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MYSE1234

ED Closed Beta Testers Team
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Everything posted by MYSE1234

  1. New version available for both the 2D and VR versions. This update add a reflection of the HUD, in the HUD. The reflection's brightness is unfortunately not controlled by the ambient brightness, but the HUD brightness knob. I'm not sure it's possible to do it anyother way currently, but as the HUD brightness is proportional to the outside brightness, this still works pretty well. Another slight annoyance is that the reflection does not change position when you lower the HUD to its lower position. As this might not be for everyone I'll leave the old version up here. AJS37 realistic SI - 2D v2.zip AJS37 realistic SI - VR v2.zip
  2. Updated to v4.5. Adding SON-9 radar Mirage F1
  3. New update: Version 3.0 Remade CI compass to be more accurate to real life aircraft Added a "6 o'clock" mark on the CI compass, also previously missing from the aircraft Minor changes to some of the backlighting Links in OP updated to v3.0
  4. Don't think any of the manuals go over this particular situation, but I'd image it would show regardless if it has a popup or not. I'll ask HB if anyone knows
  5. It's in the bug tracker already. Just waiting for the stars to align
  6. No official one no, but there are at least two mods out there. One being this one (highly recommended ), and the other one here (also very good).
  7. I'm more interested in how the radar itself works when tracking a target, not the radar/RWR interaction itself.
  8. @Get_Lo Do you have any public documents regarding this? I'm interested in modelling it slightly more realistically for the AJS37's RWR.
  9. I usually change the height so that the glareshield is just at the top of the "30" on the AoA indicator. Something a bit like this
  10. Not sure how that should be setup tbh (I only have it setup for the install Dir. I guess just try, see what works?
  11. Supposedly it's effects are already modelled, just the visuals that are missing. Supposedly...
  12. Unfortunately not from what I know. I'm not sure why it's not working in the Save games folder, but it is what it is I'm afraid.. I highly recommend using a mod loader to more easily enable mods. I'm using OvGME and makes it much faster and easier do install or uninstall mods
  13. I think I saw 2.2deg mentioned for SA the other day, but not sure if + or -. However as far as I'm aware that should be set automagically in the Viggen on spawn. As far the codes they are as usual available in the kneeboard (Rctrl + K).
  14. No yeah, but they did say Bx1 so that's what I went with. But also with Bx6-9 there are other limitations as well: It's not possible to make a fix on Bx6 while in NAV (not sure if accurate). And in ANF Bx6 is only able to move along the "A/C -> Bx7 -> Bx8" route (i.e. the missile flight path would they be used), so it's not really useable for this Making a subsequent fix on Bx8 with the other Bx waypoints set will move them all All Bx points work great if you have a cartridge however, with the target locations already set accurately so there is no need to make any fixes.
  15. That will work. However if you do another fix on Bx1 (in case it's not accurate enough or whatever) it will move all the other waypoints too, so it's not optimal but it will work. Regarding SPA. If you make a SPA fix and then switch back to NAV and press the "1" on the datapanel. Does that select the SPA target for you? And are you able to deploy the weapons on it with ANF?
  16. CombatFlite ELINT library has been updated to V4.4.
  17. If you want to use the ELINT function in CombatFlite you need to use this file to change the default values for each radar/vehicle. All you have to do is to go to TOOLS -> ELINT Library -> Import library and load the .xml file. After that is done the radars should in theory show up with the correct names inside the program when you load an ELINT file from you Viggen. Speaking of which, I need to update that file for the new ships added.
  18. Sounds similar, but inversed: one only works with the CK off, and the other only when it's turned off.
  19. They are completely separate from the navigation polygon. My pleasure
  20. First enter the SPA master mode, then either turn on the radar or leave it off. After that find your target, press T1 to either move the radar cursor, or prepare a visual fix. When the cursor or aircraft is over the target press TV. This will make the fix. To then select the newly made waypoint you click the "1" button on the datapanel. If it's fix number 2 you make you click "2" on the datapanel, etc.. A total of 9 fixes can be made, if you make more than that you'll start overwriting the older ones.
  21. I just tested it myself, that is how it currently works. I'll report this as a bug.
  22. It would appear that it is a bit buggy. Seems like you need to manually select the waypoint after doing a fix currently. Goes for both radar and visual fixes.
  23. It's the same buttons to do a visual fix as with a radar fix. The difference is whether the radar is on or not. If the radar is on, it will do a radar fix. If it's turned off it will make a visual fix, but it's always the same buttons that are used (T1 and TV, maybe T0 depending on your setup).
  24. Version 4.4 Added the new ships from the SA asset pack
  25. Might be that it doesn't initialize properly if it's hot started. maybe... The FARP should 100% work though
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