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Everything posted by corvinus
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Thanks, I will try this out!
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How does it work currently? The only thing that works for me is the "fast countermeasure dispense" button. The KONT/INT/OFF switch near the canopy does not seem to do anything for me.
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Thanks for pointing that out! I changed the description (not uploaded yet). Edit: Btw, in mission M07 (Cross Wind landing), the wind was not blowing in the right direction (I had configured the wind at 26 kft to be cross, instead of the wind at the surface :doh:).
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Let me know how that works out. :pilotfly: For clarity, the missions are very simple: configure the weapon systems, fly to the target waypoint and deliver the weapon. But there are a lot, so it can keep you busy.
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While learning the Viggen module I have been creating small and simple missions. I thought I would organize them a bit and share them with the community. The 70+ missions can be found at: https://www.digitalcombatsimulator.com/en/files/3302241/ These missions are especially useful for people who do not like to use the mission editor. Feel free to use/edit/improve these missions. Description The missions in this mission pack are used to train aspects of the Viggen. They are not tutorials, but more like drill exercises. The idea is to spend as little time as possible on aspects not related to the training objective. For this reason most missions start in mid air. Since weapon employment in the Viggen usually requires some kind of preparation you will be put at a convenient distance from the target area. 1. Take-off and Landing (11 missions) Take-off and landing in clear sky and cross wind conditions. Includes landing on a short runway, a highway and a road. For the latter the surrounding have been cleared for you, so you are not bothered by trees or electricity poles. Also, a ground crew is awaiting you. 2. Navigation (4 missions) A few missions to help practice data input, visual and radar fixes and terrain avoidance. 3. Formation Flying (5 missions) Try to follow your lead in missions of increasing difficulty. The distance between you and your lead is recorded and reported to you. The measurements are used to provide feedback and to assess mission succes or failure. 4. Air to Ground (26 missions) Weapon practice of all air to ground and anti-shipping weapons. For each weapon and weapon employment mode a simple mission is present. 5. Air to Air (7 missions) Weapon practice of all air to air weapons. For each weapon (except the RB-05) you can choose between engaging IL-76MD or MiG-21bis targets. 6. Reconnaissance (4 missions) Practice the SPA and ELINT over sea and land. 7. Countermeasures (15 missions) Get familiar with the KB countermeasures pod and the U22 or U22/A ECM pods. There are escort jamming and self protection jamming missions. For each REDFOR air-defence system there is a mission where you can practice missile evasion. Changelog 1.1.0 2.M05 : New navigation mission for practicing setting time-on-target and ingress speed. 2.M06 : " " " " " " waypoint boundaries (GRANS). 3.M06 : Added targets of opportunity (fuel truck column and a tank column). 7.M09 : Change ROE of SAM site so that they actually engage. 1.0.1 1.M04 : Wind is blowing from South, corrected description. 1.M07 : Corrected wind direction. 1.M09-M11: Fixed ground crew units names in order to make re-arming work again. Added reference points to make coordinate input easier. 2.M02 : Re-added the waypoints that mysteriously disappeared. 4.M10b: Changed description (bomb factory instead of airbase). 7.M01-M04 : Fixed succes criteria./
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Don't be sorry, I was not aware of this, but now I am. Thanks.
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Great, thanks for the fix! Btw, the manual does not mention a difference between the RB-24J and the RB-74, so you might want to add that to the manual.
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What, if any, do you see as the most serious current problems with the Viggen? Let me say beforehand that I'm very happy with the Viggen, it is almost complete and most of the problems are minor. Even during the F-14 development, it still receives attention, which is much appreciated! My top three problems are: IR-uncage is not working https://forums.eagle.ru/showthread.php?t=219138& This effects gameplay significantly in AA missions. KB switch functionality https://forums.eagle.ru/showpost.php?p=3615360&postcount=7 The radar bombing 3km CI cross in misplaced https://forums.eagle.ru/showpost.php?p=3592944&postcount=24 When was the last time you played the module? Yesterday. How great an impact did incomplete/buggy features have on your enjoyment of the module? Not much of an impact as I just switched focus to other weapons systems or weapon delivery modes, but would be very happy if the problems are fixed. Did you raise these issues with HeatBlur? Yes. If so, how satisfied were you with their response, if any. Usually one of the devs responds and the response is always helpful. It is not always clear if the bug is added to their internal bug tracker (which I assume they have). Including the bug report status in the thread title (how it is done for the Hornet) would be a good idea imho. What sort of other important bugs, now resolved, do you remember and how long did it take for them to be resolved? The thrust reverser not working was a bit of a pain, but it was fixed quickly. In your opinion, what is a reasonable amount of time for bugs of varying complexity to be resolved? Two weeks for critical bugs (i.e. bugs that seriously affect gameplay). For other bugs I would say two weeks for trivial bugs (key bindings for example), a month for minor bugs and two months for bugs that require refactoring of code. In your opinion, what is a reasonable amount of time for a module to be in Early Access? 6 months Based on Heatblur's claim of having their F-14B module being mostly feature complete on early access launch, how confident are you they will be able to meet that goal? I'm certain of it. Knowing what you know now, would you purchase the AJS-37 Viggen Module? Yes! Knowing what you know now, would you purchase the F-14 module? I absolutely trust Heatblur to deliver a great F-14 module, so I will probably pick up the F-14, although probably when it is out of (or almost) early access.
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There is a bug in the second misson of the Viggen campaign. The load-out consists of 16 high drag bombs and two AA missiles. The latter are loaded under the fuselage. The problems is that the bombs won't release on first trigger press and after that only one bombs is released at a time. It is easy to fix: Go to the mission editor, select the Viggen and select the load-out with 16 HD bombs and two missiles. You will notice that the missiles are now at the outer pylons under the wing. This load out does work as intended. It would be nice if the devs can fix this.
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I've noticed in the debriefing that I have a lot of "engine shutdown" and "engine startup" messages, in mid air, that is! It turns out that the "engine shutdown" is correlated with engaging the afterburner, "engine startup" appears when disengaging it. Probably related to this?
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Clearing reconnaissance targets in SPA mode
corvinus replied to corvinus's topic in Bugs and Problems
I can confirm that overwriting works by entering more than 9 entries. The inability to remove an erroneous result makes it a bit more complicated as you have to remember which entry is valid and which is not. Btw, if I want to select M1 I just select the 1 on the data panel numpad. -
:thumbup:
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Updating LS with the correct info, is that even possible?
corvinus replied to Quip's topic in DCS: AJS37 Viggen
:thumbup: -
Updating LS with the correct info, is that even possible?
corvinus replied to Quip's topic in DCS: AJS37 Viggen
I also did not succeed in entering the take-off position, but ... entering the run-way heading (and selecting the LS waypoint), does get rid off the NAV.SYST. warning. -
Updating LS with the correct info, is that even possible?
corvinus replied to Quip's topic in DCS: AJS37 Viggen
For road landings I usually input the landing location and heading. If you, after landing, you switch to BER and then NAV, it automatically selects the correct heading. When I do not enter the L1 coordinates, I enter the runway heading after landing: * BANA/GRANS IN * enter heading (four digits, i.e. 88o enters as 0880) * press LS * switch NAV->BER->NAV Does this work for you? -
BK-90 launch authorization comes way too late
corvinus replied to Flappie's topic in Bugs and Problems
That's roughly a 20% difference in velocity, so it will certainly make a difference. Glad everything worked out in the end! -
Well, actually the Harrier AV-8B carries the Sidearm, which is a short range ARM. Nevertheless, I'm eagerly waiting for the HARM!
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That will certainly teach 'm! :D
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Not quite what you mean, but you can use "scenery remove objects zone" and "scenery destruction zone" to get rid off any buildings of the airport. As for the runway itself ... no clue how to get rid of that.
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BK-90 launch authorization comes way too late
corvinus replied to Flappie's topic in Bugs and Problems
Ah ok, thanks for the clarification. At that altitude it should work. Did you try the same scenario in the Caucasus? -
BK-90 launch authorization comes way too late
corvinus replied to Flappie's topic in Bugs and Problems
I usually fly higher, more like 300 m. I'm not sure if this is the appropriate altitude though, but it works for me. Note that I fly 300 m above the target, not 300 m above the local surface. Sorry, I'm not familiar with the area you are referring to, so I can't tell if you already took care of that. -
I do not seem to be able to clear reconnaissance target points when in SPA master mode. After visually fixing a target, the coordinates are correctly stored in reconnaissance target point M1 (mind the Italics). By pressing the RENSA button, while still in SPA mode, I expect this target point to be cleared. This does not happen for me. Is this a bug, or am I doing something wrong? Any help is appreciated! P.S.: Track attached. SPA RENSA test.trk
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Viggen and CombatFlite - need help with data cartridge and kneeboard
corvinus replied to Hoggorm's topic in Bugs and Problems
Yep, you need the u22/a version of the pod. -
Weapon selector and interval selector rotating opposite directions
corvinus replied to Fred00's topic in Bugs and Problems
What do you mean by the navigation selector (the master mode selector on the left panel by any chance?). I think the OP is talking about the two adjacent dials on the weapons panel. This panel has two dials, weapon selector and interval selector, both with the pointer on the panel. The behaviour is opposite though. Btw, for the interval selector I cannot find keyboard shortcuts, can you? -
Thanks for the vid. Nice livery btw!