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Snappy

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Everything posted by Snappy

  1. According to the manual the external fuel tank cannot be dropped while the aircraft is on the ground with the nose wheel depressed. However this is possible in-game. Open the cover , press the external fuel tank release button for one second and the tank is gone. Minor item only of course. Kind regards, Snappy
  2. Hi, going by the manual, the controls for the Central Indicator seem to be modelled in the wrong places. I know the visible filter controls for the Central Indicator have not been added yet. But also the Button for the fast erect function is seemingly placed wrong. According to the manual, the filter control is on the of left side of the screen housing and the Fast Erect button is below the screen housing. In the Module, the fast erect button is on the left screen housing(where the filter controls should be) and nothing is below the screen housing. Kind regards, Snappy
  3. Maybe so, but I still think its buggy in the present state. In my experience you need to wait much longer than .5 second after the firing signal/wings to reliably get shots on target and not short of it. Plus the real aircraft's "SFI AJ 37 del 2 kap 1" manual seems to imply that the wings are indeed a firing signal, while the flashing of the distance line is a warning you are approaching firing distance. It doesn' t make sense to me, that the wings should be another (2nd) heads-up before actually pressing the trigger later. I could see the .5 second being built in for pilots reaction time upon signal, but as I said, I find that you need to wait longer to get the rounds not to fall short. Or you have to pull the trigger for long to make sure the last rounds make it to the target. If someone has a track where he can see make it work it with the present system and only .5 seconds delay I'd be interested to see it. Kind regards, Snappy.
  4. Your opinion. I'd rather stick with the present weather and have much-improved AI,including more realistic flight models. But I agree insofar as several core items are lacking severely for a flightsim and have been for years.. Kind regards, Snappy
  5. What exactly do you mean by soft lock? This simply means the IR seekerhead is now looking&tracking where the TWS/radar has found the target. The heatseeker lock is passive anyway since its IR based and not emitting , so no alerting there, plus the TWS / PID is as soft as you can get. Except of keeping the radar off completely and just letting the heatseeker look around by itself. regards, Snappy
  6. Hi, You mostly don‘t need waypoints at all per se, they are there to help you navigating and finding pre-planned targets. But lots of stuff can be employed off the cuff. Gun pods, ARAK rockets, RB04 antiship missile, RB75 (Maverick) and RB05 can all be used for attacking any targets of opportunity that you find anywhere on the map, without any affiliated waypoint . Even bombs (low drag and high drag ) can be used anywhere, but for some things you need a valid QFE (there are quite a few tutorials on how to get it on youtube). The only weapons coming to mind that require waypoints are the RB15 advanced anti-ship missile and the BK90 dispenser. Read the -weapon employment section- of the manual.It includes the steps needed to employ each weapon. That said, the Viggens primary function is indeed one pass low altitude strikes on pre-planned targets , but that doesn’t that mean you can‘t loiter around or go elsewhere and attack whatever targets you find. kind regards, Snappy
  7. Now I’m confused. So naming a waypoint on the F10 map „M1“ will make it a reconnaissance target ,while naming it „MP1, MBP1 or MB1“ will make it a conventional/attack target waypoint? But both would be shown as „M1“ in the active waypoint window in the cockpit? kind regards, Snappy
  8. Ok got it. Thanks a lot Ragnar for chiming in here to answer my question! Kind regards, Snappy
  9. Hi, have a question regarding reference altitude , i.e. commanded altitude to fly via the poles in the HUD / horizontal ADI bar: Am I correct in understanding that this reference altitude even after loading the data cartridge is by default (regardless of what the kneeboard waypoint altitudes say, or the mission / campaign briefing for the route) always 500m for normal waypoints enroute ? It seems to be that way for me. So if for example, the mission planning says, fly from waypoint 2 to 3 at 1000m altitude, I have to manually fly to that altitude and then press the reference button on the stick to make this the new reference altitude? Or am I missing something? I know that you can also use the trim hat during autopilot ( alt hold ) to set a new reference altitude, but these are smaller increments and don't seem suitable for large changes in reference altitude. BTW , is there any digital readout of the current reference altitude anywhere in the Cockpit or CK37? Thanks and kind regards, Snappy
  10. Snappy

    BAP 100 Bomb

    Yes an official update on this would be nice. Regards, Snappy
  11. Thank you very much Fat Creason, appreciate the quick answer. Kind regards, Snappy
  12. Did the internal fix make it into EDs hotfix today? The patch notes seem to indicate no, but they re not always complete as to what was fixed and what not. Kind regards, Snappy
  13. Any update on the big M2000 changes that were supposed to roll out with the patch before the last one? Kind regards Snappy
  14. Yes thanks, that works as a crutch, but I hope this gets fixed / improved on the release version. because contrary to a clear symbology(according to manual) that signals when exactly to shoot , now you have to guesstimate how much time after wings appearance to pull the trigger, which certainly degrades accuracy and increases ammo usage to ensure hits. Especially in scenarios where you don’t like to do a second pass due to threat presence. Wishing for a bit more developers presence too in the Viggen forums. The Viggen is a fun plane , but many smaller annoying bugs mess it up at times, though it is likely still in a much more refined stage than other modules out there. kind regards, Snappy
  15. Hi TLTeo, no , I think theres a misunderstanding or more likely I formulated badly/incomplete in my explanation : The ground unit that’s offset to one side of the runway will NOT transmit the localizer signal on the correct runway heading with only a slight parallel discrepancy. With „Offset“ I meant, the localizer signal direction angle is offset, (by 3 degrees from runway heading) , so the antenna actually transmits its signal slightly „across“ the extended centerline of the runway. The localizer signal actually intersects the runway centerline approx 900m before the runway threshold. Thats why you get that sight picture from the cockpit in your screenshots.So at around a little less than 1km from the runway you would be exactly on centerline but heading is off by some 3 degrees if you would fly a perfect approach according TILS guidance. I just read it up again, its page 140 of the RC2 Viggen manual, if you want to look it up. Thats also the page where it mentions the system is / should not be used for the last part of the approach, due to the above system design . kind regards, Snappy
  16. It’s stated somewhere in the manual, that the TILS guidance will not be exactly onto the runways centerline but slightly offset to one side, due to it being a deployable mobile system, as the mobile ground unit for the combined localizer & glideslope antennas is parked offset to one side of the runway’s beginning. For obvious reasons it cannot be parked on the centerline ;) or beyond it (because then the Glideslope guidance would be wrong, which probably would present much larger issues) I think traditional commercial airport ILS avoid this by using two antenna systems installations for localizer and glideslope , one offset to the side at the runways beginning for GS and one on the extended runway centerline beyond it for LOC guidance . As for the late sideways shift of the guidance, I‘d have to check again , had not noticed it before myself , but I also was under the impression that you were to use visual landing mode for the final part of the landing once below cloud ceiling and with runway in sight. Have to re-read the manual on this.Hope I could help a bit. kind regards, Snappy
  17. No, sorry thats not true. You can access the higher ranges (160&320NM) via the TDC slewing, yes, but nothing lower than 10NM even if you slew to the bottom edge of the VTB screen at the 10NM setting. Also the 5NM is referred to as a selectable range via the radar range selector switch in the manual. Quote from the latest manual: "17. RADAR RANGE SWITCH. Used to cycle through preset ranges displayed on your VTB. Available options are: 5, 10, 20, 40 and 80 miles)." So what is wrong? The manual&radar training mission explanation or the module at present state? Kind regards, Snappy
  18. According to the current updated manual, the radar training mission explanations and even mentioned in the campaign again, the smallest selectable radar range is 5NM. However that can't be accessed as of now, the lowest selectable range is 10NM. Is this a bug in the radar simulation of the Mirage or an error in the manual and training missions ? I don't have a real M2000 aircraft manual, so I can't check it against that. Kind regards, Snappy
  19. Hi IronMike, no , unfortunately that doesn’t seem to work at present.If you are in TWS auto and then go into Jesters BVR menu -> radar mode and select TWS , Jester switches back to TWS auto.He doesn’t go into TWS. Therefore the TCS stays in wide FOV as well. Besides, it would be very welcome/practical to have the option to command a TCS FoV setting independent of selected radar mode.But thats only a request of course Kind regards, Snappy
  20. Dear Heatblur team would it be possible to add a command for Jester (in his present BVR menu ) to switch between the TCS' FOV wide and narrow ? Or alternatively a selectable default setting in the crew contract under special options, if thats easier to implement? I get that often the wide FOV is useful, but for early as possible VID of bogeys it would be nice to be able to command Jester to switch to narrow for more magnification. Unless I'm missing something here and this is already possible(without switching to the backseat) from the pilot role , without using any reachback. Kind regards, Snappy-
  21. Could someone kindly cross-check the OPs issue in regards to the AKAN gunpod? Because I have the same issue. Even after setting QFE for target and just to be sure disabling target motion via CK37 again ( think its off anyway by default) the bullets always end up short of target, when they are fired at latest firing cue , i.e. wings cue according to the manual. The ARAK rockest seem to be fine , or the spread and fragmention compensates for error, I dont know. But the AKAN seems to me as well to end up short of target, even if flown according to manual. I tried a lot of times now and I cant really say I got it to function reliably. Kind regards, Snappy
  22. Off-the-scale cool :) :) ! Am looking forward so much to this campaign. Thank you very much for making this campaign based on realistic ACM training for the F-14. That you managed to get Bio onboard and that he is voicing it over brings it to a whole new level! As for the squadrons, personally I lean towards the horsemen, as the splash of color just looks cool on the aircraft. Maybe it would be possible to give the player the choice of his squadron at the beginning of the campaign, if you use one non-specific callsign for all of them? But I also understand if its too much of a hassle.It will be fun either way! One more question, with heatblur‘s recent announcement that they actually make 2 variants of the US Navy F-14A an earlier one with the old RWR and other things and a newer one, have you thought about which variant this campaign will feature? Kind regards, Snappy.
  23. Are you asking in relation to DCS or reality? If the latter I found this page has interesting info on the various aim-9 variants: https://www.456fis.org/AIM-9_SIDEWINDER_STORY.htm regards, Snappy
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