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myHelljumper

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Everything posted by myHelljumper

  1. From Zeus on discord:
  2. That might be the problem, the plane can only have one type of weapon in addition to the magics and the gun. Try with only GBU-12s and magic missiles.
  3. Do you have anything else under your wings ? What GBU is it ?
  4. Background search, like a poor man's IRST. You can switch and shoot magic instantly, you keep the target even when your radar is notched.... I'm sure there are some other application that I'm too tiered to think of.
  5. Not at all, there is a lot of updates in open beta that are not in release.
  6. Lot's of questions, I will try to help :). I get that you are talking about radar contacts, spikes are for the RWR. We would need a track to know what is happening to you, there is a lot of things that can make a contact disappear (antenna elevation, aspect, closing speed, type...). The unlock button is called weapon system CMD depress. The close-combat radar modes are triggered by the weapon system CMD fwd and weapon system CMD aft, each one cycle between 2 modes and the fwd modes are dependent on the selected weapon. The training missions are not up to date with the aircraft, that is why you are not getting the same result. In order to have the A-G symbology, you need to select your A-G weapon on the PCA and then hit the weapon system CMD fwd and then you can use weapon system CMD aft to get the nav symbology back. The aircraft is getting big updates at the moment that are changing a lot of system logic, so those problems are bound to happen to you again. The manual is more updated than the training mission at the moment. And in the release branch there are some bugs that are now fixed in the open beta branch. Hope it helps, you can ask again here if the manual does not help :).
  7. I think the guide is not up to date to the latest updates on the mirage. Sep 10 is not necessary as you said. Step 11 is how it worked previously, and what you said it mostly how it's done. Just to be sure your understanding is correct, the missiles are not launched in TWS/PID, if you press the release button in TWS/PID, the radar will switch to STT/PIC and then fire the missile.
  8. Again, I think there is a lot you are missing. Magic II : Infrared missile, integrated seeker, does not need the radar. Super 530D : Radar semi-active missile, needs the radar locked on the target from launch to impact. There is no such thing as "full lock" on the magic, your missile is either locked or not locked. "Weapons SystemCMD FWD" turns on the radar and put it in close-combat auto-lock mode. You can get a kill with the magic without radar, but you can't get a 530 kill without the radar.
  9. Hello, First, I think your question would've had more visibility in the dedicated sub-forum : https://forums.eagle.ru/forumdisplay.php?f=322 For you questions, I think you are mixing a lot commands and that's why you are having trouble making it work. So, here are a few things, "Weapons SystemCMD FWD" have two functions, cycling close-combat modes and displaying A-G weapons symbology on the VTH (HUD). It has little to do with the magic missiles. The magic missiles are infrared guided missiles that are autonomous for targeting and guidance, so they don't need the radar in order to lock or guide to a target. The magic lock is represented by a circle on the target and a continuous tone, the radar lock is represented by a square on the target and when the radar and magic are locked on the same target you get a triangle. What "Magic Slave/AG Designate/INS Position Update" does, is tell the magic head to look where the radar is looking. It's not the only way to have a magic locked on a target, if a target crosses the bore-sight of the missile seeker (+ on the VTH), the magic will automatically lock onto it. So from what you said, you radar locked the target with the close-combat modes and, when it crossed the magic bore-sight, you then got the radar+magic lock symbology. As said above, the magic is able to do that as it is autonomous when fired but the 530D require the shooting aircraft to maintain lock until impact. I don't know what happened to your missile here. It might be that the target did not move and the missile continued to the predicted impact point and was close enough so the proximity fuze got triggered. As you said this is not necessary, you can shoot at a target up to 60° on the sides if you want to, as long as your magic is locked to the target or your radar is locked if you are shooting a 530. If you are shooting your missiles close to the target, it's not going to change a lot of things, because the missile will still have plenty of energy to reach the target after the turn, but if you are shooting a target that is around max weapon range, the energy the missile uses to make the turn might make it miss the target. I hope this helped, if you have more questions, you can post them here or send me a PM. Good luck :).
  10. Is there a specific VTH symbology to know which mode is active (except vertical narrow with the brackets), or we should now from what buttons are pressed ?
  11. My bad then, I didn't now it was possible. Thanks for the correction :).
  12. I'm not sure if you should even be able to have PI with CCPI bombs... :D
  13. Maybe it was added after he did the videos ?
  14. I hope we will also get the alternating tone or the "pin-pon" as they say in the AdA ^^.
  15. That's a good feature.
  16. Good info, very interesting feature, thanks.
  17. It's good to hear changes are coming to the aircraft. Will the radar and PCA/HOTAS bugs be also fixed ?
  18. Ok, I see it works. Could you look at the seat max height when you have time ?
  19. I'm just trying to help here.
  20. IMO that's not the solution, on your last screen, you can see that the PA buttons are partially hidden by the sun visor, that was not a problem before. As you said the problem is a DCS problem, we have to compromise. The way the view was before did not bring all those problems, maybe the effect in VR is not very good, but that's the way it worked until now, and I don't remember anyone complaining about it. I just want to have the same view as before, where we could see all the cockpit without moving the seat or lowering the VTB display. If this is too big of a problem in VR, at least provide a check box in the options for the mirage.
  21. In both the cockpit images you provided, the VTB top line is hidden by the HUD pedestal. I'm talking about the line were you can read your target speed, closing speed, heading and altitude. As I said, I fly my landings at 14° AoA, speed is what it is at 14° for my fuel and stores, glide slope is 3°. The problem is easy to see, you should be able to put the speed and alt readings at the top of the HUD glass by raising the seat to have a good landing position and view, it is currently impossible to do so. I understand what you say about eye-head position, but I fail to see why the old way (that allowed us to see all the cockpit) is a problem. I'm unable to provide reference pictures at the moment because I reverted my game to the previous version where the problems are not present, but I'm sure someone else can post pictures of the issue :).
  22. Radar : - Elevation is broken - PPI mode cursor is broken - Contact display does not look like RWS scan - CCM not working right INS : - Nav fix broken - Stuttering with some PCN modes - Missing features like RD, CP/PD Synthetic Runway : - Impossible to create a synthetic runway in game, have to be a ME waypoint - Synthetic Runway is displayed above the real runway Did you try the aircraft lately ? Last week update added the pilot body but broke the pilot view position and the seat adjustment height.
  23. This is not a solution, if we lower the seat, we will lower our visibility of the front below the aircraft and even loose symbology on the HUD (Rotation angle reference...) The default view should be correct. As it is now, with the seat raised at max, we can only see 1 or 2 degrees below 14° (approach AoA), this means can barely see the runway when landing. And the speed and alt readings are not at the top of the HUD, this is not how it should be.
  24. Yes the head position have been moved up and/or forward, it messes with the cockpit visibility. Also, the seat max raise position is too low, you can't have a correct head position for landing...
  25. Anything it today's update that's not in the change-log ?
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