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Spiceman

ED Beta Testers
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Everything posted by Spiceman

  1. Crossbleeds are the rule on the boat. Rarely do it on the beach, only if the flight line air is down and you have to use the huffer. There were some lines at Oceana that didn’t have air and the huffer/crossbleeds were the rule.
  2. We’re talking past each other. I agree that STT and TWS have differences in the guidance. What I’m saying is that those differences aren’t in the terminal phase of the missile’s flight, because right now the missile doesn’t have a “terminal” phase of flight. It has a single phase of flight from the moment it leaves the rail to the moment of impact.
  3. Well, no, the difference is in the entire flight. In both scenarios the missile is active the entire flight, so effectively there is no terminal phase.
  4. You’re right, yes... I sometimes lose track of all the before and afters. My mind gets stuck living in the “after” because it’s been living there for so long. So the real difference with an STT in the “before” times is the constant rate of guidance update as opposed to the once-per-scan that’s provided in TWS.
  5. What’s missing today is the ability to communicate to the missile in flight. So the Phoenix has it’s own radar turned on from the start. It still has to track the target of it’s own accord in the terminal phase. A Phoenix launched in STT is guided by the radar energy of the AWG-9 which is doing the tracking for it.
  6. The terminal phase is not the same. With an STT the Phoenix guides all the way to the target off the AWG-9s radar energy. In TWS, the Phoenix uses its own radar in the terminal phase.
  7. Yes... the CADC will move the spider detent with the handle pulled. In order to stow the handle, you can either move the handle (and the wings) to match the spider detent (as shown by the captains bars on the WS indicator) or vice versa.... move the spider detent via the WS hat switch to match the handle. One of the things that HB didn’t quite model correctly is the driving of the spider detent with the handle up. The proper way to get the wings out is to put the wings to Auto first, before moving the handle. The captains bars will drive to 20, then you pull the handle up and move it to 20 and drop it in the detent. You can probably find video of guys spreading their wings on the cat and you’ll see the wings wiggling as they try to get the handle to drop down in the detent.
  8. It is a gear, located down in the throttle quadrant and the emergency wingsweep handle nests into it when the handle is down. It is driven by the CADC and it represents the commanded position of the wings. When the handle is pulled up and disengaged from the spider detent, you are now operating a cable system, via the handle, that overrides the detent and the commanded position of the wings. The handle will not go all the way down and the plastic cover will not close completely. Line the handle up with the detent (manually command the wings to the CADC-commanded position), and the handle can be completely lowered back into the detent.
  9. They unlock at Mach .35 and start to schedule at Mach 0.5. They’re not implemented in the module yet.
  10. Thanks, yeah, it’s got to do with Voicemeeter. I’ve seen some posts on that elsewhere. I’ll figure it out.
  11. I'm not seeing anyone with exactly this problem... the sound module won't let me select my sound card. It's there... I select it... the SM says it has to restart, but the sound card is back to none selected after it restarts. Anyone else see this? How do you get SSA to run as Administrator... I don't see a way to do that and I'm guessing that's a source of my problem.
  12. The station ready indicators were little rotating drums.
  13. Lol... love the signature.
  14. Using the Fog Of War option... the Litening pod lights up every enemy within 30 miles with Fog Of War set. The JF-17 WMD7 pod and the F-16 TCTS pod are almost non-functional in this regard. An enemy won't appear until the aircraft is literally directly overhead.
  15. Light shaking starts at 15 units. The real heavy shaking is at 20 units and above and all turns done with rudder (only) at that point. Simplified, but that’s the gouge. Best thing to do is practice it. Enter a turn at 300 knots, and experiment with holding different AOA and observe how the airplane behaves. With enough practice, you can do it purely by seeing and hearing what the airframe vibrations are telling you.
  16. That’s the Tomcat talking to you, listen to it. Without even looking down you can tell what your AOA is and whether you’ll be sustaining energy or bleeding energy. You can transition from max rate to minimum radius, all while not even having to bring your eyes into the cockpit. It’s a beautiful thing. And it’s absolutely realistic.
  17. Hand the radar off to the pilot within 20NM... “you have the radar”, then get your eyes up and out and help in the fight.
  18. Hopefully Deka takes the user-friendly approach like Heatblur and incorporates the useful key binds that users send them. Heatblur took the extra step of having a thread where they actually solicited user keybinds to incorporate into the module. You’ll have to manually re-enter these commands with every release Deka produces until their keybinds reach a level of stability and then you can just make backup copies of the input files.
  19. i was carrying only SD-10s and a SPJ. Locked a ground target in GMT and no SPI appeared on the HSD. Is this correct?
  20. Surprise surprise
  21. AI is a pretty easy kill with the Phoenix, IMO. If it’s a group, I take a shot at 40NM in TWS against all of them. Offset but keep them in the TWS coverage (TWS Auto will be a huge help). Once the TTI hits 16 (which would be about time they go pit bull once implemented), I give a good crank, wait til they’re within PAL range, then turn back in. The bandits are usually busy maneuvering or hopefully half dead at that point. I pick them up in PAL and finish them off with another Phoenix or Sparrow shot.
  22. It’s not transparent, you shouldn’t be seeing anything behind it. So that’s a bug.
  23. I'm sure this is possible with scripting, since the DCE scripts kind of do this, but is there an existing script out there that will simply take the state of a mission when the mission is ended, and create a new mission from it? For example, if I have a bunch of ground units that move from point A to point B and maybe some of them die, at mission end, a new mission would be auto-generated with the surviving ground units at point B. Sort of a semi-dynamic campaign, because I'd like for the progress to be saved, but I want to create the unit tasking in the next mission myself.
  24. I don’t know that the AWG-9 was bad over land. It will certainly be better over water as any radar will be. Much less reflection over water as the reflections mostly keep radiating forward like skipping a stone on a lake. Pulse targets are infinitely easier to find, and the MLC filter can be turned off with less detrimental effects making it almost impossible to notch.
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