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Eddie

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Posts posted by Eddie

  1. It'll be DRA. As in dual rail adaptor, which is what the two LAU105 launchers are attached to.

     

    Otherwise the problem is sorted, CATMs aren't going to physically leave the rail. If they do it's normally a bit of a problem. ;)

  2. Well, I suppose when you've never taken your aircraft into combat you have to do something to make people think you've done something worthwhile. And training "kills" at least let you paint something on the jet so you don't feel left out.

  3. It makes perfect sense when you understand how the Maverick and LAU-88 work and what capability the combination gives you.

     

    The LAU-88 does more than simply allow 2 or 3 Mavericks to be carried on a single station. It also provides a function called quick draw.

     

    Very simply quick draw sends sensor slew commands sent to the station to all loaded missiles simultaneously. This means that while you only see the video from the priority maverick on the launcher, all the missiles on the launcher are on and looking at the same spot.

     

    What does this do for you? Well it simply, as the term quick draw would suggest, allows for rapid ripple fire of missiles upon closely grouped targets by removing the need to slew each individual missile from bore sight to the target area.

     

    As quick draw is a function of the LAU-88 and not the aircraft, if you reject missiles to select another station or deselect and deselect a Mav station the missiles will be boresighted (just as they are when carrying singe missiles on a LAU-117. So the same station is selected until the LAU-88 reports to the aircraft that the last missile is gone and the station is empty.

     

    To further understand why quick draw is like this remember that when LAU-88s are used IRL they are used because maverick will be the primary (and likely only) weapon used on that mission. And furthermore, although use of markpoints and the like is popular almost members of these forums, it is not "how it's done for real". But that's a whole tactics, techniques, and procedures can of worms I won't go in to here.

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  4. No such issues here in the current public release. I just test fired 20 missiles and every single one hit the intended target, even those that should have missed by real world launch parameters and weapon capabilities.

     

    In short Mav still work as intended, and they are still too effective.

  5. Have you ever tried selecting both TACAN and ILS on the NMSP? Because you can.

     

    Obviously a single instrument can only display from one source at a time, but you can indeed have a nav data from both TCN and ILS selected together, and doing so gives exactly the same information as selecting ILS/TCN in the Viper.

  6. Regarding the tac view Flaplid it is the S300PS_TR_30N6? I completely missed it somehow! Just wanted to ask you also, does the Flaplid acquire/search AND lock or just lock? Currently I have it only locking, playing the SA10 lock tone as per your original Lua file, I presume the search radar hands off to the Flaplid for locking but the Flaplid TR doesn't search/acquire right

     

    Yes, the Flap Lid is tracking and missile guidance only.

     

    It should be a bit more sneaky/evil than it is in DCS really, but with the current modelling in DCS, you have it correct.

  7. Well, I've finally had chance to download this and take a look. Well all can I say is, well bloody done! This is absolutely superb. The flash "study" apps are just icing on the cake.

     

    While the tones may not be the same as in reality, it doesn't matter, they serve the same purpose and perfectly well. I'll be retiring the quick & dirty mod I made for the 476th and recommending this to everyone in the future.

     

    Good work Tetra. A few more like you and the DCS community would be much better place. Now, I have a few constructive comments for you.

     

    1. You missed the SA-10 tracking RADAR from the RWRTACVIEW_AA app. The Clam Shell and Big Bird search RADARs are there, just not the Flap Lid tracking RADAR. Although the RWR tone is the sounds folder.

     

    2. RWR Symbology. It would be good it you could incorporate a few symbology changes into your MOD that "fix" a few errors in the default DCS implementation. Details below.

     

    a) Remove the leading zeros from the single digit systems, i.e. the SA-8 should be "8", not "08"

     

    b) The P-19 Search RADAR used by the SA-3 should be represented by an "S", not a "3". The reason for that is that the P-19 is used by several air defence systems (in reality), not just the SA-3, or even a stand alone search RADAR station.

     

    I've made those changes to my copy of the ALR69_param.lua from your mod (attached) if you want to just use that to save a few seconds.

     

    Anyway, once again, great job.

    ALR69_param.lua

  8. 10 x 12 Mb (Mega bits) =(about) 15 MB. So tell me again how that equats to 1Gb ;)

    But this is going off topic, let's get back at it...

     

    How many clients do you have? And how many times do you need to transmit the data so that everyone has the skins?

     

    Think about it?

     

    Tip: 120Mb of data would give one person all 10 skins, what about the others?

  9. I think e not practical approach for custom skins is to allow selection of skins that are installed on both the client and server. And if a client doesn't have a custom skin that some one is using, they see a default skin just as they do now.

     

     

    Not sure where you learned math GG ;)

    10 x 12 MB isn't 1 Gb mate. Still a valid argument, but why not make it selectable?

     

    Think about your maths again. ;)

  10. Sorry guys, you're wrong.

    If you fire a Vikhr without previously using the rangefinder, you'll get a countdown of 8-9 seconds. And you will notice that the missile is guided for 8-9 seconds and loses track when the countdown disappears. There is no 6 second cooldown in that contdown. Same happens if you range a closer target, fire and then aim for a spot further away.

     

    So what you're saying is, if you don't use the system as intended, it doesn't behave as specified. Well, no **** sherlock.

     

    If however you do employ the weapons system as intended you do indeed get a 6 second cooldown after weapon ToF. It does not however prevent you firing the LASER again immediately. A quick 60 second test flight in the Ka-50 will demonstrate that.

     

    See below....

    http://www.youtube.com/watch?v=SPZhRYDAMDU

     

    It's a different story whether there is actual heating and temperature modeled or the game just says after 15 minutes 'that's it, laser is dead now'

     

    Once again, the overheating is indeed modelled, and it has been since BS v1.00. How soon failure will occur very much depends on how you use (and abuse) the LASER. If you totally ignore the required cooling schedule, you can have it fail after around 16-20 Vikhr shots.

     

    Sure the Shkval produces heat when firing the laser, but it's obviously not modeled if you can fire 15 minutes continously before it fails.

     

    You can't. Again, you cannot fire the Ka-50 LASER continuously at all, let alone for 15 minutes continuously.

     

    But anyway, as I've already said, this subject has been discussed many times over the past few years in the Ka-50 forum, there should be no need to go over it all again

  11. Some mod like that already exists for DCS:

     

     

    I was asking about it in a PM, but never heard back.

    Figured that the mod is squadron-only (which is ok).

     

    Thought I'd replied, but obviously not, apologies. I do get quite a few PMs asking various questions on these boards so don't check them too often.

     

    Yes, for reasons you've already picked up on it is a 476th only mod. But if you want a headstart to make your own......

     

    http://forums.eagle.ru/attachment.php?attachmentid=85507&stc=1&d=1375120127

    ALR69_param.lua

  12. Never said the laser couldn't be burnt out, but I have not yet seen any indication that it has something to do with cooling.

     

    Erm, read that sentence back to yourself.

     

    Tip: "burning out" (a colloquial term for overheating) has by its very definition a lot to do with cooling. ;) And high power LASERs, by their very nature, produce rather a lot of heat.

     

    BTW, the countdown in the HUD doesn't have anything to do with cooling either, it only tells you for how long the laser will keep firing.

     

    Incorrect. The countdown in the Ka-50s ATGM HUD is the weapon ToF + a 6 second LASER cool down time.

     

    The quoted LASER cycle times are only possible if you correctly follow the limitations including the 6 second cool down between firings. If you ignore the cool down the LASER will fail sooner than the specified life. Although you can comfortable launch a full load of ATMGs with no regard for the LASER cooling cycle.

     

    You also cannot get 10-15 minutes of continuos LASER use as you said previously. The LASER does have however a combined firing duration of of just over 13 minutes, if and only if you you follow the specified usage limits. The LASER in the Ka-50 isn't even capable of continuous firing, the duration of the firing cycles for ranging and weapon guidance are all limited to pre-programmed values.

     

    This is discussed extensively in the Ka-50 forum.

  13. I thought the A-10 could carry multiple ejector racks in ctr stations too ? Max in the sim is TER ?

     

    MERs are not authorised on the A-10C. Carridge of a TER on 6 is authorised, but ONLY for BDU-33.

     

    As far as loading x or y being "possible", well yeah. An ejector rack is an ejector rack, and they are the same on every NATO aircraft (heavy/light duty aside). You can physically hang any NATO store or suspension equipment on any NATO aircraft. It just isn't permitted from an airworthiness/operational aspect.

     

    As for stn 6 in DCS, iirc, it was a game design descision based on the fact that DCS can't currently prevent loading of certain stores depending in what else is loaded on other stations.

     

    You can, IRL, load any single free fall weapon apart from 1760 stores (IAMs) on 6. Basically with the exception of IAMs, and TERs, you can load the same on 6 as you can on 5 or 7.

  14. I'm just curious, but how would RWR sounds from, say, the 1980s, be of any value to a potential enemy? Isn't it more obsolete than the current level of the technology represented in DCS? Of course I am just assuming that RWR technology has greatly advanced in the past 30 years...

     

    Maybe it has, maybe it hasn't. But then that is point. Things are "classified" in an effort to stop people finding what you can and can't do.

     

    I'm thinking of it in terms of what's modeled in DCS. The systems seem to be fairly recent and the current A-10 tech is classified from what I gather on these forums. Obviously x-year-old A-10 technology is public enough for DCS to exist...

     

    You are assuming what is show in DCS is:

     

    A. Truly Realistic

    B. Not missing significant features/functions

     

    As I and others have said before. While DCS A-10C is by far the most accurate and realistic simulator available, it is far away from being 100% accurate. And as has also been said, those who do know what is missing/changed aren't really going to be going into great detail regarding what is missing/changed and how.

     

    Remember, just because you can find information about X on the internet doesn't mean those who work with X are free to discuss it. ;)

     

    I have a feeling they already know that :p

     

    Maybe they do, and maybe they don't. That's not really the point.

  15. Eddie, are the symbols/sounds from older generation systems still classified? I wonder if some sims use sounds that once were heard in real life.

     

    Well, go and google for such things, and then you come back and tell me what you think the answer to that question is. ;)

     

    Such things are classified simply because it gives information on the performance and capabilities of the system. Like so many things, that one little aspect might seem insignificant, but if someone can find out lots of bit of "insignificant" information they end up with something very significant indeed.

     

    Let me put it this way, the mere fact that an audio cue exists for "system A" would indicate not only that the RWR in question can detect "system A", but also that is can distinguish "system A" from "system B".

     

    Now think about what would happen regarding "system A-1" or "system A-2". Do you want the enemy to know if you can tell the difference between the 2 or not?

     

    To put a more real world spin on the above. How many minor updates have there been to something like the SA-2 across the various user nations over the years? Do you think that we'd tell people if our systems can tell them apart or not?

    • Like 1
  16. Yes, there should be different audio alerts for different threat systems, and also different states of those threat system (search/track). These sounds are generally based on the properties of the RADAR, such as PRF and band.

     

    Also worth noting, while other sims have had different sounds for different systems, they are not same sounds heard in reality. The exact sounds used, along with the symbology, and other things RWR related are in the "classified" domain.

     

    DCS does have support for different sounds for each system (someone with basic lua knowledge can add them now actually), so hopefully they'll be added somewhere down the line.

  17. With all the new GPS stuff, it won't be long before a lot of this all goes away.

     

    In civil aviation, maybe (but I doubt it), a lot of instrument flying is already RNAV using INS/GPS these days rather than DME/NDB based. For military aviation, where we have to deal with things such as GPS jamming, it certainly won't. We might switch to MLS (some fighters, such as Typhoon, are already MLS capable ) but off aircraft nav aids will never go away.

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