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backspace340

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Everything posted by backspace340

  1. It's comparing apples and pears though - the 2005 Navy Hornet couldn't load more than one Mav per pylon as they never fitted the double-rack to the Navy legacy Hornets, the A-10C had a triple rack available and there are photos of it loaded with three Mavs on the triple racks. One was impossible for the aircraft being modelled, the other isn't.
  2. Caging it and uncaging it will do it.
  3. It seems like it's just fairly broken with this release - it was all over the place when I tried it, continuing to move after I'd stopped any input. The radar TDC works perfectly, so I know it's not an input problem. I think it's worth just waiting to see whether it's better in the next Open Beta release.
  4. Wags called it the AH-1F when he was on the fighter pilot podcast - that could have been a slip of the tongue, but otherwise it firms up exactly what variant we can expect (essentially the iconic fully upgraded S with flat sided cockpit, 20mm chain gun and TOWs).
  5. BST = 10nm, small circle on HUD WACQ = 10nm, can't remember azimuth but it's probably the slowest mode to lock VACQ = 5nm, within vertical lines GACQ = 5nm, for the gun HACQ = 5nm, up to radar limits LACQ = 10nm, up to radar limits To be honest I can't imagine many situations where HACQ or LACQ wouldn't be the preferred option - unless you can't actually see your opponent or he's masked by the aircraft body or something like that.
  6. The only range indicator you can get is by putting a waypoint on the laser mark and boxing WYPT on the HSI. The Hornet has no other way currently of telling the range to something - we'd need the ATFLIR for that. Oh and the range is much more than that in practice - as long as you're above 5kft or so you can get hits from the max detection range of the seeker head - which is approximately 16nm. So essentially as long as you're not on the deck, if you can lock, you can hit.
  7. LTWS is in the works and next up for one of the devs - they haven't even mentioned proper TWS as being in the queue for development yet so it seems like that's further away. I'm not sure if we can fire at multiple targets with LTWS (though we can soft-lock two targets) or if that'll still need TWS. VACQ (vertical acquisition ACM mode) is in and greatly improved as of this patch - it locks pretty quickly from all aspects. Though now we've got the head mounted display ACM modes it's maybe not going to be used that much.
  8. AACQ isn't an ACM mode - it works differently to the others. You use AACQ with the normal radar mode - if you press it with the TDC not over anything it'll lock the closest brick to you (even if that brick is 100nm away), and if you have multiple contacts and want to lock a specific brick you need to put the TDC over that brick and press AACQ and it will lock that brick.
  9. You should try a repair: https://forums.eagle.ru/showthread.php?t=114030
  10. Yep sounds like your headset isn't tracking from the cameras - you should be able to fix it by going to the Windows MR app, go to setup, run setup and pick seated and confirm the centre (or re-run the room set-up, but that'll take longer).
  11. This is still an issue in the latest open beta - just wondering if this is a bug or how it's meant to be?
  12. I think it's because the 'middle' of the JHMCS is a bit high, so if you look straight at the HUD it doesn't blank out - it does if you look down a little bit though. Wags said they're working on JHMCS cockpit blanking next so it'll probably get sorted when that gets improved.
  13. You just need to use the Cage/Uncage button (same one that cages your HUD, slaves AIM-9 seekers or switches loft mode on and off with sparrows) - the Mavericks need to cool down first though, so you need to wait 3 minutes before you can fire them. If you go into AG master mode, then select stores and select the mavericks twice you'll see a timer counting down - when the timer hits 0 you can uncage.
  14. Bit confused by the question - AACQ is sensor select right and still has both the functions it already had (you can use it to lock the first contact on the radar if your TDC isn't over anything, or you can lock up specific bricks with it). Even if you don't use it for AACQ, it will still be used to put TDC priority to the right DDI. Maybe he meant boresight ACM mode? The same button for boresight is used for JHMCS HACQ (press) and LACQ (hold and release), so you don't get a button back there either (and it's used to put the TDC priority to the HUD, so you wouldn't have been able to remap it anyway).
  15. Had a go at trying to break the radar for an hour or two and the only thing I found was this: https://forums.eagle.ru/showthread.php?p=3696048#post3696048 Seems really solid otherwise - a great improvement, especially the ACM modes (and the new JHMCS ACM modes).
  16. This is a fairly intermittent issue in the new Open Beta that seems to be more apparent with long range targets. In the track I lock two targets that are hot and should be an easy lock. As soon as I lock the HUD shows that the lock has been lost, and it never reacquires the lock. When I lock the same aircraft straight after, it locks properly and holds it. While playing a mission I saw something similar where it was flicking between lost and locked every second or so on a hot target, but I couldn't reproduce that for the track. lostlocks.trk
  17. Really simple bug in the latest open beta - start cold and dark at night, flick the battery on and APU switch - you'll see a green glow appear before the APU light is actually on. apu light.trk
  18. It's happening because of the weight of the plane - it doesn't happen empty or light, but if you're taking a full bomb load it bounces down the deck (sometimes breaking stuff) and you black out. Not sure if it's intentional or a bug. Couple of tracks attached. It's easy to reproduce, just start from the runway on the Stennis, load up 5xMk 84's, and take off. heavytakeoff.trk heavytakeoff2.trk
  19. Really appreciate being able to put the JHMCS in both eyes - a great improvement!
  20. You just navigate to the /bin folder in program files/eagle dynamics/DCS World open beta, then shift + right click and 'Open PowerShell'. Then type 'cmd' and press enter, then type 'dcs_updater.exe update @openbeta' and press enter, and it'll update (assuming the new update is out and available - there's sometimes a bit of a delay between the changelog appearing and the download being ready).
  21. I think perhaps people have just grown to love what they were used to with the Rift, and the change is a bit dramatic. It uses different software, different ASW, and is designed to sit completely differently on your head (try to push the band at the back down towards the bottom of your head). One thing people will need to think about when they make the switch is the graphics options - you can't just plug the O+ in with your Rift settings and expect the same performance. PD in particular scales with the resolution, so if you had it at 2.0 on the Rift, you'll need to drop it to 1.5. Personally, I've just switched ASW off entirely (with the OG Odyssey), and I get great performance at 1.4PD, 2xMSAA with a 1080ti. I don't notice any juddering or choppy frames.
  22. I don't think that actually checks for an update if you've already started the game that day (and it checked already) - it just starts the game up. I normally have to use the command line to get the update if I've already played.
  23. Normally sometime around 1200 UTC (probably 99% of releases are within 4hrs of that). For standalone, it depends if you've played the game in the preceding 24hrs - the game only checks for updates once every 24hrs, so if you play just before the update drops, then your game won't update until the next day. You can force it through the command line or using Skatezilla's utility.
  24. It doesn't - the target starts out as square the first time you lock anything, if it's a hostile it'll then switch to a diamond. If you THEN lock a friendly, it starts as a diamond before quickly switching to square. But, if you lock an enemy but drop the lock before it switches to a diamond, and then lock the friendly, you never see the diamond. Basically, it's an EA quirk you're seeing, not an IFF system at work - it's remembering what the last contact was (square/diamond) and displaying that first. You can see that here: For anyone still not convinced, this is the explanation from the Hornet's manual: You can check it yourself in Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\FA-18C\Doc, this is on page 123-4.
  25. I'm not sure it's true that all calculations are server side - Wags has previously explained the proximity fuzing as being calculated on the client-side based on the launcher's perspective (which explains why sometimes it looks like it doesn't work when you see missiles launched at you flying 1ft past your cockpit - in reality it missed by 100ft or so on the launcher's client). There's probably another explanation for the jerkiness - perhaps there's not as many updates on their position in MP as in SP. I find the reticle normally stabilises once you're within 1000ft or so and it's still plenty usable.
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