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CrazyGman

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Everything posted by CrazyGman

  1. Gotcha that then tracks. Is there any way to use any coop mode and lock radar past 10km?
  2. Practicing against ACE AI and in Mutliplayer the radar does most of the time drop lock if the target beams and drops chaff. Espessially when going cold. Even when using head on and then switching the pursuit, at high altitude.
  3. Something I noticed is that when in coop mode if I lock a target and at a fairly long distance with the helmet mounted site. -say 15 km- the irst will lock, and I will eventually get my R73 preped and ready to fire, but the radar will still not fully lock, and prep the R27R radar missiles till several seconds after the R73 are ready to fire. This is annoying because I often want to throw the R-27R out at further range to press the target.
  4. Pretty much I feel auto mode that gives me the most problems. Usually what I do for success is Head on mode for the bvr engagement...once the target cranks, and we are under 20km, i'll switch to pursuit...that usually maintains lock. Part of what I had to get used to was the scale change between head on and pursuit, and that I need to make sure my antenna position is properly set. especially with pursuit mode, as you can easily have the dish point way off to the heavens or into the dirt, when you want it just in front of you. It's helped a bunch right now for me on contention, and I've been getting more R-27R kills
  5. Remind me. What where the actual physical limits of the radars gimbal?
  6. I agree. The antenna vertical angle component shown on your Hud is what is in relation to your aircraft currently. For example if your nose down from your target, but at the same altitude the diamond will be shown at level with your crosshairs, even though the gimbal for the antenna should be pointing up, since your nose down from it, and thus the Diamond should actually be above your crosshairs Mig29 vertical anttena bug.trk just submitted a track file for it on my comment above
  7. Oh I misread the changelog. I assumed that the coop mode worked in illuminate (i thought dummy was just a training mode for simulated targeting) so I thought it was part of the bug
  8. Pretty much in game you only get IFF if you lock with the radar as the primary sensor, either in auto, pursuit, or head on. Or the radar close combat mode. If you use "ANY" of the IRST modes -so anything outside of RAD on the selector-, even if you are using coop you won't get IFF for your target, though the radar will do a STT so you can get ranging and target vector and can slew radar missiles, but this "only" works right now if when in radar mode you switch into the dummy setting rather then illuminate, and from there you go into the IRST close combat modes. Which is the current bug. Note: while being in dummy mode would normally prevent your radar from locking any thing in this instance with the bug it will lock, track and guide missiles in coop mode when you lock first with one of the IRST modes Second note: if your going to go back into the RAD mode You will need to switch from dummy back to illuminated to lock anything again in rad mode. Third note: you must be in dummy before switching out of rad mode to make coop work, if you switch to a IRST close combat mode, and then switch to dummy, coop doesn't work. Forth note. Currently the radar will lock in coop mode automatically without having to press anything also likely a bug
  9. you'll have to ask Gloria for it. I don't have the manual where it is
  10. Hmm you are indeed correct...funny I could have sworn that last time I tested it, It was only for the G and S variant. Might be I just let what I knew about the 9.12 give me the assumption that since that the FC MiG-29A is suppose to basically be a low fidelity 9.12 and the 9.12 didn't have the plumbing for it, -with the exception of some versions that were later converted later in life, that they wouldn't carry it by default.
  11. I mean maybe your wrong? We can hold onto hope and their subject matter experts say, no this is just how it works?
  12. I'm finally home tonight and will create a track file for this.
  13. So based on the manual, when flying the mig-29 with a fuel tank your speed is supposed to remain under 0.9 mach, and 0.8 mach for external rocket pods and bombs. However just because these limits were set in the manuals doesn't mean that they weren't exceeded in the field. For example the Mi-8's weren't suppose to bank more then 30 degrees, but pilots often did in actually combat. Also the Mi-24s were only supposed to run their engines at higher rpm settings for only limited times, but im reality they ran them as needed, and what you got was engines that just wore out faster and produced less power over time, but didn't catastrophic fail. Does anyone know how hard the mach limit for the fuel tank and stores had to be followed? Was it there just to preserve the overall life of the fittings? Or was there significant risk of something failing when going a bit over? Again you have instances where planes like the F-14 had g limits of 7.5 but pilots would go above that limit not infrequently, and there wouldn't be catastrophic failures.
  14. True but I consider that a mid service upgrade. But is is true that the German Planes are 9.12A's so i would be fine if later on down the road we might get it, but i don't think it's something we should really expect.
  15. Wing tanks were plumbed for the 9.13 or Fulcrum C varients (MiG-29S in DCS). None of the 9.12 native or export varients where ever plumbed for wing tanks, including the low fidelity flaming cliffs version of the MiG-29A (your thinking of the MiG-29S) that is in DCS. One centerline is all we get, however we can extend her range quite a bit by getting high and pulling back to around 85%-90% rpm.
  16. Yeah I assume it's just like the Viggens that has a similar cover. Guess they haven't gotten to that part where you can flip the cover up
  17. So I'm also curious but according to the manual when using the helmet mounted sight we should just have to hold the lockon button, and the IR missiles will slave automatically to where the sight is looking and lock on as long as it's in their gimbal limits, but currently i don't belive that Is what is happening. It feels like the senor is locking first then handing off to missiles to lock onto. Or am I wrong there?
  18. So how does this work with the known issue in the patch notes? "Currently the HELMET COOP mode usage sequence has a bug if RADAR state was OFF, before mode was activated. As a workaround to correctly Lock a target using the radar as the supporting sensor in Сooperative mode (COOP), the radar must be on (ILLUM-DUMMY-OFF switch must be in the DUMMY position) BEFORE activating the IRST modes (IR, CC, HELMET, OPT). For this mode you need to also switch IRST modes using the CW CCW switch movement and not use the keys 3, 4, 5, or 6. Activating IRST modes using the keys does not ensure target lock by the radar as an additional channel in Сooperative mode. We plan to correct that for the next update." SO does that mean the radar mode must be in dummy, not illum for the radar to lock in STT? Currently with the bug in place? Also does this also include radar close combat mode where you still can't IFF, or is it only for the IRST close combat modes where you can't IFF?
  19. Could you in theory do engine start up first then hit the cage? Then the AFCS would work.
  20. So that's what the target acquistion depress button does. Was trying to figure that one out.
  21. No I did that. Waiting 30-40 seconds doesn't work if I do all the switches at once with the cage. I also never disable the main gyro switch, as that is usually an extra step for testing, and I'm looking at doing the fastest startup scramble time as possible, which means I'm trying to get the Gyros warmed and aligned, the AFCS damper test done, and the fast alignment completed all at the same time, which In theory should happen if I use the cage.
  22. No not that cage. The one on the bottom left that covers the gyros, radios, weapons IFF etcetera.
  23. It would be nice if you could have a jester wheel or a george or petrovich set of commands, and she would be called Sasha. From the wheel you could get her to lock targets kinda like you can get Jester to do, but she works off of the available ground based radar assets.
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