Jump to content

Frederf

ED Beta Testers
  • Posts

    7563
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Frederf

  1. The "BSGT" is inhibited unless the missiles are currently point tracking. Make sure it's an AGM-65D or G model.
  2. The three lines of text should be for JSOW: Window 10, Sensor code letter and range (horizontal range for PRE, slant range for VIS) Window 13, Time over target* (PRE) or blank (VIS) in H M S Window 14, Time to Rmax2 outside Rmax2, blank inside Rmax2, time to impact after release (PRE) or steerpoint number and distance before designate (VIS) and then as in PRE after designate *TOT indicates the system time at predicted impact (plus time to get inside Rmax2 if not currently). The contents of windows 10, 13, 14 should are harmonized for JDAM, JSOW, WCMD, and PWIII. It looks like DCS is showing something like CCRP still so it's not quite right. In any case "154543" is saying that something is going to happen at 3:45pm and 43 seconds. It should be weapon impact but it might be currently in DCS entering Rmax2 or it might be release or it might be flying over the steerpoint.
  3. The difference between single bombs is they travel all the way. I'm saying the "fizzile" bomb may be making a damage bubble but because the bomb explodes too far from the target that damage potential might not overlap with the ship physically thus causing no damage to the ship but it might for example a helicopter hoving near the fizzle point.
  4. Holding down WR while transitioning in and out of dogfight must not fire an AIM-9. This was actually a problem in the real F-16 that holding WR after a bomb run and switching to dogfight would launch. This was fixed well before the DCS simulated variant. I have had uncommanded AIM-9 launch in DCS Viper. In one case it was two missiles at once. I remember I took a really complicated path through modes and menus. It is my belief that somehow the selection of one missile had remained on while I had selected the other and so both went on pickle. This isn't repro but for example pick AIM-9 in AA AAM station 9 then enter SMS S-J then DGFT picking station 1. By confusing the system with being in an SMS menu the normal selection/deselection logic may have been broken. Sadly I don't have this track file any more.
  5. It's not supposed to. Paddling turns it off while held. When released captures new values.
  6. Sympathetic detonation! I've been trying to remember the official term for that behavior. Anyway: Certainly, but that's a separate issue. They might go off early (RL might be less sensitive) but DCS having zero damage from a symp. det. bomb is unrealistic. Are you sure the other "deleted" bomb is doing zero damage? DCS has relatively small blast radii in general.
  7. If you're on the ground you're noticing the parallax effect in that the missiles and the TGP are located several feet laterally relative to each other. You should notice that the post-boresighted parallax is larger between station 3 and TGP compared to station 7 and TGP because 7 and TGP are closer together laterally. In reality using a close calibration target will make your calibration "cross eyed". In DCS you get parallel calibration (target at infinity) no matter how you do it. Don't expect post calibration to look perfect against a taxiway sign 2-3kft away. It should be just fine at 3-7nm. It don't matter that TGP is in auto for boresighting, just that TGP and missile are both point tracking the same target. It should work in all modes but let's be safe here and select EO PRE. When actually handing off (not boresighting but using it) it's normal and correct that SOI doesn't change to WPN. The primary benefit of handoff is that TGP remains SOI and missile is controlled for you. Be aware that not all missiles can be handed off, the CCD models (H/K) don't do it. Only TGP in IR and missile in IR is supported. As a technique tip I recommend making the missile track the target first and then TGP tracking what the missile ends up tracking. You can do it either way but since missile is harder to get on target let it be first plus you won't have to fight the automatic handoff behavior.
  8. https://www.youtube.com/watch?v=k1pU8VFEVFg Looks like a couple at 0:25
  9. Fragging of bombs by other bombs is a real life consideration and will change the damaging effects.
  10. I can do you one better than that. By understanding MGRS you will be able to answer your question by yourself. For example the Eiffel Tower in Paris, France is at 31U DQ 48251 11939. The meaning of each part is: 31U DQ 48251 11939, grid zone is the largest area type 31U DQ 48251 11939, grid square is the second largest area type inside a given zone 31U DQ 48251 11939, easting is a measure from the western edge of the grid square to the location 31U DQ 48251 11939, northing is a measure from the southern edge of the grid square to the location The way easting (or northing) distances work is the following: The distance can be indicated by any number of digits 48251, the location is 40,000 meters east of the western edge of the grid square 48251, the location is an additional 8,000 meters east of the western edge of the grid square 48251, the location is an additional 200 meters east of the western edge of the grid square 48251, the location is an additional 50 meters east of the western edge of the grid square 48251, the location is an additional 1 meter east of the western edge of the grid square So the distance is 40,000 + 8,000 + 200 + 50 + 1 meters from the western edge of the grid square to the location. Similarly the distance is 10,000 + 1,000 + 900 + 30 + 9 meters north of the southern edge of the grid square. In order to fit a numerical location (4, 6, 8, 10, 12, etc. digits) into a system which can accept a smaller numerical location you have to lose digits. Officially you only truncate so "39" becomes "3" not "4" because in some situations rounding will push you over the border into a new grid square or even grid zone, breaking everything. Most of the time rounding is fine though. You drop the least significant digits in pairs, one from easting and one from northing, until it fits in the new space. 48251 11939, remove these to fit into 8 digit 4825 1193, remove these to fit into 6 digit 482 119, remove these to fit into 4 digit 48 11, remove these to fit into 2 digit
  11. That sounds like incorrect modeling. Once the weapon is powered it should remain powered. Selected shouldn't matter. What if a bandit pops up at the IP and you have to choose missiles for a moment?
  12. Explaining how the F-16 works does not explain why it wasn't designed in a different way.
  13. It's an interesting question which probably takes one of the original YF-16 FLCS engineer(s) or at least someone with experience in control theory. My guess is that it screwed with normal flight behavior or made some unwanted oscillatory behavior when paired with the sensor/processing/space limitations of the time. How does the F-35 FCS work? Does it incorporate this philosophy?
  14. It's nice to monitor AI flights, especially with Combined Arms. It even works when there's an AI in the player flight which is common in single player.
  15. Can you make a track (Caucuses if it can be recreated there) of this behavior?
  16. There is no super exact procedure. You want to be on the same page as your squadron because your 5 sec break won't mean a 10 sec touchdown interval if you are too different. By the -1 book you want to have 13 AOA throughout the base turn. The geometry of lateral sep, key visual position, and 300' roll out target dictates a certain radius turn. That means a certain speed/g combo. That means a certain throttle position. The -1 has a formula for the airspeed going through base varying with GW. For me I put in healthy bank, set throttle mid way, fill the HUD 4/5ths with dirt, and pull for green doughnut AOA. A common occurrence is not pitching steep enough which makes the radius big because you're unable to pull harder without exceeding 13 AOA. Then you roll out way wide and high. If you don't roll out about 300' on that 2.5° path there is a fix.
  17. Is the MLU M1 document considered fair game? It's mentioned in there.
  18. It's not random, a group of 0 AI will not show flight plan path. A group of >0 AI will. The AI going through the waypoint sequence involves a step where the AI says "OK, I'm done with waypoint N, connect me to waypoint N+1 now." As a group led by a player, that's impossible to do. AI and AI are both editor units and operate by the same rules. The internal AI logic of arriving at a waypoint is not a function that a human player has access to. I've tried some editor actions as well, waypoint switch logic on triggers, enabling helper gates and flying precisely through the point, and a little bit of scripting. I can't get the human group's current point to change by any means.
  19. Mach is basically the square root of temperature. If the airplane is being Mach limited then changes of mission sea level temperature will change the troposphere temperature but the stratosphere temperature may be hard coded. In hot temperatures X Mach will be more knots for a given X.
  20. Aim farther away. Aim off distance can be 3000' perhaps. These attacks are pre-calculated and practiced so they happen as planned in a repeatable way. If you put the target on the pipper or too near it initially you will fly the pipper off the target before it goes solid. If you try to track the target with the pipper continuously you will not fly a straight line dive. If you want the pipper to go valid and shortly after move through the target then it is important to pick a good aim off distance. For a 30 degree attack with Mk 82 you might start at 7-8kft and put the target 50-75% down along the PBIL (line connecting to pipper). Try it once with 50% target initial placement, try to use the same speed, altitude, dive, throttle, everything as much the same each time. As soon as you put target along the line move your attention to the VV. See what terrain is under the VV and keep it there for a constant dive angle. Adjust bank to keep target on line and fly straight to terrain under VV. Watch pipper go live and then move through target. Make note of what altitude pipper was live and what altitude pipper was on target. Normally pipper is alive 1-2 seconds before crossing target. If pipper was alive very early then release will be late/low. Try it again with same everything except try 60% or 70% or 80% target-along-line. If you pick too high a % placement then pipper will go live very soon before pipper crosses target or even after. With consistent parameters (+-20' entry, +-20 knots, +-2 degrees dive angle, +-10% throttle, etc.) you can find a good initial placement.
  21. I haven't checked if it's possible to have two stations' missiles tracking simultaneously (might be possible?) but there's no one-button-two-missiles mode in the A-10. Using the HUD "wagon wheel" I've shot off 6 missiles sequentially in ~8 seconds easily though.
  22. Can you give an example? E.g. "the HSI point had coordinates XXX°XX'XX'' and the weapon coordinates were YYY°YY'YY.YY'."
  23. The newer AGM-65D2 are digital video inside the missile. I don't agree that it should be probabilistic. Either it's large enough angular size and sufficient contrast (and/or edge definition) or it's not. I haven't checked lock range v target size in DCS. Is a small tank vs a ship the same?
×
×
  • Create New...