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Voodooflies

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Everything posted by Voodooflies

  1. 4. Yaw trim - Isn't functionnal yet. 5. Smoke pods - Not visible on PCA, despite the fact they work, shows up "MAG" on HUD and emit Magic II seeker sound. 6. RDI (AZ/EL) - Needs a fix against frequent contact loss without any reason.
  2. Now it should work, I made one run and I haven't noticed any moves from the bad guys. :thumbup: ZHeN Multirole.miz
  3. Could you upload your mission ? Maybe I'll be able to fix the spread issue after a quick inspection.
  4. There you go ! You've beaten my record ! Thanks for the feedback mate. Regarding the target spread, you'll have to go on WP 0 (or SP) of the unit and hit the "advanced" button. Then set the parameters and the ROE if you wish.
  5. Correct ! :thumbup: Moreover if you wanna learn some french : *PIC = Poursuite sur Information Continue *PID = Poursuite sur Information Discontinue
  6. Yep ! Either cold start or runway start, it works.
  7. The FBW acts a bit strangely on take off, pulling the aircraft up suddenly as soon as the first wheel is "airborne". Is that a normal behavior CptSmiley ? (The autorotation feature in the previous build was really cool though haha !)
  8. Nah it works guys, I tested again and it works. Once airborn select the appropriate store, master arm on, and pickle two times for both smokes to be released.
  9. Voodooflies

    Vid !

    No offense, but I'm still wondering how you manage to dogfight without looking at the bandit which is maybe one of the basic ?... Seems to be pretty much more about luck than any form of skill. I don't get the point of posting such vid', I'm sorry but there's nothing worth to see here, no BFM whatsoever. Call that a chase if you want, but that ain't dogfight.
  10. Yeah they don't have "letters" showing up on the PCA, but if you press the appropriate store which is the one for the Magic II, those will be selected. Doing so will lead to another bug which is you'll hear the Magic II seeker sound despite the fact you carry none of those.
  11. I forgot to mention that I disabled "target spread" ability on my mission, so that explains it. 30 sec seems to be quite a high delay, I used 1 mile spacing between each GBU-12 at constant speed around M0.90/M0.95 and as you said, the spacing between each splashes were about 2/3 seconds aswell.
  12. I was about to report it, but looks like you were faster than me. Confirming CCM not working anymore by my side aswell.
  13. Ca marche ! Thanks for the feedback.
  14. Let me know if that works for you aswell. Of course with a CA JTAC (playable by a human) it won't be possible since no one can shift between targets instantly as the AI do. Haven't done the maths, feel free to run some tests. Maybe someone will be able to sort out the optimal speed, distance and timing to deliver a maximum amount of GBU-12 at HA. I done it only on targets separated by 20/30m. Flying the M-2000C like that and aiming for high value assets such as SAM or ground radars on multiplayer for instance will help considerably the A-10C to clear any target area faster as they can't go that high, fast and being exposed without terrain masking.
  15. Hello, The way the RDI currently behave explains why target get oftenly lost even though the target has no attitude/altitude/heading/speed change. This concerns azimuth and elevation, I noticed this when scanning medium. Once you lock the target your radar will scan at the opposite direction which will cause the target to disapear after few seconds. What I circled on the attached screenshots is the antenna (left/right axis) sweeps. I dunno if this issue has already been reported, so I'll just leave it here.
  16. Angels 44 = 44.000ft @ M0.95, on a CCRP aspect which is a stable longitudinal flight (check your vertical speed as selecting EL1 w/ Master Arm On will remove the FPM). Watch for your HSI to display 9nm from the TA and the GBU-12 should pick up the laser on its way towards the ground. The AI JTAC won't give you laser designation on a Type 3 CAS as far as I know though, but even though its not realistic regarding procedures, you can paveway multiple times with 1 mile seperation between each release at such altitude. That way, at each impact, the JTAC will shift on other targets and you should be able to clear 3/4 targets on a single high altitude flyby.
  17. I manage to hit targets from angels 44, 9 to 8 miles out of the target with AI JTAC which is quite effective against some SAM sites.
  18. Yes.
  19. Of course ! No worries ! :thumbup:
  20. I can give you my voice if you wish, haven't the strong french accent though (I had a good english teacher).
  21. I find out on DCS that the RDI is still really sensitive to target aspects change, even at same altitudes, no matter how narrow is the Az scan and how close is the antenna elevation from the target localisation. Only shots at less than 10 miles may hit on a maneuvering target going defensive. Is that the real RDI behaviour or is it still WIP concerning that "issue" ? I'm just curious about the phenomenon.
  22. That's a sweet information ! I didn't know that... It would be so great if we could "headbutt" for synchronize breaks release on close formation takeoff, or make hand signals during the flight.
  23. It is still bugged in CCM, but will get fixed.
  24. D2M or DDM stands for "Détecteur de Départ Missile" or "Missile Launch Detector". This feature may not be in the real french M2K but as far as I know Zeus was okay to put it in the sim as it match other version of the M2K (each country has their own little things). That said, the D2M/DDM should be able to detect any missile launches within the limits, it should detect the IR emission coming out the missile as it burns. It may be WIP. We're talking about the DA I believe, which stands for "Détecteur d'Alerte", or "Alert Detector" which is linked to the Serval, mostly known as the RWR. There's an issue for sure as most missiles appear to be stealthy, no matter what fox 1 or fox 3 types.
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