pop it in there. Another thing is when taking off - putting up the HUD from a lowered position, align yourself as best you can to the center of the runway and then reference. (Reference won't work if your HUD is lowered) 90% of the time the NAV Syst would not pop up on the warning panel. Even when it does the deviation in your waypoints would be off by no more than a KM, depends on if you didn't do a couple steps before you hit the runway.
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The RBS-15F is the Mark 1 version currently in DCS. The one that can hit ground targets & water targets was the Mark 3 version. Must be a bug. (Please be a feature)
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Any news about the Rearming Issues with most of the weapons?
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Must be those sneaky lil' midgets banging around behind the Instrument Panel. Land when safe and notify your crew chief immediately. (Compressor Stall usually beyond 20 degrees of AoA and or pulling 6G's)
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Even with Radar on you can put a Rough Estimation of your immediate location. 1. Confirm easily recognizable location from distance. 2. Prep by pressing T1 which will turn your Waypoint into the letter E instead of a B. 3. Fly over landmark 4. Press TV FIX. 5. Press T1 to confirm/remove cross from radar.
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I haven't had problems with the High Drag Bombs/Low Drag Bombs myself. I've jettisoned the racks after use. Could that have been the problem?
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Another to add on the list are the RB24 Sidewinders. I have yet to intermingle between the variants, but they're showing the same symptoms as the RB75 Mavericks. Only able to rearm once on that Pylon and refuse to work afterwards. I'll test more on them later today.
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Was just testing that right now as well. I can confirm. As for the Mavericks the max you can rearm is twice lmao. 1 Set for 3&5. Another set for 2&6. One time to rearm is if you fill all 4 pylons with Mavericks. After that the VTD refuses to function. I suspected the launcher that was still attached to the Pylons would be the primary suspect, but after a couple quick launch and landings that appears not to be the case. Though the Rocket Pods and the High/Low drag bombs seem to work fine aside from the fact that sometimes the bombs/rockets are still loaded even though after you fired them away.
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I've noticed that a couple weapons get a little bit buggy (or I'd didn't do something when I rearmed them) specifically the RB15 Anti-Ship Missiles and the RB75 Mavericks. For the Mavericks, I've noticed that after rearming the Mavericks (4 Stores) and then attempting to re-employ them. I cannot bring up the VTD to actually "use" them. Only fix was to get into another aircraft. I've tried putting Mavericks on two pylons, doesn't matter which, and they rearmed fine, but I haven't tried to rearm the third time to see if it gets buggy. I'll have to get back on that. For the RB15's it's somewhat the same issue. After tinkering around I manage to deploy the RB15's, RTB, Rearm, and realign for another attack 70km away (Pretty sweet). Though after pulling the trigger I am unable to relaunch the RB15s. They just wouldn't budge. I'm probably not doing something right though, then again I didn't see a Tutorial for them either. As for the Repairing Issue - getting a little damage, fuel leak, hydraulic failure, etc. Just can't repair. I'm sure you guys already noticed that - just low priority really. Just a nusiance. Especially some stores not disappearing after using them in a fight. Great module nonetheless. Loving the short landing and takeoffs.
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The USB ports are the same as they always have been. I haven't removed the keybindings in DCS, but however, the affected buttons also don't respond in the Control Setup in DCS. The corresponding buttons work though. It's like the same issue in the MadCat Software. I also just restarted my PC and has begun to work again as it should. All nifty and everything, but I dunno when it will occur again since this is the second time it happened. I also did notice I lose the Driver for the Stick in the Device Manager Tab in the Human Interface Device. It only happens when the one of the switches starts to act funky and refuse to respond to my commands. ADD: When the problem starts and I disconnect the USB connecting to my Joystick and inserting it back into the port. It lights up for 10 seconds before dissipating. It also doesn't even register itself in the MadCat Software. It just like uninstalls itself for that duration until I restart my computer.
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So I've had my Rhino for about a Year now and never presented any problems until, well..., now. The description of the problem is simply that my hat switches on my Joystick refuse to be recognized. And it's never the same. I could look up down left right for one second. Then the next I can't even look down. The next time I can't even look up. Then next time I can't even move slew my TDC left. Etc etc. The funny thing is that the MadCat Software, where I program the buttons and stuff, it recognizes the input of the command, but when I test out the profile it doesn't even show up. And sometimes it's just not that either. It can happen to two commands or more. My Throttle hasn't been acting up just yet, but my Joystick is starting to get strange. When I reset my comp it starts working normally again, but I wouldn't want to keep restarting everytime to fix the problem. Anyone got ideas?
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I've had the Magic lock on without radar even without it being within' the FOV of the seeker. Having the target somewhere in front of you or within' the confinements of your HUD you will get a tone depending on your positioning from the bandit. However - without a lock and having two targets within' your immediate front - it will lock on to whoever it pleases. So it may tone in on a friendly if it wants to. It depends on the situation - if I have the time to switch to Bore Sight CAC mode - then I'll lock. If I get a tone before switching to CAC mode then I'll just take that chance. Still same results really. I don't know if the enemy hears the tone of a lock though if you do lock him with a radar.
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[it's pretty long reply, but I've attempted to construct it so it answers the OP's question and anyone who views the topic - who knows maybe learn a couple thing or two.] There are various circumstances when it comes to engaging from a distance or force your opponent to fight in your most dangerous territory - a Turn Fight. In order to get to those advantageous situations you must first prepare. What load are you carrying? 2x Supers - 2x Magic and a Tank? Are you carrying a mix of AA to AG armaments? But to make it simple you're carrying 2x Supers and 2x Magics - standard AA armament. The only standard anyways. As you may notice underneath the landing gear lights next to the FBW Disconnect switch (colored with a red cover switch) is a FBW G limiter. This is a very important switch. It controls exactly how much you can force your plane to turn and how much your pilot can experience G-Force. AA is Switch up and AG is switch down - it corresponds directly to the weapon load out you have on your aircraft. AA you can exert a tighter turn than a switch on AG - for them dive bombings and what not. Currently the systems on the Mirage aren't that reliable. Magics take too long to lock and Supers lose their hard lock for various reasons. It boils down to getting in there and shooting down your opponent. The manly way. So firstly - your longest range weapon is your best weapon, the Supers. Technically they go out on an average of 13-15 NM, but their 80% kill range is usually 3-5nm (From personal experience). You spend most of your time on the Mirage looking at the Radar - 20 nautical mile scan with standard degrees and 1 bar scan. To scan who's heading towards you or away from you or what is a real target from a jamming target you do a soft lock. They get no tone warning - nada. Perfectly safe. This allows you to zoom in there and prepare for your attack - like a Falcon diving on an unsuspecting prey. (Unless its an F-15 or an aircraft that already knows your there.) Always make sure you clear your Radar Lock to make sure other radar signatures pop up on your screen. I've made the mistake many times and wonder why I'm not seeing anything on Radar - it's because I've locked onto a Jamming Target and forgot to release it. On the bottom right of your Radar Screen you get a PID and PIC to indicate that you've locked onto something. If you don't have an aspect of the target then its obviously a jamming target and you're wasting your time. So once you're closing in on your target with Supers ready - you're in around 7 - 6NM. You have the choice to scare your opponent or make him/her nervous. Once you hard-lock they know that you're there and they will turn into you. Firing first is sometimes the best option. Someone once told me that missiles still on your pylons are missiles going to waste. So fire all of them if you wish lmao (not advisable). You may or may not lose lock, but let's just say you did. That sucks. But now the Target is 3-4NM. This is the kill zone if you don't lose a hard lock at all which is a miracle. With the switch on AA - your nose is on the target 100% of the time guaranteed. I would know cause its amazing. No matter how hard they turn or flip or burn - you're right behind them. (Unless you blacked out.) And now you have the black screen of shame. So if you manage to get close enough and not lose lock - perfect. You got a kill with a Super. Now for Magic Missiles its a different story. They are like the R-60's, but a very terrible R-60. It's like shooting a missile and it deploys its tiny invisible drag chutes or missiles that one of your ground mechanics forgot to clean the IR lenses. It's horrible. These missiles are used for turn fights or a target coming towards you, but never for a target flying away (Unless you are like within' 1nm - then that's a kill.). It loses speed. FAST. So how to use them to its optimum potency? There's a magical mode called the CLOSE AIR COMBAT MODE. CAC for short ("V" Key). It comes in three modes - you got a dash line going horizontal (Your target must be within' the dash line). The second mode is a parentheses with a cross in the middle (Boresight mode - your target goes inside this). The third is a Vertical line (Your target must be within' the dash line). From here you lock your target and pray that you don't lose lock. They may assist in getting a lock, sometimes they don't. (as far as I've noticed they just helped me not lose my target when they fly low - at times I got an easy lock - sometimes not. It's iffy.) From here you get the tone. You will get either a second circle in your already big circle and a TIR in the middle. This is like saying you better fire or you'll regret it scrub in French or something. (It just means that your target is in the kill zone so let it rip.) Usually you'll get a giant X saying don't fire. It's kinda like mocking you to shoot, but you won't cause you'll miss. But once you do get the clearance to fire - then take the chance (I mean you could release whenever, but it's more of like an assurance kinda thing.) Essentially it's just saying that you're pulling too much G's and your missiles when released are just going to be wasted. For me I usually release my Magics once I can see the wings clearly or the canopy of the enemy aircraft. It's really close, but I've gotten kills around 2-3nm and it was usually when I'm in a Turn Fight where I fight best. It's a fire and forget missile so you don't have to worry anything about keeping a hard lock. It's an IR missile after all. On a defensive note - Fly low. Fly where the mountains are. Conceal yourself - pop up only when you're gonna do a brief search and dip. Fly in valleys or canyons. I've fought Mig-21's and they generally aren't quite adept at tracking targets level to them or targets below them. So flying low is generally a good thing against most OPFOR aircrafts (Su-27, Mig-29, Mig-21, Su-25). Against a F-15 then it's a different story. SPAM RAMS coming your way. I haven't found a way to counter a F-15. If its a good pilot then he'll/she'll keep distance. Once a Mirage get's close then the F-15 is good as dead. F-15 can't turn if its life depends on it. I've read and watched videos that you'll have to fly high, if not higher, than the F-15 itself. Against missiles - I've found releasing counter measures while cranking upwards was a decent way to lose IR missiles. Doing a barrel roll was also a decent way to lose Radar Guided missiles, but the 100% best defensive method was to not let the enemy get the opportunity to fire first. Never let them get on your six. Very Helpful Source by Mr. Chuck : https://drive.google.com/file/d/0B-uSpZROuEd3WnVhcm5hTUJOTjg/view
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It's just a short on performance with everything imo. We just gotta make the best of what we got till the Devs sand out the bugs and missing features into the module. I still get some victories even with these annoying nuisances of losing lock and missiles going plop. Kinda reminds me of the Mirage III and their Shafir Missiles during the Six Day War or the Nesher Aircraft during the Yom Kippur War. It all boils down to Guns Guns Guns. Lmao. EDIT: If everything fails - the 30mm Cannons will not fail you lmao - unless you're a terrible shot and or run out of ammo.
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Most of the time no problems, but like right now I was in a knife fight with a Mig-21 - Couldn't lock on as easy without CAC, but with CAC on it was a bit easier - still lose lock though when cranking. The Supers - I lost lock all of a sudden when I fired my second missile. So it went plop.
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Losing targets on Radar is pretty normal I guess for an Open Beta - There's also targets that jump around your Radar, but get no aspect of the target which only means its a target that is jamming. I just turn on the Radar - change the azimuth scanning range sometimes, but never directly in front of me unless I'm in a knife fight. The Super 530D's go out 15 Miles max range. However you'll want to do a First Lock - they get no warning from that. The Second Lock is a beam lock and they'll start hearing the tone and you'll have to maintain lock for the missile to actually hit. Works 80% of the time. As for the Magic missiles - switching to CAC (Close Air Combat) mode "V" key will get a lock 80% of the time. If you have your target within' your immediate field of vision - and just lock him as you see him in your HUD - he'll get a box around him and the Magics tend to lock on easier. But so far the Radar is iffy - I get targets jumping around and its sometimes annoying since I have to lock and de-lock because its a jamming target. Whereas I find a real target with heading then lose him all of a sudden, but then re-pick him up on my Radar to Relock him again. It's tedious, but I'll have to manage for now.
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Have you guys tried against Player Pilots? AI Pilots can compensate damage far better than Player Pilots can. I literally shot a Su-27 with an AIM-9 and he lost all Ailerons and a Rudder and still manage to dogfight against me. Whereas in an Online Match - I've literally tapped a player with cannons on his elevator and he flipped and lost control almost instantly.
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Or not drop throttle at all lmao. Cause once that shuts off during flight - you'll have to wait till the engines spools up again and it can get annoying.
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Description of Problem: After starting the engine and is on IDLE then shutting it off with the Key Commands (Right Shift + End). Then starting the engine process again. After repeating the process to start the Engine there can be two problems. 1.) Once the Engine hits IDLE speed OR Excels past IDLE speed and then you DETHROTTLE - the Engine RPM will hit 0 and will shut off abruptly and you must repeat the whole process again. 2.) Once the Engine hits IDLE speed or Excels past IDLE speed and then you flip the vents back to its original position and the Engine Starter to its original position and then you DETHROTTLE - the Engine RPM will hit 0, but the Engine will still remain operational but the player cannot move the aircraft in any shape or form regardless of the Engine seemingly running. I don't know if it was intended to be this way, but I manage to avoid Problem #2 and take off with the impending Problem #1 without dethrottling in the Taxi Way. However I've lost engine power while cruising when I dethrottled and seemingly the Engine In Flight Restart switch became very useful. Once the engine went up and running again - Dethrottling while in flight will result the Engine to shut off again. (Note: This does not happen when you start the Engine for the very first time with your first life. It only happens when you start the Engine for the second time with your first life.)
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I dunno bout you guys, but I've been doing pretty decent with the Guns on the Mirage. Are you guys managing to like land at least 5 - 10 shells on the intended target? I manage to do a strafing run on a Mig-21 unknown to my presence - manage to land at least 3 hits on the body of his aircraft and he went straight to the ground.
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Whuping is the name. Thank you for the opportunity.