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backspace340

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Everything posted by backspace340

  1. The Mk-82/83/84 can all kill tanks - 82 you need to hit directly, 83 needs to hit within a couple of feet, 84 has a slightly higher margin it can miss with and still kill. The Mk20/CBU-99 can both kill tanks pretty handily since they were updated - but you need to set the HT to 1500 and they are a little bit inconsistent. Still, if you get a tank in the middle of the clusters, it should die. That said, right now your best option to reliably kill tanks is the Maverick F or if you've got a JTAC, any of the LGBs.
  2. In pure RWS yes, but as they develop more we'll eventually be able to get DL tracks (the icons for friendly/unknown/hostile aircraft and donors etc) on the RWS screen. The priority numbers should also carry across. So it'll be a lot more straightforward to tally up which track is which between the SA page and radar. Once we get TWS, the radar screen will basically just show those tracks for the top 8 targets, and you don't see the raw bricks anymore.
  3. It's only partly implemented - we should be able to see the datalink tracks on the radar page (with priority numbers) for example, so it won't be so difficult to correlate. There's a lot of other quality of life additions missing (auto-IFF, soft-locking, one button auto-locking the highest priority target, among many others). I don't think the Hornet will ever be as slick to navigate through the menus as the F-16 is though.
  4. The JSOW-A carries the same cluster bomblets as the CBU-87/103.
  5. Raero is drawn but only when you're outside of that range - it's a diamond that appears on the outside of the circle. I've reported Rne being wrong before with tracks but the threads got moved out of this section or ignored. Not sure why, but it seems like they don't want to fix that one (it would be really helpful if it was though!).
  6. This one has been causing a little carnage on MP servers as not all users are aware they need to switch IFF on - but even so, the issue here is that the aircraft are being labelled as hostile (diamond) rather than as unknown (square) on the HUD. If they were showing as squares, people wouldn't be shooting. If the IFF isn't functioning then everything should be displayed as unknown, not hostile. Just to pre-empt anyone saying 'diamond means unknown/false IFF response' - it doesn't, diamond means hostile, square means unknown and we've never had the HUD symbology for friendly (so yes, the IFF we've got on the HUD works backwards to how real IFF works, it's only telling us when something is hostile rather than when something is friendly). ED's own manual says diamond = hostile. See 12. here in the manual: To reproduce, simply load into a quick ME mission with you in a Hornet and another friendly aircraft in front of you. Switch off IFF on the UFC and lock up a friendly - they are marked as hostile with a diamond. Track attached showing the issue. If it's an option, I'd really suggest that ED default the IFF to being on (even from a cold start) - people are missing that it exists and friendly fire has INCREASED from this patch, rather than decreased as everyone hoped! friendly hornet hostile.trk
  7. If all you care about is the air superiority side of aircraft, just buy the F-15C. It's cheap and finished.
  8. You aren't forced to buy the module while it's in early access - just wait till it's complete and buy it then. The Hornet is the first modern 4th Gen multi-role in the game, nothing else available can compare with its capabilities when finished.
  9. It's partly implemented LTWS.
  10. You need to switch IFF to On on the UFC - in most MP servers you cold start with it defaulting to off.
  11. Wags has said the A-10 and Hornet will only be able to share their PPLIs (i.e. where they are), nothing fancier than that: https://forums.eagle.ru/showthread.php?p=3812466#post3812466
  12. Wags mentioned that in the video - you'll be able to see what your wingmen have as their WPDSG using TXDSG, this is when he mentions it:
  13. Wags mentioned that in the video - you'll be able to see what your wingman have as their WPDSG using TXDSG, this is when he mentions it:
  14. Hah good point!
  15. It was postponed to the 29th (Friday).
  16. Think you've misunderstood what Wags is saying - you can see part of (unfinished) LTWS working in the video, before he clicks SS Depress to manually IFF you can see the track appear on the RWS screen for the target under his TDC (along with the missile launch cues). It's just not finished yet apparently - it didn't seem to be working consistently anyway when he was over other bricks. LTWS lets you designate two targets (L&S, DT2) to see their trackfiles (the things showing altitude, speed and direction of travel that we've only got in STT currently in-game) and then view the trackfile for a third by putting your TDC over a contact (it's this last bit that was shown in the video and which is why Wags didn't need to radar designate for it to appear). TWS differs as it would automatically display up to 8 prioritised track files and you can cycle through them in priority order (so you could just press the undesignate/NWS button to soft-lock '1', then press it again to switch to '2' etc etc). TWS comes with a big scan volume penalty though.
  17. Looks like there'll be two ways - one is your wingmen sharing their TGTs so you can see where they're looking and the other is with the SAM threat rings which will show you where enemy SAMs are.
  18. Wags explains how to edit sequences here:
  19. It's a bug, pretty sure I saw it reported a few months ago.
  20. There's a mini-campaign for the Hornet in 'Campaigns' from the main menu which has decent briefings/flight plans already saved on the HSI. Play that next.
  21. Yep, set the fuzes properly:
  22. Most people try AAR before they've got the core pre-requisite skill learned - that skill is formation flying. Stop trying to stab the basket and just practice flying formation with the tanker - stay as close as you can and once you've got good at that, practice dropping back and creeping back forward, then shift left/right and then even see if you can get the tanker to make a few turns and stick with it. Once you're at the point where you can stick to the tanker like glue for 30-60 minutes, that's the time to give AAR a go - it'll be a hundred times easier than doing it without practising formation flying.
  23. You're obviously not playing on the right servers - they're very dynamic on the DDCS servers, players can spawn new SAMs and move them around, including taking direct control if the model supports it (like the SA-15).
  24. Yep, in practice if something's locking you up you can probably hit it from where you are. There's maybe a small envelope with the SA-10/Patriot where you'd be too far away, but everything else should be fine. You can just fly towards the threat, let it lock you (and the HARM will target it), fire at it and then split-s and chaff and you should out-run any missile fired at you and your HARM should reach it.
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