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backspace340

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Everything posted by backspace340

  1. Yeah bizarre design decision, and if they HAVE to put something behind the stick, I'd much rather they swapped the screens around - the top screen only really needs the stuff in the middle of the screen visible (for the attitude indicator/TCS) which you could probably just about manage with the bottom screen, with the TID and HSI it's much more important to see the entirety of the screen!
  2. Nope, still not working.
  3. It was part of LTWS, which is still in development and we're supposed to get in the next OB patch on the 27th. It was unintentionally included in the last update by the sounds of it.
  4. It's an accurate simulation of an F-14B Tomcat's HUD from the era they're simulating, there's nothing else to add.
  5. Best instrument is your ears - there are some pretty loud clicks when you go through the AB gates. Just push till you hear a click and back off slightly.
  6. Sounds like you're all running out of memory - some guys on the server I was playing had this issue and had fixed it by making sure their page file was on a drive with enough free space (at least 40-50gb) and set to system managed (or at least not set to something less than 40-50gb).
  7. https://forums.eagle.ru/showpost.php?p=3836292&postcount=6 Totally agree by the way, spend half my time fighting doing turns just so I can get the bloody stick out of the way and see the screen.
  8. As the guy above said, he does that by default if you don't tell him to do something different. Try it in the ME - put four targets 20nm or so in front of you, and then switch the bottom screen to the TID using the switches on the right. You'll see Jester hook each of the targets and IFF them, and you'll see numbers appear on the right-hand side of the HAFU symbols from 1-4. Those are his targeting/priority cues, if you fire four missiles, each one will attack a different target.
  9. For all those people breaking their necks / eyes on the Master Test switch - you don't *have* to touch that switch at all in order to start up the F-14. It's perfectly functional without touching it. I've managed to get by in VR without really struggling, but I have been skipping all the bit tests / pre-flight checks and just doing the core steps to get started. This is the minimum required checklist to be fully mission ready:
  10. You shouldn't need to do anything other than launch - obviously make sure your master arm is on, you're in AA mode and missiles prepped, but each launch should shoot at the TWS priority targets in turn. That's been working fine for me.
  11. He already listed IFF additions as being ready for the next update - e.g. adding the caret to the HUD diamond for a hostile. There are lots of ways to read that sentence, it doesn't mean people can't read or that we're getting LTWS / JDAMs / Mission Card.
  12. That's not ACLS, just auto-throttle - this is ACLS (it controls throttle AND steering inputs):
  13. It'll probably be released between 8pm and midnight for you (1200-1600 UTC for everyone else).
  14. I'm not an admin, but I was there when you were banned - you were initially banned because, after getting shot down in your F-15, you switched sides, jumped in an SU-25 and rammed people starting up (which was caught on video: https://streamable.com/wt3l6). The second ban seems to have come because you impersonated an admin and threatened another user with being banned if they didn't change their nickname. Two sides to every story and all that.
  15. There are two things you need to do in order to pick up a crate - 1. Select the crate from the radio menu and 2. Map and press the external cargo - hook binding. To select a crate, press /, then go into the cargo menu, and select a crate - the crates are ordered by proximity with the one closest to you at the top. Once selected, red smoke will pop on top of the crate (if you are more than 50ft or so away) to show you it's been selected. Then simply either land next to it or hover over it until you see 'hovering above cargo' and then press the button to hook the cargo and wait for confirmation its been hooked before moving.
  16. Sounds like it's not happening - seems like we're just getting bug fixes for the things added in the last update. Wags will definitely give us a video showing how JDAMs or TWS work before they're released and for previous features it's normally released a few days before the OB update itself, so seems like they've not made the cut for this release or we'd have seen a video by now.
  17. It probably is well documented, you'll just need to sign up for a few years of work and pass a bunch of tests in order to see it. It's not described in our normal unclassified sources like NATOPS or that other game that models a plane with basically the same avionics, so for now the best we've got is Wags' video or what other people have written up. What symbols didn't Wags describe? If you can screenshot them here I'm sure someone will know what it is.
  18. ED updates are normally afternoon UTC - roughly 1200-1600. So for you guys that's either late on the 13th or early on the 14th.
  19. It's a new feature that's just gone into Open Beta - you'll need to wait for the manual to be updated to get something more comprehensive. In the meantime, Wags' video explains all the symbols on the page.
  20. It's definitely the version and not any of those other things - he's running stable, not open beta.
  21. You need to turn IFF on via the UFC. It's a new step that wasn't in Wags' video. NCTR has nothing to do with IFF BTW - for that you need to lock (STT) the target.
  22. I've noticed a couple of issues with the two functions of SCS Right on the radar screen since the OB patch last Friday. Relevant section from the manual: 1. Lock up the target under the cursor This just doesn't seem to be functioning at all and it seems like pressing the function just activates the second function instead - often an entirely different target from the one under cursor is locked, even one outside of your current scan range. You can see this when I first try AACQ over a target in the track, at 17s into this video: 2. Lock up the closest contact on radar This one's a little harder to reproduce but if you try it a few times you'll see the issue, it's most obvious at 1:36 in the video here: I have a contact within 20nm, and after commanding AACQ a line appears over that contact but the lock jumps to a target 50+nm away instead.AACQ.trk
  23. Steam SS has absolutely no effect for me, but PD definitely does. So I'd recommend he gives adjusting PD a go and see what effect it has. For me, with a 1080ti, I have PD on 1.4 and MSAA on x2. And yeah, you don't need to touch the ingame IPD unless you're having issues with scale in the game (i.e. everything feeling too big or too small) - the default should be fine for most people. The headset IPD you should set to your physical IPD (literally the distance between the middle of your pupils) - it'll either be on your glasses prescription or you can just measure with a ruler and a helpful assistant (or you can just trial and error till you're not cross-eyed).
  24. Yep though the Hornet's is a bit less of an issue - that just means you can't label wingmen B, C, D etc. You can still get contacts from and send contacts to other friendly aircraft - you won't even be able to do that in the Tomcat from the sounds of it. Link-4A is a tricky option as well in PVP, as you're relying on the E-2 staying alive for long enough to be useful while being close enough to be of any use.
  25. Quick question - in the manual it says: That bolded part presents a bit of a problem for using Link-4C in multiplayer, as I understand that most of the bigger MP servers have to place jets individually (rather than in flights) because otherwise it interferes with custom F10 menus. Practically that means that Link-4C won't be usable in MP with the way it's been set up. Are there any plans to implement Link-4C in a different way that's more compatible with how planes have to be placed in MP?
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