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bfr

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Everything posted by bfr

  1. 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 ).
  2. 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.
  3. Same with any GBU I think. I think I was carrying 10s when I first noticed.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Patch notes are up.
  9. 4.5 if GMT
  10. 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).
  11. bfr

    BRU-41

    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.
  12. I've only known the side panel switch spring back like that if you haven't got A/G master mode selected.
  13. 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.
  14. I suspect you're confusing Harpoon with HARM.
  15. 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?
  16. 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.
  17. Just come across similar. Set up a mission over Nevada with 4 static targets and a player controlled Hornet. Stalls at the 1/60 World Preload stage consistently but loads immediately if I change the aircraft to AI controlled. Changing the plane back to player controlled causes the problem to reappear.
  18. I must admit i'm surprised there aren't more land-based missions/campaigns for the F-18. After all, pretty much every export operator of the Hornet never has their planes go anywhere near a carrier.
  19. It would be interesting to know from the OP as to what aspect of the Harrier they were struggling with. If it was the avionics side then they'll probably hate the Hornet as well. In terms of learning to fly the 18 v 14 (versus learning systems), I agree with others that the 18 is much more forgiving whereas the 14 bites back quite hard if you stray over the limits.
  20. Thanks, i'd wrongly assumed it was something you could do before even getting in the jet (which of course it may well be in time).
  21. Possibly, it just wasn't terribly clear. In the bug feedback thread then i'm sure some people mentioned using PP mode so I assumed it might be something I was simply missing seeing.
  22. Which assumes the only fault can be with your buddy-lase/JTAC. I haven't found JTAC to be particularly unreliable, nor have I found self-lasing with a TPOD (I also own the Harrier) to be infallible.
  23. As a slight aside, is there any guidance anywhere as to how you set up preplanned targets? Is it in the editor somewhere?
  24. I've had several goes with the GBU24 from the F14 (using JTAC rather than LANTIRN) and its always seemed to not pick up the laser and just glide long. GBU10 has been pretty much flawless though. Is this a definite game issue (someone alluded to it earlier without going into detail) and not just user error?
  25. I was going to ask about this. Are there any things one should be doing to help Jester not lose lock so easily in BVR scenarios? I set up a test mission with an Il-76 flying an orbit as my 'target drone'. Jester sees him, locks him up, Phoenix away and then he loses the plane on radar not long afterwards despite me having continued onward towards the target, straight and level.
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