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CrazyGman

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Everything posted by CrazyGman

  1. So something useful.....if you lock in IRST opt/helm or IRST close combat....and your outside of 10 km, and you want to lock with the radar....you can then switch to irst search, the IRST lock will maintain through the switch, and then you can use the IRST search mode to and press lockon again to lock a target with radar guided missiles outside 10km.
  2. This is something that I have had trouble testing, because as mentioned before when fighting AI even if I remove the chaff and flair pods on say the F-4 the AI magically can still use chaff and flairs, and on high difficulty where they will actually notch they use A LOT of counter measures (more then they in fact could carry if I hadn't removed the countermeasures) this makes it difficult for me to check because I can't tell if I'm just being notched, or if the massive chaff cloud is interfering with radar. The times that I have maintained radar lock when underneath them when they did notch it does seem that was one of the rare times when the AI didn't drop chaff but I'm not sure. While locked on I've been switching from HPRF to MPRF depending on the target aspect and speed and it does seem to make a difference, but I don't really have anything definitive yet I feel like I need to get an actual person to do the testing to better control variables that you can't do as well when facing just the AI in mission editor.
  3. Not sure. I didn't have any manual point entered in. I just made sure the piper was on the target in my testing and was bang on each time now after the update, where as before the update my bombing looked like yours. Did the update install properly for you?
  4. Yeah I was testing it to see if helped when jousting ACE AI and maintaining lock when they then notch at high Alt and dumped an absolute absured constant trail of chaff. Regardless if the aircraft has chaff launchers attach or chaff loaded.
  5. Usually I do, but not always. Might have been one of these times. What does the down position do? When I have it on in search no target will show up. But after locking the target, and i flip it in the down position things seem normal. Granted I'm doing the search at long range. I think in the down position it forces anti-jamming constantly, with the result of reduced range, which is why I'm not seeing contacts in search mode.
  6. Odd. I found exactly the opposite with bombs now falling pretty much directly on target. Before the patch I would have to have the piper pass over to get bombs on. Now as long as the laser A shaped symbol comes on on the left of the hud it's bang on. did it with multiple times in testing low drag dumb bombs FAB 250 and FAB 500. Both CCIP and CCRP last night
  7. Ok this makes sense why the hud would sometimes switch to IRST lock, and I would not see the diamond, but the radar missiles were still primed to fire, and would still track as well. Helmet mode as you mentioned is vastly more useful now when in coop with radar I've also noticed now much more jamming interference when playing online since the update. What is the procedure for locking a jamming target? I assume you still just press the lockon button, and if they are close enough the radar will burn through and lock on?
  8. So the change is now once you lock a target if you pull the first detent for the gun a circle appears that if you put the cross hairs in the center of the circle you will boresight the target at any range. This works even if you just have radar lock7 When you close inside 1600m the circle goes over the target. So in other words you can get it like if you have IRST lock
  9. Currently wasn't in the list of things fixed in the Changelog, and still acts the same as before. Has it been confirmed that this is a bug? Or that it is correct as is? A track has been provided in earlier posts.
  10. So currently radar diamond is still broken for elevation. However regardless if you have IRST lock or radar lock If you press first detent and are outside 1600m, the same circle boresight that you get when locking for IRST shows up, and with radar lock only you can now use it to line up boresight to target to get visual.
  11. Just tested again to make sure and there are some changes. For all examples below radar is in dummy mode and coop on: Using IRST search. Once lock is made at any range and you press the lockon button a second time the radar will lock on target, and radar missiles will be primed to fire. Using IRST close combat vertical. Once irst lock is achieved, the additional radar lock will only happen if your inside 10km and you press or are currently holding the lockon button a second time....or it will happen automatically without pressing the lockon button if inside laser range finding range (6km ish). As soon as radar lock is achieved R-27R's are primed to fire Using helm or opt mode. Once IRST lock is achieved, radar will automatically lock on when inside 10km from target, and the R-27Rs will be primed to fire.
  12. Correct...at this point we've mentioned in this topic that you need to have the radar in dummy mode to work in tandem with the IRST so much I didn't feel the need to mention it again. But for clarity yes
  13. Sooooo....more versatile and capable....but with higher workload.....like I said.
  14. Yes and using this mode with Coop you can have the radar lock on outside 10km, and employ radar guided missiles, by pressing the lockon button a second time.
  15. I always felt it weird that western designs can use ACM modes up to 10nm. (Or in the F-14s case 15nm with PAL also known as the "Do I really need a RIO when I can just use PAL to send an active AIM-54 off the rails and just turn cold?" ) while Soviet designs are almost half that range for their ACM modes
  16. On your table for ISRT CC you have if stated that if outside laser range STT lock immediately no matter if inside or outside laser range. However currently in game with radar in dummy and coop enabled The radar only locks on to the IRST track and allows you to guide radar missiles when inside 10km. Outside 10km the radar doesn't lock, no diamond or radar ranging appears and R27R will not be primed to fire. Same for if locking with helm/optical. You will lock with IRST, but radar in coop.amd dummy will not lock on untill inside 10km. Currently with IRST search If you lock on with IRST at any range with radar in dummy and coop enabled and you press lockon again the radar will lock on regardless of range. So your table implies that using IRST CC or opt/helm, The radar will lock on regardless of range. I've tested it a bunch. In both IRST CX and Helm modes radar locks on to the irst track and preps R-27 ranging/vector at 10km (also doesn't need lockon to be pushed in this instance, will just happen automatically.) I assumed this was normal because when using IRST CC or helm/opt that the radar even in dummy goes into what is similar to it's vertical CC mode which is limited to 10km range.
  17. So right now unless using IRST search. The radar will not lock if outside 10km So in order to get a radar lock after using The IRST CC or OPT/Helmet. They have to be inside 10km, even if the IR sensor gets lock outside 10km. Will this still hold true when coop mode is fully implemented, or will you get radar lock at any range if the IRST locks on?
  18. I'm unfortunately out of town and can't check untill the weekend. Maybe send it to @AeriaGloria
  19. I've made a request in wishlist for hot airstarts to have the IR missiles pre-prepped, as that would have already happened on the ground in reality in most cases.
  20. Yes same. FCS as soon as first engine spools up
  21. I've been meaning to try doing vertical bracket first. Then engine start. Then horizontal bracket. And that should work. The only thing is you need horizontal bracket for gyros, and you can't do alignment till that has been set. So it's just faster the other way, and you just have to cycle the one switch
  22. They can. You can actually pull up the vertical bracket and the horizontal bracket one right after the other. only thing is you have to cycle the afcs switch off then back on after engine start to properly do the test
  23. Currently we have it when we spawn in a MiG-29 in mission that all the heat seeking missiles are just starting their cool down, and are therefore unavailable for about a full minute. Can we please have it that upon a airstart, all R-27T R-73 and R60m's have already finished missile prep, and can be used as soon as spawning in? Thanks
  24. If your doing a air start engagement your R-73 will need a full minute to cool and become ready to slave to the IRST after you start and the mission unpauses So if you set up the airstart engagement close together in mission editor your R-73s won't work till well past the merge. For any other gameplay this a zero factor issue. Because you'll almost always hit master arm well outside a minute before engaging anyone...well at least hopefully. Also like with the French magic missiles there is no growl that increases with pitch. Once the seeker locks on you get a lock tone and the pylon station number of the locked on missiles will show on the bottom of your hud I've created a new topic for this in wish list, back to regular scheduled programing
  25. All my missions are air starts. It still needs a minute to cool. But the save mission trick might work, but would still make certain scenarios tricky, as you would have to play out a minute of game time before your engagement, at which point your target might be acting quite differently then you would want them too
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