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corvinus

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Everything posted by corvinus

  1. I couldn't get the TERNAV status to 4 (ok and following, but not used). Not in SPA or in passive radar (or combinations). I think I do understand why status 4 is seen in SPA. During recon the pilot is marking down targets and it is probably very annoying if the ternav system keeps sending fixes to the computer. Effectively that would make the target coordinates jump around. There does not seem to be a relation with passive PS37A radar though. The manual does state explicitly that the radar altimeter is used by the TERNAV system, but switching it off does not disable the TERNAV. I've mentioned this in the bug section.
  2. TERNAV is also not disabled when turning off the radar altimeter. If I set the RHM switch to fran, I get the RHM FEI warning, but the TERNAV system is still reporting it is in mode 5. I expected it to be in mode 0 (inoperable).
  3. That page says that in SPA mode you can envounter ternav mode 4 (do not know why that is though). Where do you read a relation with the PS37A radar being in passive mode? It does not make sense to me as the PS37A is not required for ternav (just turn it off, ternav works fine), for that the RHM is used. The PS37A is a forward looking radar operating in X-band, whike RHM systems are downward looking systems usually operating at lower frequencies. Anyway, the best thing is to try it out. Switch the PS37A to passive mode and keep an eye on the ternav mode indicator.
  4. The radar altimeter and the ground mapping radar are two separate systems. The ground mapping radar is a system with a big dish shaped antenna, located in the nose of the plane. The radar altimeter is probably located somewhere in the belly of the plane. The antenna will be much smaller. So, to answer your question, if you set the ground mapping radar to passive, the radar altimeter is not affected.
  5. You can add some waypoints at landmarks and make a visual or radar fix. You have to choose these waypoints carefully, because it is not always easy to spot the landmark. It works but it is not very accurate. Btw, the ternav system should automatically provide fixes to the nav system. If you make sure you fly over a few hills or mountains, the ternav should work ok. In any case, nav system fixes, be it automatic or manual, are part of the mission plan.
  6. The data selector and weapon sight mode selector rotaries are missing CW and CCW controls.
  7. Maybe it is unrelated, but waypoints are marked as target points if a time-on-target is set. At least, that is how it works in the dcs mission editor. Does combatflite by any change set a TOT for the waypoint?
  8. Put the pages directory from the mod into the pages directory from DCS. I think you have misplaced the files.
  9. Isn't it possible to mechanically fold the mirrors into an off position? That would make it look good and it would be more realistic. Sadly I have to disable mirrors for performance reasons, so having the ability to fold away the mirrors would really appeal to me.
  10. Ok, thanks!
  11. What is different in the new implementation of this weapon? Are there any changes in single player, or is it only different in multiplayer.
  12. I've found out that you can remove objects and trees in the mission editor! This makes it much easier to create a landing place for the Viggen. For example the coastal highway near Gudauta is a broad and ideal for landing, but lined with poles (it is fun and challenging, but also a bit silly). Now, it is possible to remove any objects around the high-way. First you create a trigger zone over the area where you want to remove objects and/or trees. Then in the triggers dialog you can select the SCENERY REMOVE OBJECTS ZONE (trigger the action at mission start). Choose the previously defined zone, select either objects or trees (objects if you want to get rid of the poles) and you're done: no more annoying obstacles around the high-way.
  13. Did you check you graphics card driver settings? The NVIDIA Control Panel for example has settings relating to 3D stereoscopic settings that can, if enabled, cause weird effects.
  14. Thanks for the mission! It was a good way for me to learn some of the CK37 computer functionality (like inputting waypoints, I used to do this in the mission editor). Here is what I liked about the mission so far: * Green smoke is a nice way to make the targets more visible, I'm going to remember that. * Dynamic nature, through the F10 radio menu. Makes it feel more like a training session, than the regular "dumb pilot waiting to be shot down". There are also some things that I did not completely understand: * At first I though I was a rogue Swedish pilot that join a Warschau pact air force. But, the F-5s in the air are referred to as friendlies, but they are bluefor, not redfor, so ... ? Perhaps you did this to prevent messing up one's fratricide statistics. Nevertheless a little bit of background story or context would be nice here. You might want to call the F-5's aggressors, as is done in the RedFlag exercises. * Once in the air you are asked to tune your radio to the AWACS channel, but at that time it is not available. * The messages are introduced with a sound that, frankly, scared the hell out of me. :helpsmilie: All in all there is certainly potential in this mission, surely there is a lot to learn for me!
  15. I can confirm this, the uncaging does not seem to do anything. The circle indicating where the missile is looking does not appear. The growling tone is not specific to uncaging. When uncaged the missile IR seeker gimbal is fixed and it is looking along the direction your aircraft is pointing. If you point the nose of the aircraft at the target then, when sufficiently close, the IR missile achieves a lock and the high pitched growling tone can be observed. If you steer the aircraft away from the target you will easily break the lock as the target is no longer in the field of view of the IR seeker. If you uncage the missile however, the gimbal of the missile seeker is allowed to move. This enables you to keep the lock more easily when maneuvering.
  16. I have seen the same, no RWR at all, but still an ominous looking exhaust plume ... Might be coincidence, but I only had this with SA-6 units without a search radar.
  17. Hinder mode = terrain avoidance mode?
  18. You can also press the RENSA (clear) button once. First lift the cover, then press the button, it is located beneath the numpad of the CK37 computer. If you press it twice, all position corrections are cleared.
  19. I just did a few tests with the U22 pod. In the automatic mode this pod is supposed to be a deceptive jammer. That is, instead of transmitting noise it transmits a signal designed to make the radar believe the target is in a different place. This will guide the tracking radar away from the target, resulting in a break lock. It does not reduce the initial lock-on range (for that you need a noise jammer). The good news is that it indeed works this way. My findings are: * Initial lock range is the same with or without the ECM pod turned on. This is as expected. * The lock breaks several times (i.e. a for a few seconds the RWR stops beeping at a fast rate). This is all at about 20 nm from a SA-6 site with a straight inbound Viggen, so the radar is well within the RWR reception cone. * After a few lock breaks, the locks becomes steady and the SAM site is capable of firing a missile. * Ultimately the range at which a missile is launched at the Viggen (flying at 2 km msl) is reduced by about 8 km. * If you fly lower (500 m) the initial lock range is reduced to about 14 nm. Apparently the model works in such a way that at close range the victim radar is no longer deceived. So for this altitude I find no difference between ECM on or off. Can anyone provide more details about the underlying model for radar/ECM? For example what is the normal change of the tracking radar breaking a lock, and to what probability is this enhanced when the U22 is active?
  20. I think you are right, but personally I only use the 'T0 Fix', 'T1 Fix' and 'TV Fix' controls. Just map these to three separate buttons. If you press 'T1 Fix' and release the button, it will actually hold T1. You have to press 'T0 Fix' to release trigger fix. You do not have to do that after 'TV Fix'. Mapping 'T1 Fix' to the first trigger stage of your joystick and 'TV Fix' to the second stage should work. There is probably an alternative, as there is a 'T0 Fix (three position switch)' and a 'TV Fix (three position switch)', but no 'T1 Fix (three position switch)'. I'm not sure what to make of those, anyone?
  21. There are some excellent Viggen tutorials on youtube (granted, they are not from Heatblur). For example xxJohnxx GrimReapers Bunyap sims I have found these vids to be very helpful, perhaps you will agree.
  22. Thanks for the tip! The electricity masts are a nice landmark you can use to line yourself up with the road. It is still a dangerous business though (technically I landed, but the plane was not serviceable anymore :music_whistling:). I've created a short mission with the aircraft line-up with the road section. It is based on the mission I made for the short runway near Kutaisi. In the mission a ground crew moves in when you land. Use can use the ground crew to rearm and refuel. Civil traffic is disabled in the mission, so at least you do not have to worry about dodging cars. P.S.: Good luck with creating a beginners campaign, would but nice to do sometimes else than training missions! Viggen Road Landing.miz Short Runway Landing.miz
  23. Yeah been doing that myself, but it is a big map with many roads, so I thought I would ask here. Anyway, let me know if you come across a good road base candidate.
  24. I'm looking for a nice place to practice landing and take-off from a road (a la BAS 90). Most roads have features that are detrimental to succes: telephone poles, trees, lighting in addition to being very narrow and curved most of the time. Does anyone of you know a good road, at least 800 m straight, without any road side obstacles? Preferably the road is within a few km near an airbase.
  25. corvinus

    AIM-9X

    Technically even without producing water vapor the exhaust plume can cause condensation. If the exhaust plume contains small particles (say, from incomplete combustion) then these particles can serve as condensation nuclei on which existing water vapor can condense. A question, why does all combustion produce water? I get it for fossil fuels, but does it also hold for solid propellants? All you need for a solid propellant is to have a violent reaction of two solid components producing a gas. This does not require the presence of hydrogen or oxygen, per se. Perhaps all currently known solid propellants do produce water? I don't know, that's why I am asking ...
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