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Kazius

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Everything posted by Kazius

  1. Sorry, this information is classified. Just kidding, I was curious too and still don't understand. Google searched and found this info (Maybe someone can dumb it down for us enthusiasts: "The Launch & Steering Target (L&S) is the primary pilot-designated A/A track. With a HAFU displayed on the Attack or Az/El formats, a track can be designated as the L&S via the Undesignate SHFT+DEL switch, or via manual TDC cursor designation ENT with the cursor positioned over a trackfile. The L&S is also created any time a trackfile has been acquired into STT. This can be done from either the Attack format or the Az/El format. A trackfile can only be made the L&S if it is within the attack region (70° cone about the boresight of the aircraft). Once designated as the L&S, any of the A/A missiles can be launched against that MSI trackfile. Targeting information for L&S and DT2 is also displayed on the HUD. The TD box, range, range rate, zones, steering and sensor contributor cuing all apply to the L&S trackfile. A small "X" cue is also displayed in the HUD to indicate the line-of-sight to the DT2 trackfile. The designated L&S can be also utilized for sensor control. For example, an L&S SLAVE option is available on the A/A FLIR format and Az/El FLIR format to control the FLIR line-of-sight such that it can be slaved to the L&S LOS. The L&S target may be cycled/stepped to another trackfile (if one exists) by pressing the Undesignate switch SHFT+DEL from the Attack or Az/El formats. This will rapidly cycle through all visible trackfiles stepping the L&S to each trackfile in turn. The L&S can be removed completely (if not in STT, or with an AIM-120 in flight) via the RESET option at [PB14]. There is no HOTAS control for removing the L&S once it is created. If the L&S is dropped for any reason other than RESET, (gimbal limit exceeded, aged out, etc.) and a DT2 exists, the DT2 is declared the L&S." This is from some sort of Virtual Reality Simulations program for the F-18E I think. But still didn't help me understand. Hopefully someone answers your question as I saw 130 views but no response.
  2. Twas the night before Christmas, when all through the house Not a creature was stirring, not even a mouse. The stockings were hung by the chimney with care, In hopes that St Nicholas soon would be there. The pilots were nestled all snug in their beds, While visions of F-14’s danced in their heads. And Heatblur in their ‘kerchief, and I in my cap, Had just settled down for a long winter's nap. When out on the lawn there arose such a clatter, I sprang from the bed to see what was the matter. Away to the window I flew like a flash, Tore open the shutters and threw up the sash. The moon on the breast of the new-fallen snow Gave the lustre of mid-day to objects below. When, what to my wondering eyes should appear, But an F-14 Tomcat A & B.
  3. Unfortunately the hose on the current KC-135BDA is super short and you can't connect unless your the best pilots in the game and can fly formation with 0 drift in any direction. I watched some youtube videos of CF-188's refueling from a KC-135BDA and the hose is like 3 times longer than the hose on the one in game which is probably the main issue. You could refuel from the S-3 Viking Tanker, but I don't know how many planes in can refuel. I've refueled from it and it seems pretty easy.
  4. You are right, I came across some documentation that shows what can go where and according to the documents they don't even put GBU-12's or 16's in the center. Only Mk-82/83 and fuel tank apparently. edit: oops, maybe clusters, but document I found it Canadian and Canada doesn't use cluster bombs or nuclear. However, most loadouts for everything else I'm thinking would be similar.
  5. I noticed GBU's were not removed from open beta and know they are in development and not usable, but I was curious what the plane would look like with 1 GBU-10 in center, 2 GBU-16's on inner wing pylons and 2 GBU-12's on outer pylons. I noticed the 10 extends into the nose wheel area to much. Maybe this is already being fixed or is fixed in an internal build, but figured I'd bug report it anyways just in case.
  6. Ignore this, I misunderstood.
  7. Oh look, there is currently 6 systems surrounding Utah. Each one is going to be interacting with each other. If you play with the dynamic weather generator you don't see all systems on the map. The edge of 4-5 of the systems are usually on the outskirts interacting with the area. Anyways, I have learned that the dynamic weather generator in the mission editor doesn't work accurately and that was the determination of this post. Thanks for answering the question regardless.
  8. Sorry, I assumed someone who was replying to the thread understood when I mentioned in my first post that I was using the dynamic weather system and that they knew about the dynamic weather generator in the mission editor and would know that it sets the pressures itself. I apologize if you didn't know how the mission editor works.
  9. I didn't do anything. I setup dynamic weather, 12 degrees celcius. 6 weather systems anticyclonic. It generates the systems automatically. I go into the game and the game tells you in the briefing what the QFE setting is. Calm down a bit, telling people they need to take a class because they don't know what they are doing is a bit rude when it is the dynamic weather system in the ME that generates the systems automatically.
  10. Thanks for responding, I will hold off using dynamic weather until they implement something that more accurately represents real weather pressures then :)
  11. So is 32.42 a highly unlikely pressure setting that the dynamic weather system is creating?
  12. Was toying with dynamic weather and set it for anticyclone multiple systems and ended up with an altimeter adjustment to 32.42 on the QFE indication in briefing. However, I noticed the hornet stops at 31.00 Is this standard or something that I should report as a bug?
  13. Usually if you don’t set the mechanical fuze or mfuze to whatever the bomb should be set for it will be a dud bomb. Technically if you did drop it there wouldn’t be an explosion when it hit the ground and so it is considered a dud. AUTO can be assisted for accuracy by diving but until the plane has a targeting pod CCIP is definitely the more accurate way to go. Also not so sure AUTO bombing is calculating correctly in the Hornet. I haven’t tried it in ages, but early on in release if you dropped a bomb at 350 knots around 5000 feet above target you hit close, but if you change speed or altitude the bombs dropped way off the spot they were supposed to hit.
  14. For the FCS page there are numbers at the bottom of the page. The numbers are not in boxes, just at the bottom. On the image below you see L 5.1 and R 5.1. That is your trim you want to have at 8.1 when you are on a 3 degree decent.
  15. I think a good way to look at this is logic. 1) Weight on wheels prevents dispensing. 2) Dispenser switch needs to be in the on position. (Guessing you wouldn't switch this on until in the air. 3) program dispensing requires EW set to a setting other than standby/off. In the air: 1) reasons above about master on in roll in and off after ordinance drop. If you were suddenly locked and quickly fired at I don't think you want to scramble with a switch but start dispensing immediately. 2) You normally dispense flares near a combat zone with chance of unknown IR manpads. This would require a pilot to keep master arm on until they have reached the egress point. With friendlies below, you don't want to accidentally drop a bomb on them. So without evidence to prove that the dispenser shouldn't require master arm on, logic says it shouldn't require it. Perhaps ED should email a contact at Boeing and just ask them. Something like this doesn't seem like something that wouldn't have to be kept secret and a Boeing representative would know what needs to be kept secret and what can be shared with a game developer.
  16. Thanks Grimes. I use the page already but wasn't sure how complete the information is. I will try to get by or find ways to make things work. Also thanks for tips on waypoints, I will try to figure it out. Even a tiny bit of information like this is so helpful.
  17. if you want to test without creating a mission you can use a Through the Inferno mission. Just search for it in the user files. I think for now you will need to edit the mission though and add pre-loaded client F-18C's each with however many mavericks you want to test. I think there is bug with uncaging mavericks you rearmed. Link to deadlyfishes, Through the Inferno missions: https://www.digitalcombatsimulator.com/en/files/?CREATED_BY=deadlyfishes&set_filter=Y&sphrase_id=14117165 Once you have added planes and go to fly the mission, use comms menu F10 option to select A2G Easy missions. Don't do hard solo with an F-18 until they put HARMs in the game because the Hard A2G always has medium and long range SAMs in the groups and you will need a friend flying a Su-25T to provide SEAD support.
  18. I'm no expert, but I think the purpose is so the missile crashes into a building before exploding rather than exploding as the missile hits the roof or the outside wall. However, I have no clue how long each delay is. I also don't know if a maverick has any ability to penetrate concrete or steel so not sure if the delay is useful for tanks or bunkers. So hopefully someone else can clarify that.
  19. Does anyone know if there are any DCS API methods that allow for adding, modifying, deleting of waypoints from a Unit? Also if anyone has links to some good DCS API documentation with all or most of the methods / functions available to us it would be great.
  20. 65 in logbook, but since the game doesn't track multiplayer its probably more like 100+ as I spend the other half of my time flying with friends. But since I have no real clue on actual number just polled it for what the logbook says.
  21. Key wording to note: "We plan to release the dedicated server in Autumn 2018." The word plan never means guaranteed. So there plan was to have it in Autumn 2018. But when it comes to software development, an idea can sometimes be more complex than originally thought and so could take longer. But definitely would be nice to get hose dedicated servers soon.
  22. Just cause I wanna have some fun with this. The bomb is technically the Mk-81, 82, 83, 84. Everything else is just kits :) So technically its adding kits. And that is where the real work is required as every kit has some unique characteristic. Heck, I don't think we have airburst options yet. Even on the A-10C I think the Mk-82AIR has an efuze for setting burst height but I don't think it actually does anything.
  23. Kazius

    Gun Ammo

    Would be nice to have an option to load M53 API rounds for ground missions. Just nice to have that option to kill an APC, IFV, etc with a gun run if your either out of A2G bombs/missiles/rockets or want to save for tougher targets.
  24. Ok, here is a weird one. Was testing a mission out with someone in multiplayer and we trying to make sure we were deconflicted on landing on the back of the oliver perry during a rescue operation. At the start of the mission I usually saw him but at some point I never saw him again. Just as we were about to quit the server I asked where he was and he said he was parked right in front of me. I told him I didn't see him and he took off and was basically flying 10 feet off the front of my helicopter and landed there. I started to see his rotor blades but not his helo. I took a screenshot to show him he was invisible. Thought I'd share it with Eagle Dynamics to look into. Image below you can see the rotor blades but not the chopper.
  25. I noticed that some lights at airports don't light up objects parked under them. This one in particular was at Sukhumi. However I noticed in Stone Shield where the F-15C you fly in doesn't get lit up either at night. Unfortunately I don't have an image of that one. I tried changing video settings and it happens no matter what settings I use for shadows, textures, resolution, AA on/off, flitering on/off, etc. Also if your flying in the Mi-8 or Huey from a FARP the lights of the FARP make the cockpit way brighter than I think it should be. On a side note, thanks for fixing things when you guys get a chance :)
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