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Crew Dog

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Everything posted by Crew Dog

  1. It's on the F-15 as well (but not on the Su-33.) It has nothing to do with the sun, as it shows in the middle of the night as well.
  2. I found that keeping gross weight under 26,000 Kg is your best bet when taking off from the #1 or #2 slots. Other than that, as stated earlier, Flaps down, special afterburner mode, "Wheel Brake Start" (IIRC that's how it's listed in the controls) and hold it till your burner lamps are lit. Also, see if your FOD grates are deployed on your mechanical indicator, and if they are, retract them. You can always go into the mission editor, set a carrier, and have her steam ahead at 40-50 kts, that should give you a decent headwind. Immediately after you're off the deck, bring your gear up to minimize drag. And if all else fails, and you're flying a single ship, you can always taxi back to the #3 slot :D.
  3. Amen to that! Now get back on your Jammer, we got a 10 turn 8 today, and I've been waiting on POL for an hour...again.
  4. And more specifically, the KC-135 ops (at the current timeframe) belongs to McConnell AFB, as they have the largest active fleet of 135's (soon to change with the rollout of KC-46) One thing to remember, AMC's main vision is Global Reach, so naturally they would have all the Force Multiplier capabilities (unless you fall under USAFE, then Ramstein owns you :P)
  5. No, The basket on a KC-135 is fitted to the boom via a BDA (Boom/Drogue Adapter. I've installed many of those in my time on the Tanker.) You're thinking of that horrid abomination that they call the KC-10.
  6. I took 2xKMGU PTABs, 2xMER-6 FAB-100s and 4xS-8OFP (the KOMs don't pack enough punch.) Wingman was the same loadout. Yes, it is a pain mission, but can be done. Just remember to shoot in front of the boats, they're moving at a good clip. Your wingman will also have a field day hitting the targets. Don't be afraid to head back to the carrier when you're winchester for a rearm/refuel quick turn. The enemy boats may be closer, but you can still eliminate them when they're around the fleet.
  7. Hopefully this will help you: 1. Hook is linked to the gear's hydro system,so it's only functional when the gear receives hydraulic pressure (read down and locked) 2. It's a feature included to simulate the A/R line being purged/depressurised. 3. I've noticed this too, but remember, this is still in beta and a brand new addition. The F-15 in 2.1 actually shines it's light through the pit when raising gear 4. see here: https://forums.eagle.ru/showthread.php?t=193812 5. Could you post a track of your landing for analysis?
  8. I could've sworn that was implemented, at least in an older version. IIRC, I was in trail to a tanker, opened the slipway as soon as I had visual (this was when I was just starting out in 1.2.x and haven't read through the -1,) had trouble connecting, but left the slipway open the whole time. After about 10-15 minutes trying, my engines shut down, and I had full internal and bags. I could be wrong though...
  9. Might be more useful than you realise, if you've built a mission where your sole task is to hit the tanker. You would "ops check" the slipway door on the ground if you anticipated any AR during a sortie, so while in a full scale mission, not that functional, but if just taking off and joining up with the tanker, could be helpful.
  10. Stupid question, but trying to eliminate possibilities: are you in the correct column for the pedals in the "axis commands" tab? Mine show separate columns for X-55 Throttle, X-55 Stick, Rudder Pedals, Mouse and TrackIR
  11. He is in "landing mode" but hasn't caught the ILS beam yet. The crosshair in the HUD will direct him to home plate, and if the desired runway has ILS, the flags should disappear when on glideslope and within range
  12. Runway numbering is rounded to the nearest ten degrees, so for example, a runway marked "11" could be anywhere from 105 to 114
  13. I personally use it, basing my T/O procedure off the -1, but once airborne, trim her back down, not unlike the Flanker after raising flaps
  14. A quick Google search of "TO 1F-15-1" should give you the desired results.
  15. Maybe adjust your rudder pedal tension (if using pedals.) She is sensitive to pedal input, so don't be so heavy on them. Pilots just use their toes to move the pedals, and only move their feet up to engage brakes.
  16. Best advice I can offer at this point is read the -1, and build a simple mission with about 7K gas and clean config air start. Choose either Mozdok or Vaziani AB, those runways seem to be on the longer end of the spectrum. Get used to how she lands on ideal conditions, and then adjust procedure based on configuration once you get landing sorted.
  17. @Baz00 it should be the "meatball" that flashes when you're on the correct glide slope, and having talked to C model pilots on this issue, they don't touch brakes at all during the landing roll. Once you're about 100kts, fight the aircraft a bit to keep the datum indexer at 13 deg nose up, and keep full aft stick even after nose touchdown, the elevators will produce more drag. Also, keep in mind that they usually land with approx. 6,000 lbs of fuel, so its more than likely that the heavy load combined with the relatively short runways in the Caucasus is causing the need to get on the brakes. There is a nose wheel steering disengage on the Eagle, but that is normally limited to towing use only
  18. I completely understand that, but if memory serves, the Viggen is the only frame that has those special tabs necessary to make it perform as advertised. I do hope that feature request you stated does get pushed through.
  19. Not sure if here or the Viggen "bugs and Problems" thread is the right place to ask this, but as it stands, we can't build a mission that includes the Viggen unless we own that module? I was trying to build a mission that included an Anti-Ship element, yet the special tabs for the Viggen waypoints (as shown to me by someone in my squadron who has the Viggen) aren't there, effectively negating any chance of properly using that airframe in the mission. This seems to be limiting on what we can place in ME, especially if some fly with people who own the AJS-37 but don't build missions whilst others who may be better at ME don't.
  20. It'll automatically change based of your aircraft's pitch, I believe it's around -30 to -40 degrees, but I could be wrong on the numbers.
  21. Once in pit, use the comms menu (forward slash by default), then select Flight or individual Wingman, option 6 for smoke. You should see either On of Off for your options.
  22. Also, don't forget that the Eagle has NWS (Nose Wheel Steering) disengage and anti skid. When on roll after touchdown, I pop my air brake and keep my stick pulled back to maintain approx. 10 deg indicated pitch till the frame physically can't maintain it. Once the NLG is on the deck, I hold the NWS disengage (mapped to the paddle on my X-55 in Mode 1) and keep on the brakes till about 20kts indicated. Only then is when I release NWS disengage.
  23. Just a thought, nothing concrete to back it up, but quite possibly the FCS is setting to a "neutral" position before engaging. I've noticed that more often than not the aircraft is usually pitched anywhere up to 10 degrees nose up to maintain level flight (dependent on TAS and loadout, naturally)
  24. As it stands, yes. The MiG-29S is the stock airframe for the Fulcrum campaign. You can change it to an A model through ME.
  25. Any chance of JSGME'ing this and posting to the User Files section?
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