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AeriaGloria

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Everything posted by AeriaGloria

  1. I wouldn’t say biggest, but it’s definitely a big impact on “feel!” They are lucky they are choosing something with only Lazur-M, Su-27 has Lazur-M, Beryuza, Raduga, 2 SPK protocols lol.
  2. I mean. I know I was personally very surprised when I learned that there is no symbol placed over a target (except for the gimbal indicator and placing your nose on them like a MiG-21), and no target altitude/speed shown without datalink. If datalink is truly early access, and there isn’t say, an up to date EWR on that person or you are surprised, you might have to play it safe because it’ll be harder to tell who you have locked up and their current performance. It will take some skill!
  3. So. Trying to make a list of what to expect, would appreciate if anyone can come up with stuff I can’t! No target marker, diamond now shows radar antenna deflection on 70 by 45 degrees HUD scale 2. Circle now shows IRST target deviation and intercept trajectory in radar mode 3. Right HUD border and elevation/HUD carats are only on IPV/HDD 4. No display of mode 5. No display of PRF except commanded PRF for Lazur GCI 6. No display of Target speed except by datalink 7. No display of Target height except by datalink 8. Barometric altitude in 100s of meters instead of 10s 9. Radar altimeter only in 10s of meters rather then every meter 10. Missiles will only show ready after preparation time, which will happen early if you lock before being in missile range but if you lock within missile range will take 4 seconds 11. TDC box size will change depending on mode 12. Range scale will change only depending on 3 the PRF settings and locked target range and cannot be changed 13. Navigation circle shows where to point nose rather then bank 14. Double deflection gun mode available (described in manual as targeting invisible target, activated or de activated by pressing Ku-31 slew/laser activation button) 15. No heading tape with locked target 16. No target aspect shown with IRST lock, and limited laser range and limited opportunities for radar ranging What is one advantage we will get other then getting an interception cue at the price of no target marker? IPV/HDD will show radar bar being scanned, Seeing what bar is being scanned when you get a radar contact might help tell you their elevation Likely we will get the “r” symbol which according to our delta H knob postion, It’ll have us fly under or over the target by the set altitude and then zoom to equal altitude right before missile range. Might help if you want to do low altitude approach then zoom to target Ranging to jamming targets by turning side to side with 30 degree bank as radar gimbal limit diamond slides from one wing of artificial horizon silhouette to the other Being able to mess with IRST gain Better radar dynamics, including zero closure filter, hopefully false targets, instead of needing any look up angle to get notch removed it will be 5 degree minimum. Hopefully MPRF/ZPS is more aspect agnostic compared to FC3 where it has half the range in front aspect as it does rear. IRST will only have 30 degrees azimuth and pitch angle, instead of 60 Also you won’t have delta H +/-1 as many times as you want but 1/2/4/6/8/10 Expect longer IRST and radar lock times, minimum 2 seconds for radar and 1.5 seconds for IRST Gimbal limits of radar will be +56/-38, rather then +/-60, and HUD diamond will show vertical deviation of gimbal on +/-45 degree scale rather then 60 degeee scale it is in FC3 Eventual datalink. Depending on how it’s implemented it might only show closest target or the target that will meet you first with a 4.5s update rate, and give you commands like afterburner if you’re slow, tell you how much to climb, and turn on radar when within range and automatically gate the target. You could also use IRST though you will have to manually lock the target. You won’t be able to change target. Target directions will be shown horizontally with a small circle on +/-45 degree scale using 3 different intercept trajectories at GCI choosing. As mentioned earlier only with datalink will HUD show PPS/HPRF or ZPS/MPRF, and only show target speed and altitude with datalink. Additionally radar using 6 bar rather then 4 bar scan with smaller scan zone that increases as range closes. Single bomb drop using training switch Correction for wind for rockets, guns, ams bombs. All wind/movement correction need a manual designation vs automatic in FC3 (which gives us auto wind correction for bombs atleast). You will dive on target, hold lock button, release it on target, and after 2-3 seconds when you place pipper on target the difference will be calculated and correction show. HMD in FC3 only shows search, lock by following the target, and then launch authority with the flash and outside gimbal limits with the X. It will likely ne similar graphical presentation as BS3, where it will show search as the ring, then flash for radar/IRST lock, crosshairs if Fox 2 is locked on, and flashing crosshairs for launch authority. When outside gimbal limits it will completely turn off. One interesting thing is I mentioned the cooperation switch that ties Radar and IRST together. In helmet and OPT modes it searches using both sensors at once, and first one to lock will be primary sensor. This cooperation switch might surprise users who are used to IRST/radar always picking up lost lock of other. By default the sensors won’t interact, but when moving cooperation switch forward they will. This also locks radar into MPRF/ZPS. So it cannot be used for all situations, thought MPRF should align with IRST range rather well. I have seen different info that selecting R-27R/ER might force it to use radar as primary, and verifiable info that if you have IRST lock but outside laser range, pressing lock will transition to radar. I’ve seen different sources saying that either it will try to laser range IRST target for 8 seconds before using radar, and other implying it will be instant until within laser range. Either way radar ranging with IRST track has special HUD symbol for range bar. Flare program allowing huge customization and 3 different modes, a default, a double mode, and a ground mode that automatically releases flares when weapons are released when in this mode. Flare usage will also automatically double above 6k meters. ARU being able to be selected to max deflection, this will bypass the 7-8 G turn restriction we have in FC3 (unless this is a bug and fixed in FM). You will be able to have your fuel range estimate change from the current FC3 “range you will have flying with the current throttle level and speed” to an “optimal” setting that tells you how high your range could be in perfect conditions, allowing you to get them as close as possible. You will have to deal with the 3-6.5 km range of your laser. Ground move will also thus be limited to 5 km, no more lofting bombs from 5-10 km away or dropping weapons from huge angles and altitudes above 5 km unless using the radar altitude/angle ranging backup that will be used if laser not available or burned out. Toss bombing (over the shoulder), if anyone is would want to do that! We should have much more realistic SPO-15, though unfortunately not the version that shows if x band radar is within or outside 15-20 km. We will have one less range zone, as its manual shows there is only one antenna for 50-90 degree zones, and it only determines if they are 90 degrees if there is enough overlap with the rear antenna on that side. Since the rear antenna also has less gain, this means that if implemented this way, at long range and 80-90 degree aspect it will still show “50,” then show “50/90” at closer range to say “they are 80-90 degrees from you. Along with of course the different categories, such as pulse and PD fighters split up, and no EWR/AWACs will be able to be seen on it. 3 waypoints, 3 airfields, simplicity! With RSBN correction won’t need to worry about drift! Weapon selector only has 2 positions. More simplicity! Goodbye R-27/R-73/R-60 loadout! We’ll have a working EKRAN! Without black shark we can take part in “WATCH EKRAN” !!! Noobs will be able to flip a switch that stops you from locking onto friendlies with radar? Less friendly fire maybe????? Of course there will be other differences with being able to interact with nearly all the cockpit objects, but these ones I expect to surprise some people.
  4. The exact skin in the banner is a default skin in the game. The stripes don’t exactly make it hard to tell.
  5. The banner is a Su-33 with a J-15 skin
  6. Hello, I spent the last few days over Lazur GCI guidance information and a Vozduch-M GCI manual. And it occurred to me a possibly easy way to implement it both quickly and a way that works with recent infrastructure that ED has made for their module eco system. You could adapt the Petro/George interface as a way of “talking to GCI.” You could go the way of “player is directed to closest/most dangerous target” and give them no control over it, and this might work out for EA, but it’s my understanding that pilots were usually in radio contact with their GCI often relating when they had radar contact at the very least. And this could be a way of simulating that while giving the player more options. You would have a bind to bring up the menu “Lazur Menu”, “up long” would cycle between “automatic target selection” using target type, range, and closure, and “manual target selection.” You could then use “up/down short” (just like DCS Mi-24P/AH-64) to cycle through a target list, with perhaps the HSI showing range, bearing and speed/altitude (or even just leave player to see this on HUD), and showing if any other MiG-29s are assigned the same target. You would then select the target with “right short,” and then use “left short” or “right short” again to select the 3 intercept geometries, intercept, chase (you could call it direct), and maneuver (or call this pursuit). If target selection is set to auto via “up long,” intercept geometry is automatically picked from the 3 depending on aspect to target when guidance begins (front-intercept, beaming- chase, rear- maneuver or even just chase), but you could still leave the option to manually change it with “left/right short.” You could just tie all coalition EWR together as one IAD, and base the range restrictions (90 km at 500m alt up to 350 km at 10 km alt) on closest/non terrain obstructed coalition EWR (avoiding the need to create new Vozduch-M GCI units). So the first 8 spawns would go, Spawn 1: Wave: 1, Cipher: 1, Separation: 1 Spawn 2: Wave: 1, Cipher: 1, Separation: 2 Then once you get to max Separation number of 8 (spawn 8= Wave:1, Cipher:1, Separation:8), next spawns would be Spawn 9: Wave: 2, Cipher: 1, Separation: 1 Spawn 10: Wave: 2, Cipher: 1, Separation: 2 It is My understanding that Cipher# is basically which of 3 groups are you, and Separation# one of 8 targets each IAD can store, each Lazur IAD network can send 3 groups/units/Cipher #s to 8 different targets each for a total of 24 groups controlled against 8 enemy groups/units. But for our purposes here everyone needs a “unique possible target” effectively limiting us to the 8 targets controlled by the separation dial and the wave number which decides IAD network. So by using separation number and wave number, that gives us up to 160 total unique spawns. Way more than any MP server would need leaving plenty of empty slots so no one “interferes.” Spawn 160 = Wave: 20, Cipher: 1, Separation: 8 Then start over again using any combination not currently used. Of course not entirely realistic to have 2 or more overlapping IAD networks, but it would still be somewhat realistic and most importantly engaging. In such an implementation, there would be no purpose to the “Cooperation” command that gives a 800 hz sound signal and requires pilot to move the dials to commanded position and press AUT, but perhaps it is just not needed and might help save development time. Or you could even have everyone spawn with a currently unused combo of the 160 Wave/Separation numbers, and when they manually select a target or choose auto select have them receive “cooperation” command and switch the dials and press AUT upon switching targets atleast the first time, as if you are being “handed” off to the IAD network with your assigned target. Maybe not the most realistic. But might work well in MP. This could also allow you to “funnel” all the active Lazur users into as few IAD networks as possible, and even have those assigned to the same target use the same Wave/Separation numbers but different Cipher number, just like how multiple groups would be guided to one target in reality. When target is changed you get “!” If altitude is less then target and no radar on command transmitted yet you get “B” to climb If speed is less then target you get “φ”For afterburner. Gorka “r” AFAIK is only depending on deltaH knob and target you have locked. To fly above/below until close to missile range then zoom towards ( other then its toss bomb use) If target disappears and no new target possible, display “ T.” Then, you basically have complete system!
  7. Just the manual and ED campaign really. Things we know will be improved eventually but are not necessarily EA are stuff like R-60 locking onto ground (dependent on IR rework), visible cargo/passenger (cargo rework), other various system enhancements like more Petro voice lines and tweaking. L-166V will only come when early MANPADs are introduced like Redeye and Strela. Other than the manual and a campaign, it is very complete.
  8. Yea, dust filter will visibly use up 2.5% thrust or so
  9. Ah, thank you very much!!! If I wanted to edit the samples, is there a good resource for that?
  10. The version with ATGM is using TV2 engines. Different and weaker than what we have. Mi-171 is basically a whole new module in terms of system management and displays
  11. AeriaGloria

    UPK-23

    I think it would offer interesting gameplay as a more accurate weapon then S-5/8, but still less accurate then the nose gun atleast horizontally. Wouldn’t have the range of the rockets, but would open up being able to snipe single units in a way you need the majority of a rocket pod for. EDIT: damn, let me back track! I just read about its export use, 1. it required a separate position on the weapon selector; which would deter from the 100% USSR version we have. 2. And a bigger deal for me, it did not have CCIP! You have to aim manually! In such a case, your only aiming aid would be the scale telling you approximate range to target. So I rest my case, it might not actually be that accurate unless you were 2-3 corrections in. And barely more accurate than using it from Mi-8. Big sad
  12. As others have said, it could be dust related. But check that temperature is not below 0 during flight, ice damage is cumulative. Even 5-10 minutes of flying in sub zero temps without anti icing will cause cumulative ice damage. It takes up 15-17% power, so you may need to quickly disable it in tough spots like landing takeoff or emergencies. A few minutes is fine. There is no gauge to check damage, however your EPR gauge is directly telling you how much torque the engines are putting out corrected for temperature and altitude. Get used to checking EPR when at cruise (8-11 degrees collective) and such and you will quickly notice when it’s too low. There is also no benefit to flying with rotor rpm between 87-91%, the governor commands full engine power at 92% rpm with default settings.
  13. Thank you. It is the gametrix jetseat
  14. The MiG-29B non Warsaw pact version would mostly have differences for the player only in IFF. Instead of automatically interrogating anything on radar, you need to manually press an interrogate button on the stick that replaces the normal “unlock” button. And on 9.12B, in order to then unlock a target you need to press a button in front of the throttle. On 9.12/9.12A, this button instead is a switch that allows the radar to lock on to only enemies or also friendly IFF signals. So to the player, if we got 9.12B the only extra thing we would need to do is manually interrogate, and we wouldn’t be able to have it only lock onto enemy contacts or both enemy/friendly. This thread has some good posts on it, you’ll just need to scroll down a bit https://www.secretprojects.co.uk/threads/soviet-russian-iff.792/#post-9051
  15. Is there a way to create a profile that temporarily disables certain motors, such as the back ones? I have relatively minor back surgery I may need, and would really like to still use the leg motors which would pose no issue to me!
  16. Are you by any chance confusing radar with IRST? The 29 IRST cannot be skewed up or down, only radar.
  17. Look at two different Petro command graphics here. With your buttons found to up/down/left/right, up can if pressed shortly either -command search/ie designate -move up the list of acquired targets -change flare interval when entering countermeasure menu from short left press And a long press might either warm up weapons or change ROE. And if you are CPG, it does many different things. So you see, designate is only one of these functions.
  18. I think USA mean to be both faster and longer range. Having the same turbo generator time is related to the modularity principle of construction. Any chart or mention of range will show it does 40-60% more
  19. There is a table to change it according to barometric pressure, but generally you never touch it. The manual talks about 2 other uses of it though that both work in DCS. If you raise it all the way, your rotor and tail rotor spin faster. This gives you better control authority, especially at high altitude, and your autopilot more control, and overall more lift until you reach the power limit of the engines about 2-3% rpm below the normal speed (95% default, with 92% if you decrease it all the way and 98-99% if you increase it all the way). If you decrease it all the way to 92%, you have less lift, but gain 2-3% fuel economy. Conversely increasing it to max reduces fuel economy by 2-3%
  20. Must’ve mistaken with MiG-29, thank you!
  21. 1. Petrovich up allows you to use any command associated with hat up, designate is only using the designate function 2. No, but you can always confirm that it is designating where you want by pressing Petrovich up short again 3. your periscope has 25-30 degree roll limits. Petrovich will often close them before you exceed this limit but not all the time. If you exceed those limits with it open your sight is effectively broken and won’t look straight. So before banking more then about 25 degrees always give Petrovich down short to close the sight. Just allow Petro auto closing it as a backup when you forget
  22. This is not possible IRL unless you turn on training mode
  23. I had a recent reaction, so let me update after I did some testing It is still using S-8 CCIP, but adjusted to the 4.5 degree lower mounting of the rocket. So if S-8 was fired 4.5 degree lower and had CCIP, it would be the CCIP you see with S-24 currently. The thing is, S-24 will always impact around d 1-1.5 degrees lower if fired from exactly the same angle. This means that if using S-24 and CCIP, don’t aim at the center of the pipper, but aim about halfway down or slightly lower. Maybe more like 2/3rds down. Set it to fire at medium or long burst so two fire in quick succession before the recoil really pushes the nose down fast Surprisingly, I haven’t been able to identify any boresight error, even if firing as far as 3 km away
  24. It likely is connected to that a while ago there was a bug where the sight was stuck open when observing AI or any other player. ED fixed this to have it closed, but must’ve not been “complete” enough to also allow it to open back up when necessary, compared to the player model that does do it correctly.
  25. I am just saying what ED has said, the memory mode is meant to continue R-27R/ER guidance when activated and lock regained inside gimbal limits. Whether there are documents that show this is how it should work in reality or not, the memory does work, just not when exceeding gimbal limits.
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