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Everything posted by MYSE1234
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Navigation Drift and general Viggen woes
MYSE1234 replied to Chad Vader's topic in DCS: AJS37 Viggen
Yep, radar has to be off for overfly fixes, otherwise it will make a radar fix. As you've been making radar fixes without moving the radar cursor, that would explain why the fixes aren't doing anything as it's doing a fix at the position it's already at. So zero change in position. -
Adding Bx points move flight waypoints
MYSE1234 replied to commiccannon's topic in Bugs and Problems
You can if you select them in SPA after having made the fix (M1, M2... on the DI), and then switch over to ANF or NAV to do a fix there. A few more steps, but it's not going to mess up your nav system. -
New update (v4.6) of the mod, this time with two new "ambulance" tones. Due to some new information I received there are now two different tones: one for CW signals, and one for high PRF (>5600Hz). The CW tone alternates at 3Hz between 1200Hz and 1900Hz The HPRF tone alternates at 4Hz between 1000Hz and 2000Hz
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More accurate Apparat 27 - AJS37 RWR mod
MYSE1234 replied to MYSE1234's topic in Utility/Program Mods for DCS World
New update (v4.6) of the mod, this time with two new "ambulance" tones. Due to some new information I received there are now two different tones: one for CW signals, and one for high PRF (>5600Hz). The CW tone alternates at 3Hz between 1200Hz and 1900Hz The HPRF tone alternates at 4Hz between 1000Hz and 2000Hz Download link updated in OP. -
Adding Bx points move flight waypoints
MYSE1234 replied to commiccannon's topic in Bugs and Problems
This is accurate, doing fixes on Bx1-Bx5 function as regular navigation fixes. Try using SPA or Bx6-Bx9 instead -
Can someone explain why i cant fier the RB-15 hear?
MYSE1234 replied to isglas's topic in DCS: AJS37 Viggen
It's currently modeled as the latter; time of flight from Bx8 to Bx9, anything else I don't think would make sense. When I place them I usually just place them VERY far away from Bx8, that way I can guarantee that this will not happen. If you want to calculate the distance at which it needs to be beyond, you can do it by doing this: (0.9*340)*30 = 9180 m ≈ 9.2 km ≈ 5 nm Yes I know the parentheses are not required, but I think it looks nicer/ is easier to read. 0.9 mach, the speed at which the RB15 fly at 340, the speed of sound in m/s. This will change with temperature, 340 is for ISA (15°c), this should be the only variable in the above 30, for the 30 seconds of flight needed So having Bx9 at any distance further away than this should result in the RB15's being release, at least due to the ToF limit. Well not quite everything, the background is still a modded version so the colors look a bit weird. That's why I noticed it. You're very welcome. Correct, RB15 only use Bx6- Bx9. The other ones (Bx1-Bx5) are used for navigation/ nav fixes. Launch will be inhibited if: a single turn is >135 deg the sum of all turn are >135 deg (with regard to their sign) If any one of these two is >135 deg, you will not be able to drop the missile(s). While of course also taking the two other requirements into account as well. So the answer would be: No and yes -
Can someone explain why i cant fier the RB-15 hear?
MYSE1234 replied to isglas's topic in DCS: AJS37 Viggen
I can see one obvious thing that will cause this. From page 339 in the HB manual. I highly recommend reading it, it's got loads of good information in it. Also the only waypoints that actually affect the RB15's are Bx6-9. Bx4 and Bx5 you have placed do nothing, other than help you navigate. PS. Looks like the EP08 mod is not functioning correctly for some reason, the color of the screen is not quite right. Try removing it and reinstall it -
That should not be a problem for it, as others have said it works without problem at that altitude. What it sounds like to me is that it's speed related, you were probably too slow for it to keep control of the aircraft properly is my guess.
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This mod. It makes the numbers on the HUD a bit larger so they are easier to see. Especially in VR..
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Not quickly. You'd have to combine both mods in an image editor (Photoshop, etc), but totally doable if you know how to use Photoshop (or any other editor that can load .dds files).
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Updated the OP with a version that passes the IC. This new version is installed into the Saved games folder instead of the main dir. No changes made to the textures, only the file structure to get it past IC.
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*** FEATURE PREVIEW: MOBILE GROUND CREW ***
MYSE1234 replied to RagnarDa's topic in DCS: AJS37 Viggen
I think using triggers in the ME that should still be possible (if you feel like battling the AI), but as @QuiGon said that feature was removed from the kneeboard. -
Looks about what I would expect it to do with that setup tbh. It's trying to fly leveled between the waypoints, and have to make sharp turns to get to the next one due to the short distance between them.
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Depends on one's definition of "bug". The current behaviour is obviously not realistic, but a necessity due to DCS limitations. So it's working as intended, but it's not accurate to RL due to the way DCS works/ doesn't work.
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No, they are not limited in this way. Only the two anti-ship missiles (RB15/04) require the player to be alive.
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Umm, did that actually make a difference?! It's a known limitation that the player needs to be alive (by "design"), or the missiles (RB04 and RB15) will explode/ go stupid
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No worries, happy to help. Could be, depending on your setup. I myself have it as a switch on the throttle that will keep it on as long as it's in the forward position. But it all depends on what you got available button wise. Do whatever works and feels best for You.
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Between each shot you need to put the safety to "safe", and back again. Doing that you should get the next Mav selected, and its video feed shown on the EP13. Both NAV and ANF will work, just the HUD will look different. I prefer to use ANF if I have a waypoint set on the target as it's easier to find it visually due to the HUD symbology helping you.
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It is not. It is as @MAXsenna mentioned available in the OP
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I wouldn't expect that to happen, but I wouldn't be opposed to it. It's all based on HB's work, so as far as I'm concerned they are free to do whatever with it. Except maybe removing them... Most of them are WIP to some extent (like the module itself), so I guess that may be problematic having to update it every month or whatever. But I mean if this is something people want, I guess let it be known here on the forum so HB know.
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This is a mod that increase the size of the fonts used on the HUD. The mod does pass IC, I've tested it online on Enigma's cold war server. From what I've seen, this only affects the numbers (as it should), but if you notice anything else please leave feedback. Download here Change log: v4: Compatibility with DCS 2.9.17 added v3: Compatibility with DCS 2.8.7 added v2: Compatibility with DCS 2.8.1 added
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When I checked if it passed or not the shield was green, hence the OP saying it passes. I've updated it accordingly
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White CE + EE + BE - 4K - Download - passes IC Gives the cockpit a nice white/grey color instead of the default black/dark grey. Reduces the texture resolution of the modified textures to 4K, instead of the huge 8K that is used by default. No real difference form a visual POV, while it saves memory. To install: Drop the "Liveries" folder directly into your DCS folder in Saved games. AN/ALR-300 symbology - Download - does NOT pass texture IC Makes the lines on the RWR a bit more CRT-like: Thinner lines with faded edges. Symbols fade nicer with brightness setting. To install: Use a modloader to put the "Mods" folder into the main game dir, or place it there manually. Larger HUD font - Thread - passes IC
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Yes, they are indeed separate. The thought behind it is that some might not want to have the limitations that the other mod models. So basically just more options to the user, but the two works together with no modifications if wanted.
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Thank you! It already is to an extent, but as an old version from December, so very outdated. And they don't seem keen on adding newer version, so yeah... Thanks for the kind words though, much appreciated.
