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AeriaGloria

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Posts posted by AeriaGloria

  1. 22 minutes ago, Dr_Pavelheer said:

    @CrazyGman There are situations when target is clearly visible from quite far away, for instance contrails or very smoky exhaust (like Mig 29 or Phantom), so being able to point visually and get a lock at extended ranges might be useful

    In such a case you can enable IRST search mode. Put your nose on the target. And the target dot will be right in the middle. 
     

    Often you can put the TDC in the middle, hold the lock button. And just put your nose on target to get lock since your TDC in IRST search covers 4x6 degrees 

    Then you can get radar ranging up to atleast 35 km 

  2. 46 minutes ago, Ramius007 said:

    I wonder if F-35 drop, we get thread like: "allow F-35 to be visible on radars" becouse stealth gives unfair adventage on servers, and is not balanced, just a little realism option, what's wrong with this? 🙂

    I’m sure there will be a luneberg lens option 🤣

    • Like 1
  3. 1 hour ago, Ornithopter said:

    I'm getting the hang of it, which is a lot sooner than I do some modules.  I've even gone through 3 of the 4 basic bombing methods, the last one I haven't gotten to being equivalent to an "over the shoulder delivery".  The plane is pretty straight forward, compared to some imo.  I've seen some threads that say the ground attack accuracy is off, but is it any worse or better than the F-4E module in Dive Toss?  My first tries with CCIP and CCRP were actually within about 50 feet long or short, so it didn't seem all that bad to me.  Really fun aircraft, and glad that I got it.

    It should be much more accurate than 50 feet. It is basically using the barometer when it should be using the laser, which has 10m slant range accuracy. 
     

    If you are bombing at the exact barometric altitude of your current waypoint, it is fine. Until it properly uses the laser 

    • Like 2
  4. 2 hours ago, CrazyGman said:

    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

     

    I agree it is an odd limit. 

    • Like 1
  5. 3 hours ago, CrazyGman said:

    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.

    Makes sense, I don’t think they (designers) really expected you to lock beyond 10 km with those modes. My sources just don’t say anything about it likely because they felt it unnecessary.

  6. 3 hours ago, CrazyGman said:

    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?

    Where do you get this idea? With coop right now you can use head on or pursuit or vertical scan. Eventually with coop you will likely be restricted from using head on mode. 

     

    2 hours ago, Spirale said:

    Would it be more efficient, in case of R27ET so long range missile, to be in "coop mode OFF" instead → no rwr lock/launch?

    It depends. You could use KMOD for one time range with estimate closure (but TWS switch in proper hemisphere for best estimate). 
     

    I plan to use radar ranging with IRST search, so I only give a search ping but get a max missile launch range zone and continuous range finding. 

  7. 4 hours ago, Lyrode said:

    After all the resource into developing a proper RWR, some people hate it, for it being too bad to actually do anything.

    Mean while another bunch of people criticize ED for not realistic radar, magically picking up things.

    Hence, this mixture of semi-realistic state of the implementation is actually good fitting both crowds' needs, lol. Dcs is not for competitive gaming anyways.

    And after ditching easy flight and easy avionics, I can't see why unrealistic rwr should be an option. In fact, all modules should update their rwr to be realistic.

    I think some are just unsatisfied that it wouldn’t work with radar from the factory, the implementation of the RWR itself is fantastic, when radar is off

    • Like 2
  8. 3 hours ago, Spirale said:

    Thx Gloria, so if in Dummy position and coop mode activated, in a pvp environment, the player'rwr should detect me? make sense non? tell me if i am wrong please

    It depends on mode, I detailed a lot of it in this thread 

     

     

    Like if beyond laser range in IRST search your radar ranging only sets off search mode on RWR. All other situations will set off STT

    • Thanks 1
  9. 7 minutes ago, Schmidtfire said:

    Very interesting and rare photos of the real HELM! Have you forwarded those to the DCS MIG-29 developers?

    On an esthetic note. It looks like the symbology is less yellow and more orange in color (closer to what MI-24P sight looks like).
    HELM symbology in DCS also looks a bit small in comparison to the real life pictures. 

    Edit:

    Seems like Adrián Caparzo nailed the HELM look in this trailer:

     

    I have heard from believable sources this particular shot is from a movie, however it maybe be right. 

  10. On 10/15/2025 at 6:21 AM, draconus said:

    Thanks! Do you happen to know how it is in RL aircraft?

    Well, the real one has no spring and rotates freely. I suspect it’s up to pilot to move it back to center to stop it moving each time. But could be the other way too. 

    • Like 1
    • Thanks 1
  11. 5 hours ago, Spirale said:

    I have the same feeling, i dont use this function often. But if i turn the gain all the way off, it won't pick target, sensitivity will be too low?

    Thx i already have seen this video but this dont solve my problem about picking target in a more valid way. Today i really struggle to find target with this IR mod

    I mention in the video that turning down the gain won’t affect the targets. So you can turn the gain pretty much all the way down and still see targets perfectly. 
     

    The hardest targets (MiG-21, F-16) should be seen about 8 km from front and 15 km from back. F-14/15 can be seen about 15 km in front and nearly 30 km behind (in mil power.) F-18 is sort of between the two. But I’ve got 25 km behind it. 
     

    Remember from the video it’s not stabilized and looks +/-15 degrees vertically and 30 degrees to each side horizontally 

    It takes practice but you’ll get there. Hold lock for 1.5 seconds. You can always vertical scan lock as well and switch to IRST search if you want the benefits of IRST search in coop.,

    You’ll get there. Do a mission with lots of targets like F-14/15 that won’t attack you (you could select civil plane.)

    • Thanks 1
  12. 9 hours ago, Spirale said:

    i don't understand: if the radar switch is on "dummy" position → it wont be able to emmit.

    So, if "coop" switch is "ON" and radar is on "dummy" it activates the radar?

    I tought that the coop mode was to couple the radar emmision with irst but in this case radar is on "dummy"?

     

     

    Dummy means a “fake” load is given to radar. In COOP IRST modes it allows cooperative use with IRST. You will find when Lazur GCI is implemented you will also put radar in dummy so that the Lazur system can operate it as necessary. 

  13. 4 hours ago, Nealius said:

    What triggers the cool-down cycle? A certain switch position?

    Pressing and holding the lock button for up to 30 seconds with the bandit 30-45 degrees, radar in ILLUM, HMS selected, and nada. However I was practically in formation with the target drone, so would lack of relative velocity mess with the radar's ability to lock?

    The radar wouldn’t have worked, you need radar in dummy and coop switch forward to make radar work with HMS. And currently doesn’t work to its full abilities. 
     

    There are some bugs with it this patch. Try the next. Master arm triggers cool down. 

    9 hours ago, Lyrode said:

    Hi, I watch your vids on the youtube and appreciate your experience.

    But regarding the mig-29, there are varies reasons why LA won't come by.

    In the R27ET case, the guy knows that he had lock 18nm away, has the tone which means in-range, and only get LA in 3-4nm, so it's not a laser or range issue, it's simply IR missile not acquiring the target.

    Edit: With the help of Lixma, bow I know what went wrong.

    Yes. And in FC3 where you fired your IR missile early hoping it would lock later? That’s not real. Launching without lock is supposed to be a jettison mode that occurs before full missile preparation, thought you can keep trying, especially as patches change. 
     

    You can try using an IR mode or IRST coop to approach stealthily and try to get a better angle with more range, like side aspect.

    EDIT:. What went wrong?  

    • Like 1
  14. 8 hours ago, Nealius said:

    Trying to but I cannot achieve lock until the bandit crosses within my canopy frame which is something like 10-20 degrees (estimating). 

    Manual switch doesn't appear to do anything for me. I can press and hold the missile fire button but it still won't fire.

    It can take time for missile to lock. Try to keep them at 30-45 degrees 

    You put the prepare switch in manual? Might need missile jettison then, which is what it is really for. The MiG-29 want made to really be able to a working missile without LA. 
     

    If you moved cooo forward then switched to IRST mode it would let you fire (since there’s no range calculation you get flashing LA)

    3 hours ago, Ironhand said:

    Do you have the switch set to “Boresight”? Outside the canopy bow you need to aim the missile’s seeker directly, not through the IRST.

    I think he just wants to do it in Helmet mode

  15. 3 hours ago, Schmidtfire said:

    Thanks pretty much just related the change log note 

     

    • The detection range now depends on radar peak power not its own detection range, older radars will be detected from further away purely because they use higher peak power to compensate for bad processing and low PRF (and it's the peak power that matters for this device not the average, average power matters for the radar, not the RWR).
    • Directivity patterns now are simulated, so the FOV of each sector changes with signal power and thus range - at low signal power there are deadzones at 12, 3, 6 and 9 o'clock, at high signal power you will have like 3 sectors lit by the same signal
    • At high signal power level, particularly against slow-scanning radars you will see the effect of side lobes passing over (either multiple pings, or visible gradual increase and then drop in power level as evidenced by additional sectors lighting up and dropping while the sector closest to source stays lit)
    • Radar scan period is now replicated
    • SPO-10 will reject any radar with PRF below 780
    • Radars with PRF below 8000 will have their detection range drop with the increase of PRF
    • CW radars (Hawk) will not be detected”
    • Like 1
  16. 4 hours ago, Schmidtfire said:

    We all have our own preferences. I think it's a good thing that we're moving towards more realistic modeling of RWR's. The perfectly timed dance between missile launch-RWR warning-notch is such a DCS-ism and it makes the gameplay very predictable.

    Ideally, changes would be implemented for all modules, but it is likely something that will happen slowly over time. A few days ago ED made a post about  Mi-24P SPO-10 changes. Aircraft like AJS-37 Viggen, JF-17 F-4E, F-14 already has complex RWR's implemented. Upcoming F-14A (early) and F-100 will also feature a more complex RWR.

    Modern fighters like F-16C, F/A-18C and JF-17 is obviously a little more problematic. But they are not really the main opponents for the MIG-29A Fulcrum.

    I am all for options. Don't get me wrong. Some players like a more accessible and gameplay-like approach. That's why I also suggested adding R-77 as an option if we're already asking for more SPO-15 options. Possibility to tailor the aircraft to how the players want to fly it.  

    Where was this post about SPO-10? 

  17. 12 minutes ago, CrazyGman said:

    One thing I might try is when using the helmet mounted sight i often have it in TWF, which is also front aspect, I wonder when dogfighting if I turn it to rear aspect it will lock on sooner. Because I believe it's suppose to effect potentially the seekers sensitivity. But I might be way off here

    I KNOW it affects the information calculated on lock without range like with jammer or IRST with no laser/radar, and adjusts closure estimate for KMOD. 
     

    I’ve been meaning to test its effect on IRST, I don’t see anything on the TP search screen, but I haven’t don’t any practical testing. Would be interesting if it effects HMS in some unique way 

  18. 4 minutes ago, CrazyGman said:

    Testing it is also a bit of a pain....because if doing mission editor your heat seeking missiles aren't properly prepped at mission launch...they take about a minute or two to cool (I assume) before you can properly use them so. Often I have to wait until well into a AI fight before the missiles are even available to the helmet mounted sight

    Speaking of which I assume the R-73s start to cool when master arm is turned on, and I was curious how long they stay cooled for?

    No you’re right, I think it’s 60 seconds to fully cool down. 
     

    Funny you ask that, I have read no document that mentioned how long they cool. I’m sure if I looked in the right place I a could find but I wouldn’t be surprised if it’s like 2 hours. 

    • Like 2
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