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Bunny Clark

DLC Campaign Creators
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Everything posted by Bunny Clark

  1. In the Hornet, the T/O Trim button only works when on the ground (for normal flight modes). But, why would you want to reset in flight anyway? The reason for a reset button at all is to setup the aircraft in a known stable position for a safe transition between rolling and flying. Once the plane is flying, neutral trim is all relative. The in-flight equivalent to resetting the trim is just trimming the aircraft. Trimming an airplane is a normal procedure that every pilot learns very early, it's a common enough procedure to have a dedicated control on the stick in nearly every modern aircraft, though the Hornet's FCS means you need to trim it far less than some other aircraft.
  2. Thanks to @SparrowHawk003 for pointing me in the right direction. Looks like Razbam not only stealth enabled display exporting in the last OB patch, but also has default display definitions for most of the displays in the aircraft. Like the Apache, display exports switch on and off when entering and exiting the two seats, and the seats can share viewports in your monitor config. Here's the default viewport assignments: Front Seat "LEFT_MFCD", "CENTER_MFCD", "RIGHT_MFCD", "UFC". Back Seat "OUTER_LEFT_MFCD", "LEFT_MFCD", "RIGHT_MFCD", "OUTER_RIGHT_MFCD", "UFC". If you'd like to change any of the viewport assignments, you can find the MFD files in \Mods\aircraft\F-15E\Cockpit\Bake\MFDG and the UFC files in \Mods\aircraft\F-15E\Cockpit\UFC\Indicator I've not found the file for the Engine Monitor Display.
  3. Yes. They're an issue in DCS because of how the rendering engine handles display brightness vs ambient illumination. Dimming the in-game displays also dims the exported displays, but the displays rendered in-cockpit are also corrected for ambient light level and dynamic range. In daylight with MFDs set to max brightness the in-game and exported displays both look fine. At night, turn down the display brightness enough to be legible in-game and exported displays are basically invisible. Turn the brightness up enough for the exported displays to be legible and the in-game displays are completely blown out.
  4. You MFD brightness issues are probably related to the in-game MFD brightness settings. In your screenshot it looks like it's a bit dark outside, so the in-game MFD brightness was probably turned down. That also makes the exported displays darker. If the instant action mission you loaded was daytime and MFD brightness was at max, that would explain the exports getting brighter.
  5. Looks like your game is rendering a much wider area than your monitor, and the CENTER_MFCD viewport is being drawn off the edge of your second monitor. Check the resolution defined in your game settings, and that it matches the resolution in your monitor config file. Also check where CENTER_MFCD is defined in your monitor config file.
  6. It wasn't mentioned anywhere in the patch notes, but pilot MFDs are exporting now. They are rendering to the standard LEFT_MFCD, RIGHT_MFCD, and CENTER_MFCD viewports. The F-15E is not using the standard file structure for MFD exporting, and I have not been able to find where viewports are defined in the module.
  7. My understanding is that INST Mode is intended as an emergency reference mode for when the pilot becomes spatially disoriented and needs one-button access to orientation and navigation instruments. It's a safety feature more than something that is normally used.
  8. Apart from the fact that weapon systems are a bit more complicated to integrate than bolting the missile to the plane, there's the whole other issue of training and TTP. Successfully performing a SEAD mission is a bit more complicated than pointing a HARM in the right direction and pressing a button. If F-15E crews never trained on the SEAD mission, and the USAF still had operational F-16C squadrons that specialize in that mission, why would they ever bother strapping a HARM to a Strike Eagle? Let the Viper drivers do what they've trained for, while the Strike Eagle pilots focus on the missions they train for. The idea that every plane and every pilot must be able to do every mission is very much a DCSism and is not how real life works, except sorta with the Hornet, as it's often the only strike fighter in a carrier group.
  9. Bunny Clark

    JDAM?

    If you believe Dassault, that's what "omnirole" means ...
  10. Bunny Clark

    JDAM?

    The upper CFT stations are not wired for data. They can physically carry JDAMs, but they cannot employ them. The max GBU-38 load is three per fuselage rack, one on centerline, and one on each wing pylon for nine total.
  11. You can create a overfly mark point in the Hornet by hitting the "MK" button on the HSI or SA Page without a target designation.
  12. The hard line between rendering and not rendering is a DCS limitation. IRL, you still won't get a useful image out of it at 40nm, but it would look like a blurry / pixilated mess rather than just cutting off entirely.
  13. That functionality is included within the DTC functions that is on the roadmap. A few of them we sorta have already. The threat circles you see on the HSD, for example, are representative of Steerpoints 56-70, they are just auto-populated right now.
  14. The launch delay isn't just a safety. In that time target and datalink information is uploaded to the missile, the missile's battery is started, and the data and power connections between the aircraft and missile are disconnected.
  15. Paid DLC missions are protected. You can edit some parts of them, and fly them directly from the Mission Editor, but you cannot save them.
  16. Eh, still a matter of opinion. I like that the Hornet is all one unified computer system where components can talk to one another and information can be displayed wherever you want it. The Viper's bunch of independent systems that mostly don't talk to each other just feels clunky by comparison. I like the Viper's stick better, but the Hornet has a better throttle in my opinion. The Hornet's DFCS is also nicer. It gives you more authority and will automatically adjust for loading. No need to manually G-limit or flip a CAT switch like in the Viper.
  17. And this is exactly why boresighting in flight is the preferred method IRL as well.
  18. That's not the case. That bit of code does not exist on the dev's end, you must have added it yourself. The MFDs both have default export names, while the RWR does not. RWR_ALR56_init.lua not having any of the viewport handling code is it's normal unmodified state, and the DCS updater flagged it as an unexpected change and moved it to a "backup" folder inside your DCS install directory. This will happen to this file every time you update DCS. You must have at some point made the change yourself or copied a new file over the old one. Using a mod manager like OVGME is a good way around this, or you can simply manually copy the file out of the backup folder every time you update.
  19. Why are you flying past the target area and coming back? It's far easier to just establish a left-hand orbit at a safe altitude and have continuous FLIR coverage around the target area. You can also use the HMD to designate an area and snap the FLIR to it, rather than having to use VVSLV. Again, establish an orbit, then designate out the side of the cockpit with the HMD.
  20. The two aircraft do not use the same RWR, so a lot of those features do not cross over between aircraft. Things like warning tones are quite different between the two. Some of these features do exist in the Hornet and are already implemented. Things like Separate and Priority mode can be found on a handful of pushbuttons on the center column behind the stick.
  21. The USMC will be using them for quite some time more. They never bought Super Hornet, so the Cs and Ds will serve until replaced by the F-35.
  22. The AIM-7 Sparrow first entered service in 1958, and the versions most commonly seen on the DCS Hornet started being produced around 1982. The Sparrow started being removed from active service in the late 1990s, and is at this point completely retired from active service on US aircraft - though some remain in inventory and variations of it continue to actively serve as a surface to air missile. The AIM-120 AMRAAM first entered service in 1991, and the versions most commonly used in DCS (AIM-120C5) first entered service in the late 1990s. It, alongside the AIM-120D, continues today as the primary US beyond visual range air to air missile. The AIM-120 AMRAAM is better than the Sparrow in almost every way.
  23. Supersonic is also often defined as >M1.2, though it's different for every aircraft. Between about M0.8 and M1.2 is the transonic regime where because of aerodynamic forces some, but not all of, the air around the aircraft is moving at velocities above the speed of sound. An aircraft is not truly supersonic until the entire aerodynamic flow around the airframe is above the speed of sound, and that happens at a different airspeed for different aircraft, at different altitudes, and different temperatures. Most aircraft that are truly supercruise capable will do so around M1.5, and the Hornet certainly can't do that.
  24. You're halfway there. You've edited the correct file to get the IFEI to export, and created a new viewport named FA_18C_IFEI. Now you just need to tell DCS where you want that viewport to be rendered in your monitor config file (Apache.lua in your case). Copy and paste one of the existing viewports and change the header name to FA_18C_IFEI, then define it's size and position to where you want it.
  25. If you're already accustomed to editing .lua files, this is pretty straightforward. You'll want to edit two files first: \Mods\aircraft\FA-18C\Cockpit\Scripts\IFEI\indicator\IFEI_init.lua and \Mods\aircraft\FA-18C\Cockpit\Scripts\TEWS\indicator\RWR_ALR67_init.lua In each file, add the following lines: dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("VIEWPORT NAME") Replace "VIEWPORT NAME" with whatever you want to call that viewport. Keep in mind every DCS update will revert these changes, so make a backup or use a mod manager. Next, go to your monitor config file and add new viewport definitions with the names you just used for the two init files.
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