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Everything posted by myHelljumper
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Not at all, there is a lot of updates in open beta that are not in release.
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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 :).
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Chuck guide (updated 27/3) and SUPER S530D missile employment
myHelljumper replied to Distiler's topic in M-2000
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. -
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.
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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 :).
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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 ?
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My bad then, I didn't now it was possible. Thanks for the correction :).
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I'm not sure if you should even be able to have PI with CCPI bombs... :D
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Maybe it was added after he did the videos ?
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I hope we will also get the alternating tone or the "pin-pon" as they say in the AdA ^^.
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[OLD BUG REPORTS] Cleaning and Organization of old posts
myHelljumper replied to RAZBAM_ELMO's topic in Resolved Bugs
@Steph : Will test your tracks and add to the bug list ASAP. -
[OLD BUG REPORTS] Cleaning and Organization of old posts
myHelljumper replied to RAZBAM_ELMO's topic in Resolved Bugs
Hello, did you watch the provided track ? The lock tone stays for more than 15 seconds after I cross path with the hostile aircraft. I understand what you say about lock break not being instantaneous in DCS, but this 15 second delay is specific to the mirage. If you want to prove me wrong, provide a track where you show the same delay in the same configuration with an equivalent aircraft and I will remove it from the list :). -
That's a good feature.
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[OLD BUG REPORTS] Cleaning and Organization of old posts
myHelljumper replied to RAZBAM_ELMO's topic in Resolved Bugs
Hello there ! This evening of French containment I compiled all the bug that I know of with the tracks as requested by Zeus on the Razbam Discord. If you user guys could test the tracks and confirm the bugs, that would be great. PPI lock While in PPI scope mode, the VTB contact lock zone are not corresponding to the displayed contact, they correspond to the position of the contact in B scope. This bug prevents from locking contacts that are at a high angle of the nose, but it does not prevent locking contacts in front of the aircraft due to the way both scopes works. Track : [ATTACH]230578[/ATTACH] VTB RWS behavior While in search mode when you change the antenna elevation, the contacts symbology changes instantly, it does not wait for the contact to be scanned again by the radar. Track : [ATTACH]230579[/ATTACH] Radar antenna behavior When you use the target unlock button while having the antenna elevation not at zero, the elevation resets itself but then the altitudes next to the TDC does not correspond to the real elevation of the antenna. This means that there is no way of knowing where the radar is looking. Track : [ATTACH]230580[/ATTACH] Vertical close combat mode FIXED When using the vertical scan close combat mode, the radar does not scan -5° +50° vertical of the VTH, it's more like -5° +5°. Track : [ATTACH]230581[/ATTACH] VTH target designation box FIXED When the triangle lock (radar + magic) TD box is displayed and you change weapons, the Square TD box don't show up on the target. The only way to have it back is to select magics again. Track : [ATTACH]230582[/ATTACH] PCN stutter bug When using the PCN D/RLT mode on a waypoint, I have a lot of stutters, is does not happen in L/G mode for example. Track : [ATTACH]230584[/ATTACH] CCPL PI bug FIXED When using the CCPL PI (INS Bombing) bombing method, I am unable to drop the bombs. Track : [ATTACH]230585[/ATTACH] VTH and IDN bug The VTH waypoint heading reference (house) jumps when you pass the waypoint heading left and right. It's the same for the real aircraft heading on the VTH compas (trangle). Also at the end of the track, you can the the the IDN waypoint heading bugs out at around 2nm from the waypoint. Track : [ATTACH]230586[/ATTACH] RWR lock bug FIXED When locked by another aircraft the RWR lock indication says for a long time after the hostile lock is lost. In the track the lock stays for about 15 seconds after I pass the hostile. Track : [ATTACH]230583[/ATTACH] PID lock bug When locking a target in PID all the other targets on the VTB disappear. In the track there is a line of aircrafts, most of them at 25k fts and when I lock one of them, they all disappear from the VTB. For reference, I switch to 1 line scan and I can see all of them. Track : [ATTACH]230588[/ATTACH] And there goes most of my night :). I hope it helps, if I have other tracks I will edit this post and add them. Have a nice global containment :). Edit : Here are tracks provided by other folks: CCPI PI bug Can't update position (in the track i press several time INS position Update on throttle, but neither REC or VAL light up on PCN) No wing to guide to target when passing over IP, instead dog house is updated Track : [ATTACH]230721[/ATTACH] CCPL PI Ins Update bug INS drift value seem way off, in attached track, i get value up to 10nm drift whereas i have just started to fly, INS drift is disabled, and i do several INS Update pointing my radar close to IP I have noticed drift value going up to 40 nm. Of course REC is blinking until drift value get under 15Nm after several INS Update button press. Track : [ATTACH]230722[/ATTACH] JF17 on RWR bug Attached track file to show that when JF17 radar is supporting missile launch, it's displayed at the center of RWR, making impossible to know its relative position to our plane. As a comparison, i've put a Mig 29 in the mission, it can be seen easily the difference of behaviour on the RWR when Mig 29 radar is supporting missile launch. Track : [ATTACH]230865[/ATTACH] NVG Gain/Cockpit lights bug Since the new light system brought by the 2.5.6 version, the night flights with the 2000 become a pain We don't know how is it IRL, so we don't know if the gain of the NVG should be ajustable or not, but for sure, it's too high Screenshots : Light knob infinite scroll bug A small bug on the cockpit light knobs, when you put light to maximum scrolling up on the knob, there is no problem, it naturaly stops, but when you scroll down to shutdown the light, the knob visually stops at the "0" position, but you can continue to "scroll down", and when you want to scroll up to put light again, you have to scroll up without effect until you scroll enough to make the knob working again It's not easy to see in the track, that's why there is a .log and a .trk Track : [ATTACH]230866[/ATTACH] Log : [ATTACH]230867[/ATTACH] -
[OLD BUG REPORTS] Cleaning and Organization of old posts
myHelljumper replied to RAZBAM_ELMO's topic in Resolved Bugs
Is the fix out in last week's update ? I don't see any differences in the seat max positions. -
Good info, very interesting feature, thanks.
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It's good to hear changes are coming to the aircraft. Will the radar and PCA/HOTAS bugs be also fixed ?
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Ok, I see it works. Could you look at the seat max height when you have time ?
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I'm just trying to help here.
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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.
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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 :).
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Is that difficult to properly finish this module
myHelljumper replied to amalahama's topic in M-2000
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. -
[OLD BUG REPORTS] Cleaning and Organization of old posts
myHelljumper replied to RAZBAM_ELMO's topic in Resolved Bugs
The radar elevation display is not corresponding to the antenna real elevation most of the time, ou have to reset it with the target unlock button. -
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.
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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...