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Zarbas

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About Zarbas

  • Birthday 02/03/1986

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  • Flight Simulators
    DCS World, Microsoft Flight Simulator 2020
  • Location
    London, UK
  • Interests
    Photography
  • Occupation
    Software Engineer

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  1. I know it may sound silly but... are you aligning your HMCS correctly before you are trying to use it?
  2. Press the uncage button to let the missile IR seeker track your radar locked target. The DLZ is that bar on the right-hand side of your hud in your screenshot. It's saying the target is around 3 miles away and closing up at 680knots. What do you mean with the DLZ doesn't appear?
  3. Changing the range value on the MFD doesn't change the distance at which you can detect or track contacts, but just the scale of what you're seeing in the MFD. The radar power output is not adjustable, nor controllable. If you keep losing lock, it could be related to scan volume, target aspect or defensive maneuvers.
  4. You can edit the default mission. You can't overwrite them in the main folder though (I wouldn't do it anyway), but you can save the mission you're working on as a copy in your personal mission folder. About getting a radar lock, it definitely helps ranging your target and pointing the Aim9 seeker in the right direction, but in some situations it may give away your position. Just remember it won't help you hitting the target as the Sidewinders are heatseeking missiles, and they're not radar guided. Don't think too much about beight stealthy, at least vs the AI, it doesn't really matter as it always knows where you are no matter what. Talking about the range you should fire your missile, it really depends on your speed and target aspect and there is no hard rule. Take it with a grain of salt, but on a "head to head" engagement I would wait until you're at least below 3-4nm to have a decent chance. About which direction you should break to evade, it doesn't really matter if it's left or right unless you're gaining or giving away some advantage picking one instead of the other. The only thing I could say you should avoid is to go up, unless you really know what you're doing. Then yes, use your flares: they go to waste anyway if you die
  5. Hi Double Dutch, The subject is quite deep, so I'll just try to cover a few points mainly related to your questions. First of all, to understand the context a bit better, I'd suggest you open the mission in the mission editor, remove both your wingman and 1 enemy plane, and you start practicing on a 1v1, maybe without firing (learn how to defend). To simplifying it by quite a bit, you can see it as an extended version of the 1v1 guns only training, with the addition of Fox 2 missiles. If you're unfamiliar with the missiles codes, names, ranges etc I'd dig a bit deeper in the subject because understanding your platform, weapons and what you're facing is really key. In this specific mission, you're armed with 6 sidewinders model M, and the enemy planes have something quite similar. They're infrared missiles, so no on-board radar, and the M variant is quite old so it has low boresight capabilities and maneuverability compared to the X version. You need a clear shot to hit, but I'd suggest you get your feel for it trying a few times on your own in a 1v1. Going back to the reason why you keep missing while they hit you consistently, it's probably related more the the way you defend than how you're employing your weapons (assuming you're firiring withing the right parameters, of course). How do you usually defend from heatseeking missiles? Burners have a really big impact, so it could be the main issue. To learn how to defend, try with something extreme until you get the feel for it: as soon as you see the missile flying, throttle to idle, break left or right and expend flares generously.
  6. Sorry if it sounds silly but I have to ask... Are you sure you were pointing to the right steerpoint? You need the plane on the correct steerpoint or a TGP point track to be able to use CCRP.
  7. Not sure how is working for you, but recently I noticed that whenever I fire a 120C in TWS (haven't tried with the B version but I assume will happen the same), if I then cycle to a different target with TMS right the first missile switch to that target as well, making it impossible for me to fire on multiple target at the same time
  8. Let the JTAC laser the target as you would do with a LGB or AGM65E, he gives you a code to employ your laser weapon. Input that code in your TGP LSS (press the LIST button, then 0-MISC and 5-LASR to find the right DED page) and ask your TGP search for the laser (press the uncage button). Remember you should be at less than 10nm from the target (if I remember correctly the max range is 8nm to be able to spot the laser with your TGP. After you start tracking the target with your TGP it should be easy to employ any weapon you like. Here is a video from the Grim Reapers that shows you exactly what I'm talking about:
  9. If you don't have a reference to find your target (e.g. a waypoint or a visual cue) but you have a TGP and JTAC lasering the target, you can always find the laser with your TGP LST and handoff the target to your weapon.
  10. Hey everyone, during the last few days I've been so impatient to fly a dynamic campaign with the new supercarrier module that I've started doing some changes on the Hornet TF-74 campaign while we're waiting for the official PBO-CEF/Miguel21 version. If anyone is interested, you could find the version I'm actually flying on at this link: https://drive.google.com/file/d/1L8azuPqDg8VVQTZzoEgZkssG456m0Mkk/view?usp=sharing There are a few changes in the config files that are worth mentioning so you could revert it back to the original version if you like (they are mostly personal preferences): TF-74-Hornet\Init\conf_mod.lua: - parking_hotstart = true - put it to false again if you rather start on a cold and dark plane - startup_time_player = 360 - I found 6 minutes are more than enough for an hotstart - failure = true - not sure if it's working but just wated to add more fun - CleanDeck = false - I've added some population on the carriers decks, you can still remove everything putting it back to true if your PC can't deal with all the objects (most of the take off issues are solved on the supercarrier so it's fine to have some extra objects) - ["labels"] = 3 - yep, I can't spot objects properly so I play with dot only enabled TF-74-Hornet\Init\camp_init.lua: - path = "Saved Games/DCS.openbeta/Mods/tech/DCE/Missions/Campaigns/TF-74-Hornet/" - changed to make it work in openbeta - time = 21600 - (original value: 3600) changed the campaign starting time to 6am to fly the first mission in the morning instead of at night. Please generate the first mission again before playing as the 2 missions provided aren't using all the changes yet. @PBO-CEF & @Miguel21: most of the changes are just in the base_mission.lua as I didn't want to add too many changes to your scripts. This means that unfortunately I haven't renamed the Stennis (that is now a CVN-71 Roosevelt) as it would break some of the scripts. When calling on the radio, just remember the Roosvelt is the old Stennis (the Lincoln is already fine as I'm using the right ship model). As always, feel free to take anything for your campaings if you like.
  11. Hey VirusAM, you could make it work anyway in openbeta changing the path value in Mods\Tech\DCE\Missions\Campaigns\TF-74-Hornet\Init\camp_init.lua from path = "Saved Games/DCS/Mods/tech/DCE/Missions/Campaigns/TF-74-Hornet/" to path = "Saved Games/DCS.openbeta/Mods/tech/DCE/Missions/Campaigns/TF-74-Hornet/" Please be aware that as PBO_CEF was mentioning before, carrier ops are seriously broken in openbeta at the moment, so be ready to explode, and a lot. I kept playing the previous PBO_CEF's campaigns in multiplayer for the last few months, and sometimes if multiple tasks are taking off within a few minutes could become so frustrating that we had to modify the mission to put ourselves already in flight (you're going to have planes spawning over yours, plane sliding on the deck without any reason etc)
  12. I did some tests yesterday and I can confirm using MSL with the ground altitude does the trick, I had 4 almost direct hits. One weird thing is if you're switching ftom AGL to MSL, the altitude is still stuck to ground level + 98ft and you can't set anything lower, unless you switch to another waypoint and you go back again on the previous. All working now, thanks again for your help
  13. Thanks for the suggestion, I haven't tried with MSL yet, I'll give it a go tonight to check if there is any difference.
  14. Thank you Ramsay, I've missed that post from NineLine and that's enough for me to stop trying to copy coordinates between TOO and PP. It always worked and as I've never been on a real hornet I've just supposed that was an intended feature.... Thanks also for taking some time to review the track, I think the difference in the errors is related to the fact that is impossible to set a WP exactly on the ground, the minimum altitude above ground level is always 89ft, so the shallower the dive angle the bigger the error. The only weird result I had was that even when I tried to correct the copied altitude manually the bomb went off anyway.
  15. yes I did, I've tried to change just the target altitude after the coordinates are copied from the WPs with TOO but the bombs are going off anyway. If I insert the coordinates manually the bombs are right on target so I suppose this happens when the target coordinates are copied from a WP. Anyway this thread was opened in the bug section, but they moved and renamed it without even answering, so I guess it doesn't make sense anymore.
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