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Dropbear

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Everything posted by Dropbear

  1. Thanks all who contributed.. I am now able to mark up a number of targets and prosecute them all in one run in. With both Mavs and JDAMS.. very impressed. yes. You can do it all without changing the SOI from the mav page, which makes it much quicker.
  2. indeed.. it's a very impressive piece of software.. to call it entertainment is really not allowing it to live up to its potential.. very well done team.
  3. Thanks twitchy.. That makes sense.
  4. Hi All. I used this tute http://www.youtube.com/user/ExcessiveHeadspace#p/c/498AA25551CE10C0/0/Qy-RNLLP-Rs to learn how to fire off multiple JDAMs in two passes. One pass to identify and mark targets, another to drop the weapons. It works ok. Quite fiddly while playing with the CDU. It would be nice if there was a easier way to copy all marks to a new flight plan.. (can't believe the analysts who design the avionics suite don't have that! but oh well). My question relates to Mavericks. Is it possible to slave a Mav to a mark without setting each mark up as a SPI? That seems to be a time poor thing to have to do? Do you really have to 1. Choose your preset mark 2. Slave TGT pod to it. 3. Set SPI 4. Move to Mav MFD 5. Slew to SPI 6. Lock 7. Fire for each mark set??
  5. I performed a quick free flight circuit and when watching the track afterwads noticed that according to the track/replay I 'missed' the runway by a few runway widths .. the track had me landing in the grass where as I actually landed right down the centreline... known bug?
  6. I thought the idea of JDAM and stand off munitions were that you could launch from relatively safely, from high altitudes and let the weapon guide in to the target. From the tutes I have seen in the game, we're taught to use JDAMS and other INS/GPS weapons in CCRP mode which entails flying relatively close to the target, and hence exposing yourself to more danger.. Is there a method of launching stand-off weapons without using CCRP or CCIP, and doing it from a distance?
  7. so after you slew, press TMS Fwd Up/ Short? Ok Will try that and report back ok.. tested and can validate that it works.. some thoughts.. seems a very slow and error prone process to use the Targeting Pod to try and designate a second target - you need to switch MFD SOI back to targeting pod, go to point track, set a SPI, then go back to Mav MFD slew head, then lock. Seems better to use the targeting pod to find the first target, and then slew the rest of the mavs from within the MAV MFD right?
  8. Thanks.. tried that and it worked fine, although it seemed to put a bit of a FR hit on the system. Ouch :)
  9. im less than impressed with the way that the targeting pod KILLS frame rates when activated... I go from silky smooth to jerky ... it's hugely painful... this is with a 6870 so it's no slouch.. (i7-2600K oced to 4.4Ghz)
  10. Hi. I'll try and describe this as best as possible.. please be patient and forgive me if I get the terminology wrong. I am trying to use the targeting pod to find and designate targets for my Mavericks. I go through the following process. 1. With the targeting pod as the SOI - I slew it over a target and press LCTRL_UP (short) to go to point mode, and then LCTRL-UP (long) to designate a SPI. *first point - is there any indication anywhere that a SPI has been created? I didnt notice anything on the hud? 2. With the MAV as the SOI, I press and hold V (long) which slews the mav seeker head to the SPI. This works fine and I can tell that my mav seeker head is pointing directly at the target. I ensure that I am well within launch range and that the thing im locked on is glowing quite brightly. From there, if I try and launch I get a NO TRACK LAUNCH INHBT message (exact wording may vary). It's not locked on I guess? If from the MAV SOI I manually slew the crosshair slightly off the target and then back on, it then locks and I can shoot successfully. Is this the proper behaviour? Why doesn't slewing the mav seeker right onto the target lock it on? Why would moving it slightly off and on again firm up the target lock? It seems to make the whole designating targets with the targeting pod and setting SPI's a waste of time, as you still need to slew the mav seeker head around manually in order to get a lock on.
  11. Hi All. When I create a server the interface is set to my internal LAN IP - 192.XXX.XXX.XXX Should I be able to set that to my external IP? I also note by default the port is 10308. Do I need to port forward that port to my internal ip addy? is that the only port required?
  12. I have no desire to play in arcade mode. I simply wish for their to be an option to stop the burning out of the laser after 10-20 minutes of use. I'm sorry if this offends you so, but such is life.
  13. #1 wish Game option to stop the burning out of the laser.
  14. I generally engage AH at any speed under 25 knots... The trick I have found is make sure that you're not trimmed for fast forward speed (ie nose down attitude).. re-adjust your trim nose up slightly and AH should be nice and stable.. (side slip not withstanding, which can be painful)
  15. And gaming is gaming .. :) there's a balance.. (see previous comments about stupid AI / lack of real forward air controller etc etc etc) Anyway, I really can't see why people are so hostile to a check box somewhere giving those that don't want a burned out laser freedom to play the want to. We're not talking thousands of hours of coding effort here.
  16. lol. I don't want to fly with easy avionics. I want to simply have an option not to burn out the laser.. In reality, we're not fighting the entire war in our own helicopter either. SOME leeway needs to be given to make up for the fact a) we're in a game, and b) the intelligence of our AI friends are limited. Even with judicious management of the later, the series limit means you will eventually, on long missions, break it.
  17. Whether it's a 'feature' or not, it affects "GAME" play, and let's not forget! this may well be asim, but it's still a GAME. A simple 'fix' would be to add a check box to make the laser invulnerable. For those that wish to play hardcore, they can leave that checked off. For those of us that want to be able to land, refuel, re arm and rejoin the battle, we can check it on. Why get so uptight about something that the customer base is telling you is affecting the quality and enjoyment of the game play?
  18. indicated airspeed will be lower than ground speed the higher you go, due to the falling density of the air .. sure, at the heights that a combat helo typically flies at, that's not normally a huge issue, but it's still a factor at a couple of thousand feet.
  19. Even after judicious babying of the laser, mine crapped out towards the end of my last campaign mission (well after a re-arm and the firing of nearly all my vihkrs though). Reality is all well and good in this siutation but when your wingman is brain dead and dies early, it's tough fighting the war on your own worrying about dodgy equipment about to burn out.
  20. I can never manage to keep my wingman alive long enough for them re-arming to be an issue. I think they've been watching far too many rambo movies.
  21. I'm beginning to look into using our Wii Fit balance board as rudder pedals using GlovePie. Has anyone here done that? Was it hard? Easy? Do you have a glovepie script you'd be willing to share?
  22. developers make mistakes.. sometimes computer software does not operate 100% correctly upon release. try reading the eleventy billiion posts on laser designator issues before opening your big mouth again.
  23. The only *ONE* thing I want fixed is the laser designator FUBAR
  24. it would be easier to stop 'whining' as you so enigmatically put it, if you knew the boundary conditions at which the laser stopped operating. I'm still not convinced there is no bug relating to failures soon after a rearm.
  25. Re-read what I wrote ... "GIVEN THE LIMITATIONS OF THE GAME"... With dumb AI wingmen etc it's often impractical to kill all primaries or secondaries before the laser fries itself. A little less attitude in the future might go down better.
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