

bonesvf103
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Everything posted by bonesvf103
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Is the other target a "brick" or a datalink target? If it is a datalink target you have to find it on your own radar first before you can make him DT2. If it is a brick, is he very close to your L&S target? If so, then he may not be discernible from the L&S and you may need to hit EXP to separate the returns. Also, could he be jamming? That would prevent you from locking him. He could also be beaming you in which case--especially since they are at 20 nm and about to get closer--you should switch PRF to medium. Hope that helps a little. v6, boNes
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I just flew a mission to test out the pipper. It appears that the reason why it was gone again was because my nose was not pointed toward the ground. Once I did, the pipper showed up fine. But for the mission in the video above, if it's not the INS then I don't know what it was...it was gone even when pointing at the ground. v6, boNes
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Well, back to square one. I flew a mission and again no pipper. I checked everything including the G meter which was only pegged at +2 and -1 G. I'll try again and post video. v6, boNes
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Thank you for that. It's a good point. It's 20% frustration but still 80% fun. v6, boNes
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JestHer | Female RIO | Complete Jester Voice Replacement Mod
bonesvf103 replied to _BringTheReign_'s topic in DCS: F-14A & B
Another JestHer gem....as I was purposely landing on the displaced threshold to maximize space for my emergency landing, Jesther says, "The CO is gonna bust our--well YOUR balls for the one!" See 39:50 Also, I noticed that when you are in the backseat, Iceman's voice is replaced with JestHer's. It kinda freaked me out. v6, boNes -
The same kinds that I've seen and read people talk about where the AI bandits go UFO even after the last AI patch. I had a tacview where the bandit was tightly turning and turning and turning literally 7 times at around 400+ kias and never lost any energy whereas I was bleeding energy as I should be (because of physics), or they climb and climb and climb...stuff like that. Or there have been times when I am slow so I point my nose down in full burner and she sloooowly accelerates. I have a hard time believing a 54000 lb fighter with all that afterburner thrust in a dive and using God's G can only crawl from slow to fast and not have it happen quickly. It's just not intuitive to me in these cases; it doesn't make sense. v6, boNes I think that was Hoser that said and demonstrated that...unless D-Hose is the same person? v6, boNes
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Yes, there are mission briefings that say gentleman's rules, no shooting at the merge but the AI does it anyway. But I just write that off as the AI changed but they didn't change the briefing. v6, boNes
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I'll have to try this out, thanks. Can you tell me where in the video you noticed my HSD not working? I don;t recall it not working and when I am RTB I see that my HSD was working fine. Oh, wow, the proof is in the pudding. I do see the airframe shuddering and the g meter spiking at 10g. I'm surprised we didn't black out, not even a little bit, that's why I never noticed that. So yeah I probably screwed up some system that would show the gun pipper. Thanks! v6, boNes
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Pretty sure air source was set to both. I was able to fire the gun after all, just there was no pipper. See video here, scroll to 21:35: you will see I have selected A/G, turned master armo on, ORD is in the HUD uncrossed, gun selected, G in the HUD--but no pipper. I was able to shoot and hit my target by best guessing it and the ADL cross, but had no pipper or ranging. Another go at 26:00, another at 27:50, Oddly enough I was even able to fire the gun with "ORD" in the HUD at one point.
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I was going for a gun run and I was in A/G mode, master arm on, and when I thumbed the switch to guns, the HUD went from saying ORD to "G" but there was no pipper. Did I miss something or is this a bug? v6, boNes
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Yes, but note that I said that it was for situations that would not happen in real life. So, if the AI suddenly can make perfect square corner turns while spinning 180 deg to face you to fire a shot, you're supposed to be able to adapt to that in the sim? It's an extreme example but that's what I'm trying to get across...you shouldn't have to adapt to something that wouldn't happen in real life. Also, I was talking a guns-only dogfight. Of course if I had missiles it would be over much sooner and easy. v6, boNes
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I think you mean "is correct as is", right? OK, maybe for the radar TDC, but what about for say, slewing the AGM-65F? It is now extremely hard to fine slew the seeker head to the target as it easily overshoots with it going so fast, and in the heat of battle, you spend way too much time getting a lock and can get shot down or otherwise damaged. v6, boNes
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Didn't the Shrike used to remember the location of a radar emitter in case they were turned off in flight? Or am I just taking something from the "Flight of the Intruder" movie and turning it into reality? v6, boNes
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This may be a bit subjective. I don't use head control much but when I do it isn't hard to get the target in sight and designated. One thing I learned is that when you do use head control, it is still the LANTIRN target reticle that you put on the target, not the head control (red dot) one. It didn't occur to me what I was doing wrong until a little later and I was like, duh! Why would the LANTIRN care where I put the red dot, it only cares about what's in its reticle. v6, boNes
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Ever since the AI update I've had issues with their behavior. Why is it that we have to change tactics to adapt to behavior that probably would not happen in real life, which results in our actions being something that would not be done in real life. It has been said a couple of times in the above that a human would not do that, or would not be able to. It seems bogus to me that we have to fight against AI opponents that are not realistically simulated and/or do things that such as never losing energy in turns or being able to see you know problem in the clouds, but you can't see him, etc. After being able to gunfight with AI before the update, and now getting mediocre results when fighting them, it results in a huge exercise in frustration. I've used the tactics that HB suggested to me, and they work the best, but results though successful usually result in me being dangerously low or completely running out of gas, or in stalemating the engagement because of running out of ammo, or both. I doubt fighter pilots in real life would ever have to resort to tactics where they randomly have to guess at where the target MAY be and shoot, or always have a snapshot and rarely a tracking shot, or otherwise have the tactic that they learn in flight school or TOPGUN or what have you be "spray and pray." I don't even flip the ACM cover or hit HI gun rate anymore even though that's what an F-14 driver would do (I've seen it on fence check lists) because I'll be out of ammo in a minute or two fighting these AI. On the plus side, I'm always on the offensive and he almost never gets a shot at me. Nonetheless, for now, I will see about incorporating the new suggestions in the above and seeing if that helps, so thanks for those other tips. v6, boNes
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Also keep in mind when people say it has to see the laser, that also means it has to see the laser spot. For instance if your buddy is lasing the front of the tank, and you are in hot from the back of the tank, the bomb won't be able to see the laser spot on the other side of the tank from you and thus won't track. Smoke and clouds will also affect this. v6, boNes
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You may have to undesignate the Maverick from the TPOD. When you have a target locked in the TPOD, the Maverick will look at it, but will not necessarily see it, it's just looking at that area/point that is designated. So if it is off a bit it might not see the target. Slewing the Maverick seeker will help it to lock, but the problem is since you have the target designated in the TPOD, the Maverick seeker won't move. You have to TDC to the TPOD, undesignate, and quickly TDC back to the Maverick and slew the seeker a tad and then it will lock up. I've done many tests with the TPOD/GMT/WPDSG and found that the general rule of thumb is that the Maverick will look at the last place any of these sensors targeted, but you still have to undesignate the sensor then quickly update the Maverick yourself. There are some times when the Maverick does happen to lock on to where the sensor was looking off the bat, but not all the time, so be prepared to adjust it. Another poster on the forum when I brought up the issues I was having like you made a good point: The Maverick doesn't work the same on the Hornet as it does on the Falcon. If you were designating with the TPOD or GMT radar for instance in the F-16, the Maverick would know to follow whatever updates the sensor was detecting. v6, boNes
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Aircraft doesn't to recognize gbu24, lanternpod not working anymore
bonesvf103 replied to AndreNL's topic in DCS: F-14A & B
Yes if you set the HSD to see the TID, it wil lbe black because in the RIO seat, the TID is displaying the LANTIRN feed to the RIO, not the radar. You will be able to see your NAV info as usual, ie, compass rose, waypoint and TACAN bearings, range/DME if you cycle to that display. v6, boNes -
Another thought...did you program a PTT switch for "Transmit TX1 release (voice disabled)" I think if you don't program this in the config, then after you press your PTT button and say something, it won't know to "release" the PTT when you release it and thus it is still "waiting for additional input" because it doesn't know you have released the TX PTT button. Just a thought without anything in front of me right now... v6, boNes
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I do actually use VAICOM Pro when I fly so there's that, heh... Now to see if this stuff can be applied to a boom tanker when flying the F-16 or A-10. v6, boNes
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So after extensive testing I determined that when carrying other weapons with the HARM, the SP submode works as advertised. You can even have the HARM set to say TOO and if your active weapon is say a Maverick and you have HRM OVRD unboxed, the HARM will automatically go from TOO to SP. The only time you have to be mindful of the HARM when in this mode is when all you have are HARMs and have it selected. If your HARM is in TOO or PB mode and HRM OVRD is unboxed, when you are spiked, it will not let you fire the HARM unless you select and handoff the target if you are in TOO mode or select SP mode if you are in PB (or go to TOO mode from PB but then you have to select and handoff). It will not switch to SP mode automatically like it would if you had a Maverick selected. v6, boNes
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It took me forever to be able to tank with the basket. But one day I was just like, you know? I'm going to sit and do this until I get it right. So I finally am able to--I'm not the best at it, but I can stay in resonably long enough to get fuel, or if I break away, I can get back in and finish. I'm getting better at getting in and staying in until fully fueled, I'm like 95% there. The funny thing is I had read all these tips and watched all these videos--even wiggled my toes per Rosencrantz to get it right. But the only things that worked were to get a good feel and sight picture, make teeny tiny adjustments in throttle and stick (I actually never use the rudders), and to focus on the "black ball"--the rear face of the fuel pod and zone out on it. Once my glance or even my mind go to the basket, I screw up because I track the basket, even unconsciously. But if you focus on that ball, even when the tanker turns, you can stay in. People tell you put the fuel pod here or there, use the HUD or such and such symbology as a reference point, etc. But I am of the opinion that that is all subjective, especially when using a head tracker and I'm sure VR. Your real life posture, height, distance from the screen, etc all affect that sight picture so you have to find what works for you. Even your HOTAS setup is subjective--you may hav ea dead zone different from others--but definitely the tiny stick movements (and a counter to that movement) as well as similar throttle movements are essential, primarily for avoiding PIO. Last, practice refueling from different basket aircraft KS-3B, KC-135MPRS, KC-130, even the IL-78. This will get you prepared for say a low fuel state and the only aircraft available to refuel is say the KC-135 (hope it is the MPRS so it has a basket!). If you fly the Tomcat, get proficient in refueling in that too. Getting a feel for different aircraft help you to home in on how a refueler behaves so you can react accordingly no matter what plane you are in. A few things I found that are important to note. Make sure you tell the tanker ready precontact and have them say "cleared precontact." Not only will they send the basket to you, but if you don't have them say "cleared precontact" it appears that the sim's logic for refueling doesn't kick in. You can be in the basket and it won't ever connect. But once they say "cleared precontact", there seems to be a window of tolerance where if your probe is within it, the basket will "snap" onto your probe, even if it's off. Of course being dead on will work and that's the proper way. See the video below at around 6:53 and you will see how the basket "blinks" into place. Also, determining which basket when there are multiple to use can be tricky. If by yourself, the left basket will work, but if you have a wingman, I think it defaults to the wingman gets the left backet and you get the right. I tried for the left a few times and either it wouldn't connect or give me fuel, or I would connect and get fuel but then my AI wingman who is angling for it flies up to me and collides with me. So keep that in mind, it will save some frustration. I want to try getting fuel again from an IL-78. It is freaky because there is a left basket, a right basket, and a middle basket that comes from the fuselage! I tried connecting to that basket for fun, but again, as in the paragraph above, the left basket was the only active one. I realized also that there are lights that actually clue you off as to which basket is active and whether fuel is flowing or not, and I think your proximity. See the video below at around 26:03 and you will see again how the basket "blinks" into place. To stay proficient, I will load up a tanker IA or SP mission and just plug and chug at least once per session. v6, boNes
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Good to know! Also make sure you choose the right weapon as the LANTRIN cues are calculated for that weapon. A GBU-16 falls differently than a GBU-24, for instance. v6, boNes
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If Jester has the target locked he will talk you onto it. He will also tell you when to pickle. There is also a "gauge" on the right side of the LANTIRN screen that will cue you when to pickle. Make sure these things are happening before you drop, and drop only when he says to or when the tick mark on the gauge reaches the drop point. Also, how did you tell him to select the target? I don't believe that there is an option for him to select a building (at least not like selecting say a tank). So you would have to either jump in the back seat, put the LANTIRN on the target yourself and then designate it or from the front seat use eyeballs/head control to get the LANTIRN on target then stabilize it with the "A" key then tell Jester to designate it. v6, boNes
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Sorry if I was being misleading...I was just using the Maverick as an example of a situation. But yes in the video I am carrying all HARMs. But even if the HARM was my "other weapon," when HRM OVRD is boxed, it should still fire since the only thing overriden is the PLBK submode... I tried it again. This time I went to A/A mode. The HRM OVRD unboxed when I did. So the PLBK should work. I got locked, HARM came up in the HUG and AA stores MFD, no X's. The HARM fired even though Sidewinder was selected. So that worked as advertised. I next tried, while in A?A mode, to hit PB16 to turn the override on. It won't. If I turn off A?A (nav mode), I can turn on the override. EDIT: Tried the same mission but put on 2 Mk82s. Selected Mk82 is A/G mode. TUrned off override. Got the spike, HARM appeared in MFD and HUD, no X's. Pickled. The BDL flashed, but the HARM launched. Tried again, this time with HRM OVRD boxed. Selected Mk82s. Got spiked, PLBK in HUD and MFD. Pickled. Mk82 came off, HARM did not launch. So with another weapon, worked as advertised. I'm thinking it has something to do with when carrying all HARMs in A/G mode. v6, boNes