

bfr
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Everything posted by bfr
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Didn't that get canned as well? Its a shame about the JSOW-B not being an operational thing though as the CBU-97's sub-munitions are tons of fun on the F-16 once you figure out the quirks.
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Dirty bomb? ;)
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The report that followed also suggested that HMS Sheffield made the worst of a bad job regarding its response to the missiles fired upon it. There were operational issues regarding how the threat was dealt with, plus deficiencies in hardware to accurately detect the air threat and also the capability to deal with the incoming missiles was limited by modern standards (its missile system was very poor for that kind of threat and CIWS systems like Phalanx pretty much weren't a thing for the RN back then).
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It's on the to-do list and they probably just haven't got to that bit yet. And i'm sure if you ask everyone on here to put the list of outstanding items in priority order then you'll get a fair spread of answers i.e. they've decided to do other things first. As for putting new jets out before others have finished, i'd hazard a guess that it is a lot about cash flow. I'd rather suffer concurrent releases getting there eventually than the company going bump because they had to absolutely finish something 100% before it came to market or before they could start anything else.
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Funnily enough you've reminded me that i've been meaning to try landing a Viggen on a carrier deck but haven't yet got around to it. I have managed to put the Viggen down on the F1 circuit in the Persian Gulf map before fairly comfortably (also managed to land a Hornet there but that was considerably hairier and definitely only a success in the 'walk away' sense).
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I know it (modelling for drag with/without) was on the 'to do' list pretty much from the day removing them was enabled as an option. No idea if it was ever done though.
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With regard to these two points, the EA products i've bought (F-18, Harrier, F-14 and F-16) have had a reasonably clear definition available as to what will/won't work on day 1. And if I remember rightly they've also had a list of priorities for post-launch development. And in most cases you also get an idea of what systems will/will not be modelled longer term. I suspect the bigger issue is the lack of any clear idea of how long that EA phase lasts for and that products eventually pottering along at a crawl in terms of development. As for the Viper v Hornet spat, it hasn't really bothered me that much. Update cadence for the Hornet exceeded expectation early doors so i'm willing to cut them a little slack for the current lull. Hopefully there is some payback to come in terms of the claimed effort to be able to co-develop features to some extent for the two planes.
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That's what I was getting at. Slaving off the TPOD is a good way to get into a position to launch the weapon but you then have to keep your eye on it to make sure its really acquired the target post-release. Once the seeker has locked though, its a pretty effective weapon. What little tests i've done with anti-ship have been a bit weird. It appeared to lock but then went long if left to its own devices, like it was aiming for where the sight line intersected with the water surface rather than ship superstructure i'd locked to. Any hits required manual steering corrections late in the bomb's flight. Then again, LGB behaviour can be a bit like this too where the laser seems to lock onto spots beyond a building.
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I think i've had problems where i've had to reselect using the MFD pushbuttons to get picture established. I think its push the DL one first and then reselect the weapon one (can't say for sure as i'm not in front of the game).
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If you're seeing no picture then change the channel via the UFC option (channel is the weapons station number, so if its not 2 then its 8 ).
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The only thing i've found with the TPOD slaving scenario is its actually quite hard to tell if the Walleye itself has locked or not. When targeting a Walleye purely via the camera then the crosshairs either lock or drift if no lock has been achieved. When you slave it to the TPOD and uncage then you get don't get that drift feedback if the Walleye hasn't locked on properly. Besides the better resolution of the TPOD, one other perk is that you get feedback in your HUD when you're in range for the weapon.
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[FIXED INTERNALLY] Bomb release issues, GBUs, unguided etc.
bfr replied to Shimonu's topic in Bugs and Problems
Same with any GBU I think. I think I was carrying 10s when I first noticed. -
Yeah, there's some strange inconsistencies in there. I think I noticed it the most when I was setting up quick test missions and noticed static objects i'd put in as my targets were rendering almost last of all.
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I've noticed the same issue before now. I assumed it was just some level of detail thing with the game engine as you can be waiting for a while for objects on the ground to start rendering in the TPOD view too.
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You can, just copy the line for the pod in the lua file from the centreline to the two fuselage stations. Doesn't work in MP though.
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Consider looking at joytokey. I've been a long term user of CH sticks/throttles and switched to this once the CH software became too buggy/unreliable and haven't looked back if i'm honest. Agree with others that the Saitek stuff is very hit and miss and you're probably better spending a bit more for something that'll last.
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Patch notes are up.
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I'd suggest posting a track file of this happening. Although I agree with Harker that DUD is usually incorrect fusing (not sure it also locks you out if you're too low as well).
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Its not an armament but rather a type of bomb rack (only used to hold the training bombs on the DCS Hornet). Although curiously there are edited out lines in the lua where you can carry 6x Mk82s per wing station. EDIT: Whilst you can un-comment and then load the 6xMk82 racks, it doesn't seem to let you drop all the bombs off of them (tried 4 racks on the wings and it'd only let you release 8 of the 24 bombs). Shame, could've been a hoot in SP to mess around with.
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I've only known the side panel switch spring back like that if you haven't got A/G master mode selected.
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The only problem with that is that HARMs are also quite susceptible to being blown out of the sky when i've used them against the more recent generation SAMs. It would seem to me that you'd really need a coordinated attack from a fair number of planes coming from several directions to really put a group of ships that can fight back into some major bother.
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I suspect you're confusing Harpoon with HARM.
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I tried going up against merchant vessels just as a test run and had similarly mixed results with MED profile. I think only once I got both missiles to acquire and hit but other times they went long, circled and self destructed. Incidentally, is the moving target tracking for the TPOD meant to work with ships? I ended up using Paveways to finish the job on one pass but had to manually keep the laser on track as it wouldn't lock a moving target like I have done with land vehicles?
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The only one I can think of is (or i've always assumed it to be) a nav radio marker. Makes a racket for a couple of cycles as you pass over it and then stops. And you'll probably hear it again as you come into land and pass over it.