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Bunny Clark

DLC Campaign Creators
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Everything posted by Bunny Clark

  1. I thought this bug got quashed already...
  2. The Viper's radar absolutely will change. It's not even close to being finished yet. I would certainly not recommend anyone buy the Viper based on the current performance of its Radar.
  3. The functionality you're looking for isn't possible on the real Hornet. It has a three-position switch on the throttle which only commands actions when held in the forward or aft positions.
  4. I believe that TMS Down on the WPN page could return the Mav crosshairs to the TD Box point and ground stabilize, like it does in PRE. I also think that after a launch the next missile in the sequence should stabilize at the TD location.
  5. Yup, that looks like a copy-paste mistake, it should say RDDI. SCS Action is always performed when pressing in the direction of the page with Priority. But, as far as I know, ACM mode overrides the Priority assigning functions of the SCS entirely. I don't believe it's possible to assign Priority to a DDI in ACM Mode, as Priority is essentially locked to the HUD/HMD. You would need to exit ACM mode to make the FLIR Priority. What are you attempting to accomplish anyway? I'm not sure why you would even want to interact with the displays in any meaningful way while in ACM mode.
  6. The aircraft will always be pointing roughly in the direction of that diamond, it's the indicator that shows which direction you're currently traveling.
  7. RALT is not intended as a low-level terrain masking mode. It couples to the radar altimeter, which can see the ground right below the aircraft, but is not a terrain following radar. It's not nearly as fancy as a dedicated system like the F-15E has with the LANTRIN TFR Pod, which can look ahead as well as straight down. You crashed because the autopilot exceeded it's pitch authority and disengaged. Notice BALT disappears from the ADV line on the Left DDI (also, your wings are unlocked).
  8. UPLOOK has more utility in a real jet than in DCS. It's purpose is to allow over-the-shoulder aiming of the AIM-9X in a dogfight while allowing the pilot to keep their head in a position that the neck can better deal with G forces. In a game where you can swivel your head any direction without ever needing to worry about G-induced neck injury, there isn't much point. It may be more useful to VR users or people slewing with buttons, but with TrackIR I've not found a use for it.
  9. Yup, I made one here:
  10. The Hornet, Viper, and Hog almost have a real-life label type function with their HMDs in DCS as well, at least for a limited number of specific targets.
  11. Yup, I need to sit down and spend some time with RAID since the last changes. I don't fully understand how it works yet.
  12. Yah, I'm trying to walk a line between representing what it should be and how it currently works. Right now I'm trying to land more on the side of how it works in DCS right now since I figure that's the most immediately useful and least confusing. Then when (or if) it gets corrected in DCS I can go back and update it.
  13. It's working fine on my end in the most recent Open Beta. Any Hornet added in the Mission Editor starts at 60 & 60 and I can adjust in increments of 10 in any combination.
  14. They're intended as a guide for people who are trying to learn the Hornet's heavily context sensitive set of HOTAS commands, or as a reference for people who module hop and need a reminder.
  15. Holy crap, I didn't even know that was a thing!
  16. My understanding is each dispenser "bucket" is divided into three zones of 10 slots each. Each zone can be loaded with a different expendable. Interestingly, the Hornet in DCS can be modified in increments of 10 while the Viper can only be modified right now in increments of 30. I'm not sure if that's realistic or not, but the ALE-47 is capable of addressing expendables in banks of 10. With GenX it would be annoying to only be able to load expendables in buckets of 30. This update did not change the number of flares the Viper can carry, it can still carry 120 total expendables, with the default being 60 chaff and 60 flares. Previously the Viper was using the double-slot flare cartridges but they only took up a single slot, which should not be physically possible. The Hornet did have its total flare count increased, as it was previously using the double-slot flares and counting them correctly, though the Hornet is not capable of being loaded with double-slot flares. The Viper should be capable of loading both single-slot and double-slot flares, as is the A-10, I have no idea if that's planned though.
  17. I imagine we'll get more options as the Hornet's damage model is finished. The whole system is a placeholder for now.
  18. Oh, I forgot about SPOT! I should certainly add that, thanks! ACM and AZ/EL are included, the preview image is only the first page of three.
  19. I've posted versions of this before in a few random places, but I have just updated my illustrated guide for all the Hornet's HOTAS commands to include the 2.7 changes that I am aware of, plus a few other things that have been added or changed since the last time I updated this. You can find two PDFs with different themes here: https://www.patreon.com/posts/51703800
  20. Mouse views are an assignable control axis, so wiping out your controls would have made it go away. It's simple enough to set back up if you need to though, this is where they are: Mouse view panning is also disabled whenever the comm menu is open.
  21. Yup, that's exactly what I have been doing for months now. Thanks for looking into it!
  22. SEA (or SHIP) mode on the G and F do the same thing: it sets the missile's tracking software to look for an object that is significantly wider than it is tall (so, ship shaped rather than tank shaped) and offsets the point of impact to the bottom of the tracked target rather than the center, to impact close to the waterline. I'm actually not sure if the AGM-65F has the ability to switch modes in flight like we see in the Hornet or if it's a physical switch like on the G. It may be a DCSism like changing the laser codes on LGBs in flight.
  23. USAF Vipers pretty much run two wing tanks 100% of the time in combat loadouts. Wouldn't be much reason not to take the wing tanks for A/A, since you can't put missiles on those stations. Unless you were planning on getting into a fight very close to your base, which isn't something that really happens to the USAF ever these days. Right now there isn't much reason not to take a centerline tank other than weight and drag, there isn't much else we can do with that station. When we get the jammer pod, then it'll be a tradeoff.
  24. My screenshot above is from the current Open Beta, it's there. It does seem to be dependent on airspeed and/or altitude, which I believe is realistic.
  25. Missions created in 2.7 (Open Beta) are not backwards compatible with 2.5 (Stable). I assume because of the new weather, and possibly some other things.
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