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Leadnap

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Everything posted by Leadnap

  1. Just the color scheme? Or are you wanting the US markings too? I can do it... Here's a fictional winter/naval pattern I put together for those cold Anti-Ship missions off the coast of Georgia. https://photos.app.goo.gl/nStCAZMCATLo18MZ8 (apparently it won't bring the image in...)
  2. If you read the bugs threads - plenty of "fixes" that went to beta didn't come into release but were not edited from the change log. I just assumed it was some tape holding the thing together after the ground crew found the crack pre-flight.
  3. This. The Viggen is a plan, plan, and then plan some more and execute bird. I spend probably as much time in mission planner setting a route, looking at terrain and figuring out exactly how I will approach, attack and get back - as I do flying the mission (It's what I like about the Viggen). Coming in you need to be as low as possible - so much so that after exclusively flying a Viggen for a week anytime you're above 100m AGL you start feeling like you're at cruising altitude in a 747, freak out and get back to brushing treetops with your eternal tank. Additionally you need to be fast. Stage 2 on the attack run, Stage 3 is the GTFO gear. Ideally terrain hides you from the radars so once you're exposed you are so fast and sudden that the enemy can't react fast enough. The final element is your weapons - the Viggen had some of the best standoff munitions of it's time - you should be able to release guided weapons at the edge of the SAM bubble - which in turn means at M0.9 that once you 180 by the time the SAM could reach you its too late and you're out of range. Equally terrain utilization to break contact is key. If all else fails, since most missiles will be coming down on you, hard late evasive turns can usually get the missile to miss and slam into the ground (normally they just detonate above it in my experience thus far). The final part though - "if he dies, he dies," - will you be chased down by that MIG? Probably. Can you break everything … nope. That's why its fun and not terrifying, you live to fly another day. (Hope this wasn't preachy... not meant to be)
  4. This has been my solution so far
  5. What source could you find (I've not been able to find anything on it not/having an INS)? Similarly - is the drift issue being noted at higher or lower release points? Logically approaching this - INS benefits from having a motor, which the BK90 lacks. Thus just like SAM/AAM corrections post-motor phase the higher/further/longer the munition has to adjust the more "accurate" it would have potential to be. I typically release my BK90s at 80-120M AGL so while there's not a whole lot of time for wind to mess them up, there's also little time to make major course corrections with tiny little fins. In higher winds it might make more sense for a high altitude (400-450M AGL) release and see if correctional guidance from the CK37 helps more?
  6. Noticed setting up a mission in the dark that the Navigational Lights differ between the AI and the Player aircraft. On Player aircraft the NAV lights and Anti-Collision Lights (white lights by afterburner) both come on with just the NAV lights switched on. However on AI AJS-37s the NAV lights are only the green and red - the white AC lights remain off.
  7. I know its a super minor issue, but probably easy low hanging fruit if someone has an extra hour or two to hit the code - the Formation Light Brightness knob which has three functions doesn't do anything. The formation lights don't change externally. Would especially be nice to have though since the Form Lights also light the tail for unit reference which is incredibly visible in low light at a distance (the exact opposite of the rationale for having formation lights, and why probably real estate in the cockpit was dedicated to such a knob IRL).
  8. Has anyone tried using this in VR with a HOTAS as well? The extra joystick screams AJS-37 Radar stick to me, especially with the ability to map the additional buttons for similar functions. However I feel like controller makers are starting to lose the VR market - and I am torn between jumping into VR but then having to utilize complex button HOTAS only arrangements or sticking to TrackIR and utilizing tools like this and advanced HOTAS units with extra switches to essentially have appropriate commands to unique and easy to know positions.
  9. +1 Just wish I could do more local weather variation - Sunny in Sochi, snowing in Tblisi. The "theater wide" weather seems bland from someone who lives in an area with radical weather changes (two days ago it was snowing 15 minutes from my house, was clear skies over me.
  10. The paywall issue would make the forums look like Paris... I get the idea of making NTTR free, you learn there and progress onto real theaters - but I don't think it would capture players the same way. I spend most of my flight time under 100m in the Viggen and the buildings on Caucasus don't bother me at all. I can assure you that the lack of terrain detail on NTTR bugs me far more - it makes Nevada look like the Persian Gulf (where it really is just sand everywhere, and in/on everything....) but Nevada has tons of flora and rock detail on the mountains. Never mind NTTR's Inyo Valley looks like something out of Dune and not one of the most majestic valleys in the region with famous peaks jutting against it. Never mind Bishop is just a painted city on the ground (only noted because my wife is from there). Aside from sexy looking Las Vegas and some other "destinations" NTTR is rather bland as a map and doesn't show off the amazing engine DCS 2.5 is. Caucasus does with the trees, mountains, seasons, etc. When a new player is trying out the game that is the best foot forward to demonstrate the amazing depth available. Agreed on wanting more airfields in Russian/Ukrain airspace - along with even copied and pasted buildings and towns (on all maps...).
  11. Already hobbling together a campaign around this! The straight is at least on the map...
  12. #4 would be awesome, and #3 would certainly see use by me. If we're making wish lists... A) It would be nice to bomb the Olympic structures in Sochi... just saying, they might be using a stadium as a FARP site? B) My Viggen would love a Baltic Map, but would settle for the Foulda Gap. C) My wife grew up in Bishop CA, which currently is just a painted texture on the ground on the NTTR map. Had plans to distribute some BK90 submunitions … LOVE the product - excited about the future - to all the 3rd Party Devs and ED - thanks for all the hard work!
  13. Hadn't thought of the classification issue, though we do have jamming pods and while the nuts and bolts are classified the general concept isn't. Oh well, I can dream right! Besides, probably not the most commercially viable module to make - not only would you have to develop an RIO like the F14 but I don't see a whole lot of players salivating at the idea of leading a strike mission deep into enemy territory with heavy SAM and fighter cover to fly around jamming while everyone else has the fun of putting warheads on foreheads.
  14. Are you talking about on the HUD or on the radar screen? On the screen there are altitude indicators that appear to the left and right along with a reference bar to demonstrate 100m. Works just like the HUD's altitude references. Or do you mean HUD altitude as a readout of radar altitude not barometric?
  15. Pretty common for me too - once I disengage the breaks and throttle for taxi I shake a little in place - if I boost up throttle I unstick and move forward, shaking stops. If I just leave throttle be the shake continues and after about 20 seconds I start moving forward and the shaking stops. Pretty sure its just a map placement conflict.
  16. Well … after another clean and install I finally got it working like it was supposed to! Thanks everyone for the help
  17. It was, I forgot to stow that because I was focused on the HUD/RADAR issue, but the safety doesn't make a change, nor does resetting the fuses for those elements.
  18. Nope. Still an issue. Recorded a video this time … After the third clean up and update iteration the mirrors are now obnoxiously glowing white as well! In the video note that the radar screen shut off but the target reticle suddenly appeared against the black. No changes. Was running in the A1 mode with no issues until weapons release. In the vid I toggle the master mode switch through all settings, minor changes but nothing of value in the HUD.
  19. Thanks - that tells me the problem must be on my side. Time to clean and update/repair again...
  20. Adding RAM won't do you any good in this regard. If the VRAM is the bottleneck short of running an APU build (which would also generally be a waste of money) you can't allocate additional memory resources to the GPU. It's somewhat a bottleneck on my build - my Radeon 570 only has 4GB and its always pegged (but graphics still look good!). A year ago you really would have been screwed but miners are rare now in the sales dept - so what kind of budget do you have for a new desktop? You can put together a decent system for pretty cheap, then upgrade in the following months to come (which is currently what I'm doing, the upgrade part). Originally I was worried about double buying some parts but it occurred to me that I could get even better performance if I build a second box to run as a server and play even single player missions as multiplayer letting the server box host the game (then my system can ignore AI calculations).
  21. As a simple rule: if you're not planning to pull-up, use Bomb Plan (even for dive bombing). If you want to do that pull-up release (for accuracy), use Bomb Dyk. Perfection! I've been doing some tinkering with this, you just saved me a LOT of time!
  22. Yes - the safety was returned to the stowed position. I've similarly had issues for example on take off where the climb indicators were present but the velocity indicator did not appear until I was no longer on LS and was vectored to B1. These are not consistent problems - which is why I suspect a bug - one take off: no HUD (just restarted mission), one take off: no indicator, most take offs: HUD works like normal. Prior to the update my radar screen would remain on through the different master modes. In ANF it will not remain on (consistent error) and after weapons release the HUD almost always stays in ANF regardless the master mode setting.
  23. I've cleaned and repaired - but I keep having issues since the update with the HUD not changing back to NAV from ANF (post strike) and when I go into ANF my radar shuts off, cannot get it back on. Anyone else having these issues?
  24. Seriously... I would pay them right now...
  25. I have a love hate relationship with the A6... while in the Sand Box I was coming out from a building and we had shelter and sniper net up but I could hear the sound of a large rocket coming down and with no chance to reach a bunker in time realized this was going to be the end. Then I caught sight of an A6E through a gap in the nets. First time I ever heard one, radically different sound. I guess what doesn't kill you makes you want to play it? I was excited as hell when I saw this module could make its way in. Radars aside - I would be interested to see this come in as a jamming bird - would bring a whole new world to deep strike missions!
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