-
Posts
317 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by arneh
-
investigating Mission 14 ends abruptly?
arneh replied to LewisBarksdale's topic in Bugs and Problems
If the mission is supposed to end after the target, then it didn't for me. I bombed the target, and last message I got was about bugging out heading 230, which I then did. After then no more radio comms or messages. I made it out to the gulf (shooting down an F-5 which also was coming out there, apparently unaware of me as it was just flying straight, with no attempt at evasion), and refueled from shell 51. Then made it back to the carrier. Marshall didn't reply to my radio requests, but I landed anyway on the carrier. Then in the mission debriefing I got a mission failed. Also navigation was a bit weird as after waypoint 9, waypoint 10 was back towards the target, and no more waypoints to bring me home... That is very frustrating as this was the 5th or 6th time I tried this mission, which is a long one. Most times I was shot down by the SA-15 as I was hitting the target, but finally I managed to avoid getting shot down, just to get a mission failure, for no good reason -
Also the U-2 has been flying operational missions since about 1956.
-
And since the T in TEDAC is also an acronym, this actually is a triple level of acronyming The full expansion would be the gibberish sounding: Target Acquisition and Designation Sights Electronic Display and Control Display Unit, i.e. TDU
-
Rebind KP5 to something else than recenter
arneh replied to arneh's topic in Controller Questions and Bugs
Thanks for your reply and suggestion. I use Oculus Rift, and as far as I know that doesn't have any keybindings, it uses its own controllers. Also KP5 doesn't do anything if I run Oculus with any other software, just in DCS. However testing now, DCS does not recenter with KP5 if I don't launch it in Oculus mode... So something in the combination seem to cause this. Update: Checked a bit more now. In the UI layer in Control settings, "Recenter VR headset" was unassigned. However, when I set it to another key (Scroll lock in my case), then KP5 stopped recentering the view. So it seems "Recenter VR headset" will remain assigned to KP5 until it is assigned to something else. Just unassigning KP5 is not enough. -
I want to use the numeric keypad for the numbers of the up front controller, not for centering view (I use a joystick button for that). I've unassigned all combinations of KP5 I've found in the controller settings, both in the A10CII Real section, but also in General and UI sections. And then assigned KP5 to UFC key 5. But still, whenever I press KP5 it will still recenter the view (in addition to generating an UFC key 5). How do I make sure KP5 does NOT recenter the view? It's quite annoying that it recenters the view every time I want to enter number 5 on the UFC.
-
Thanks for your reply! I've attached my logbook. Let me know if you find some error in it. It's TEW campaign I'm having trouble with ending missions. (I know I somehow have gotten negative flight time in the F-16, but that error has been there for a long time, so don't think it is related) logbook.lua
-
I recently updated to the latest 2.7 version, and ran into a weird problem. Whenever I fly campaign missions, and after completing the mission, at the debriefing screen (where all kills and events are listed), there are several buttons along the bottom. However the green "End mission" button does not work when I press it, and hence I am unable to advance to the next campaign missions ("Close" and "Fly again" works, but that will only have me fly the same mission again). When I press the green button I can see from the animation that it is beeing pressed (it changes color a little when I press it), but there is no other response, and the debriefing window remains open. The same happens whether I use the mouse or enter key to press it. This has happened on both campaign missions I've completed so far. It did work on another campaign when I didn't even try to finish the mission, just exited as soon as I ented the cockpit, but obviously that resulted in a failed mission.
-
It was a thing according to McDonnell Douglas marketing videos back in the day. I assume the capability is still there.
-
Don't think the Durandals are used anymore by USAF. https://www.avgeekery.com/operation-moked-the-premiere-of-the-anti-runway-bomb/ It was evaluated by the United States Air Force for use by the General Dynamics F-111. It would subsequently be cleared as well for the McDonnell Douglas F-15E Strike Eagle and received the designation BLU-107 and was used to great effect during Operation Desert Storm. The Durandal was designed for a shelf life of 11 years and if was carried on three sorties and not used, it was withdrawn from use. As such, the BLU-107 Durandal is no longer in use by the USAF.
-
I did have that one on the Amiga (but then I had about every flight sim available back then ) It did have a F-111, among other fighter bombers (F-15E, F-4, Viggen, Mig-27 and two versions of Tornado), but apart from a different cockpit layout and weapon loads, all the planes were the same. They all had the same instruments, just in different locations. And they all handled and operated the same. The map was a strange place for a war, Dakota. The AI were very simple. At first I tried to dogfight the enemy, but in the end it turned out the simplest way of defeating them was to just allow them to come up behind you, be ready with the chaff/flare button (which always worked 100% effectively), and then they would overtake you and fly straight into your gunsight. It was just a case of pressing the trigger at the right moment, no need to manoeuvre You also had a radar which showed aircraft 360 degrees around you (or was it supposed to be a RWR which showed accurate distance?), so had full control of where the enemy were at all times. Even back then there were better sims than this one Hopefully we will get a better and more accurate simulation of the F-111 at some time
-
Next HB aircraft module (corrected list)
arneh replied to Leviathan667's topic in Heatblur Simulations
As a followup on the F-111, an interesting article from a former F-111 pilot at https://www.thedrive.com/the-war-zone/4595/flying-the-iconic-swing-wing-f-111-aardvark-at-the-height-of-the-cold-war Some interesting quotes: About max weapon load: About air-to-air: About gun and sidewinders: About navigation with the immature avionics: Sounds like a really interesting plane to me :-) And I don't think it has ever been simulated with any accuracy. -
Next HB aircraft module (corrected list)
arneh replied to Leviathan667's topic in Heatblur Simulations
I would absolutely love an F-111 myself, but let's be realistic about its capabilities. It would be a pure strike bomber, not a super plane which can do anything. The early variants could carry a gun on its weapons bay. In that case the weapons bay would be filled with amunition. This capability was removed on later variants, when it got the capability to carry Sidewinders. The gun was never used in combat. The B variant was the Navy variant the Navy didn't want, and never entered service. We are certainly not going to get the B. The Navy got the F-14 instead, and so did we :D Only the inner most pylons could swivel. Which meant the 4 outer pylons were never used in combat, as it prevented the wings from swiveling. It certainly wouldn't be equipped with a helmet sight, as it only carried early Sidewinders without support for a helmet sight. This was not a fighter, it was a bomber. As mentioned, it was mounted on the weapons bay, and only on early variants of the F-111. While it had a huge carrying capacity, the 48 bomb load is a bit of a fantasy as that would mean using the non-swiveling pylons, which meant only slow speeds as the wings would be prevented from swiveling. Not a useful combat configuration. It certainly was fast, not the least down low where it was made to fly. I've heard stories of F-111s reaching mach 1.4 right down over the ground! And while some question what is the use of such long range on the tiny DCS maps, remember the F-111 was in its element down low, where fuel consumption is much higher. Most fighters run out of fuel after just a few minutes of AB use at sea level. The F-111... could at least last a few minutes more. You can never have too much fuel going fast at low level. Only the B could land on a carrier. Pretty sure the F-111s which entered service had the normal hook most USAF fighters have (just look at e.g. F-15 or F-16, they have it too). It's not strong enough for carrier landings, but can in emergencies be used on runways with cable gear. This system slows the plane at a much less aggressive rate than the carrier wires. 3G at super sonic speeds is not much turn rate though :) It doesn't take much at all to reach 3G at those speeds. The F-111 had great capabilities, but not nearly as great as you seem to believe. It was a great strike bomber, but it was no fighter, even if it had a very limited self defence capability. But in its role its best defence was its speed, as nothing could catch it low level. But I think it would be a really awesome plane to fly in its strike role! Imagine all the low level fun possible going really fast to strike a target deep into enemy territory. And for its time it had great strike capability and some interesting weapons which were the most capable for its time. E.g. during the Gulf War I think it was the one of the few planes capable of self designating laser bombs (a few F-15Es had gotten Lantirn pods which allowed them to do it too). And I just love the systems of this generation of planes. Advanced capabilities, but early electronics which had limitations and were cumbersome to use. Makes for an interesting experience to learn how to use them effectively :-) -
To me it seems a bit suspicious that the radar display seems like work almost exactly the same as the F16 radar. The same modes, the same symbols and operation. Seems strange to me that a Chinese radar would work exactly the same as an F16 radar. Does it really work that way in real life, or did Deka just implement it based on another plane for lack of real information? I guess since the plane is used by Pakistan, and they use the F16 too, they might have specified that they want to radar to work the same way, and the Chinese were good at copying it.
-
I think it's the Ka-52 which is intended for that controller role, not the Mi-28. Yes, the Russians are having even another attack helicopter in limited numbers, the Ka-52!
-
This explains it all very rationally :) http://www.youtube.com/watch?v=H6h8i8wrajA
-
That's not true, several systems are only available for one of the pilots. Both can fly the helicopter so it can get home if one of them is killed, but it's unlikely it will be able to finish its mission with just one crew member. E.g. only the co-pilot can use the TADS for targeting and fire the laser. Quite essential functions.
-
That's one way of doing it, and not very accurate when flying over non-flat terrain, or when the angle is low (for far ranges, or the aircraft flies low). If I'm not mistaken the A-10A does have a better method though, it will point the radar for the radar altimeter along the gun barrel and use the radar for ranging.
-
The russians use DU ammunition too, although they won't tell in what ammunition. Furthermore, the alternative for AP rounds would most likely be tungsten, which has even higher density than DU (though the difference is small, 19.25 vs 19.1).
-
Mi-28 vs. Ka-50 which is the better attack helicopter?
arneh replied to S.h.r.i.k.e.'s topic in DCS: Ka-50 Black Shark
I remember reading in one of the recent Apache books (one of Ed Macy's or Apache Dawn) that its missile warning system did detect manpad launches on several occasions, and automatically launched counter measures. Though the pilot never saw any missiles, so might have been a false warning. In any case, a missile warning system which detects IR missiles is obviously already operational on british Apaches. Even if it may detect too much at times :) I remember also that the author mentioned that they disabled automatic flares over the airbase. Didn't want to drop hot flare down on the base :) The are also working on systems which can detect and locate AA-fire. See: http://www.wired.com/dangerroom/2010/03/military-helicopters-may-get-gunshot-location-system/ -
While it could use 8 pylons, the outer two on each wing didn't pivot, so that the wings could only be used at the lowest sweep angle. Seriously cripling the aircraft's performance. So it was almost exclusively used for drop tanks during transit flights. And even when the inner pylons restricted the wings from being fully swept. And since the landing gear sat so low, there was no room for weapons under the belly, meaning that the second pylon on each wing and the small internal bomb bay were the only ones which could be used if full wing sweep was desired. So loading the F-111 up with weapons on all 8 pylons may look impressive, but it's not a very useful combat load.
-
That screen only selects which side you will be flying for, not which helicopter. This screen only selects specific helicopters in free flight, not for campaigns/skirmishes. You select missions inside from the map screen, so just chose a mission which features the Mi-24 if that's what you want to fly. To make it easier to find those, you can select the group option on the top left, then select assault groups, as that's where the Mi-24s are. Then you'll get a list of all current missions for the Mi-24.
-
Any skirmish and campaign should work. Just make sure you select an assault group on the red side when selecting mission.
-
All the mods only work with EECH.
-
There's sound in this one, however the video quality is lower. http://www.patricksaviation.com/videos/arneh/3764/