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Bunny Clark

DLC Campaign Creators
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Everything posted by Bunny Clark

  1. Just because three bombs fit on the racks doesn't mean the rack with three bombs fits on the plane, nor does it mean that three bombs will separate cleanly from the rack when mounted to an F-16. As far as I know, all any of us can do here is speculate. We know the USAF only slant loads GBU-12s on TERs on the F-16. Clearance issues with external tanks inboard makes a lot of sense. But would there be clearance issues with other stores on the inboard pylons? Could an F-16 carry 3x GBU-12s outboard and a GBU-31 inboard? Could it only carry 3x GBU-12s if the inboard station was empty? Unless someone knows the answers to these questions, it doesn't seem worth it to make a change to the game based on guesses. The people who do, definitively, know the answers to these questions - the USAF - don't ever load 3x GBU-12s on TERs.
  2. ... That's not what Wikipedia says at all: That is exactly how SARH works. TVM is the same basic principle as SARH except that seeker data is sent back to the launch site for guidance analysis, and steering commands are then transmitted to the missile. It allows more computationally complex guidance algorithms to be used more effectively, as the guidance software does not need to run on the space constrained missile hardware nor on battery power. Radar target illumination (either CWI or PDI) is the exact shift in radar energy that an RWR detects to alert the aircraft to SARH missile guidance. From the perspective of the RWR in the target aircraft, TVM does not necessarily look any different than SARH. In application, the primary difference is that most TVM systems use modern phased array tracking radars that are more difficult to detect. With regards to the SA-10 in game though, the point is moot. DCS models the 5V55 family of missiles, the oldest deployed with the SA-10 system, which do not use TVM.
  3. That's actually not so bad. The Jeff's MFDs are 5 across the top and bottom, and then the "main" space on each is also 5 high. The extra height is used for a secondary screen on the bottom on each display which you don't necessarily need to interact with as much - one is usually engine stats and fuel for example. I haven't flown the Jeff much, but not being able to bind the bottom three side buttons on each display didn't really bother me.
  4. It is picking up the change in energy state of the radar, but that energy is directional when it is illuminating a target for fire control. It's realistic, as far as we know, for your RWR to alert you when another aircraft within a few degrees of you relative to the launcher is illuminated. But it should not happen when you're 180° from the target, that sounds like a bug. Your RWR should not pick up any change in state for a radar pointing away from you, it shouldn't pick up the radar at all. TVM definitely changes it's signature on a missile launch, it's just a variation on SARH. From the target's point of view it's identical to SARH.
  5. Yup! Should be fully functional on either distro. I primarily play test on Stable, so it's possible there's a few weird bugs in Open Beta, but it's unlikely. Nope! There are tankers in the air in every mission in case you want to, but it is not necessary for any of the missions if you have good fuel management. Once you get the "MISSION COMPLETE" message you may end the mission at any time. You can always fly back and land if you want to, but I don't force you to in any of the missions. This can also help you avoid needing to use a tanker if you've burned too much gas to make it home. That's a good question, I think so? I have not tested it at all, but there isn't anything in the campaign that's linked to radio triggers, and all my scripted comms use the Message function rather than the radios. I believe it should work fine.
  6. You're not the first person to have a problem with this aspect of this mission. Every time I've played it myself (dozens, at least) the AI handles the northern group just fine and I need to buster over there to even have a chance at shooting anything down. Some of this is just going to be up to the randomness of the AI, but I want to keep it so that player feels they may actually be needed to help stem off the second attack, rather than being able to just ignore it. There is an "alert 5" group of Hornets that launch from the CVBG and join the CAP fighting the northern attack. Overall there's a 1:1 ratio of Hornets to MiG-29As in the fight, which should easily go to the Hornets, and the strikers shouldn't pose a threat unless they get behind you without you noticing. Curious, I'll take a look. IIRC the second attack should begin when you shoot down the first of the Su-24s in the eastern package. I've not heard of this being a problem before, but there may be a more reliable way to trigger it.
  7. The FC3 Engine Start and Stop commands are working with the F-22 just fine for me.
  8. Conversely: in both the F-16C and F/A-18C the Uncage button also toggles LSS.
  9. Yup, but that's not the RWR though. The A-10C has a Missile Approach Warning System (MAWS), which consists of several IR cameras around the aircraft to detect the heat from a missile launch. MAWS will detect almost any kind of missile launch in proximity to the aircraft, the RWR will not detect things like Mavericks as they're not radar guided. This is one reason why it's good practice to call out missile shots in multiplayer. If I get a MAWS warning at the exact moment my wingman calls "rifle" in my ear I know I can safely ignore it.
  10. Awesome work! I'm having a hell of a time landing it though. The pitch axis is quite twitchy, and it wants to pull up massively on touchdown. Should I be in a different FCS mode for landing?
  11. There is directionality to it. It's entirely likely that two aircraft close together will get a launch warning when only one has been fired on. It shouldn't happen for targets with significant azimuth separation though.
  12. I've been thinking of that too. Point that's going to be interesting: the Apache MFDs look to have 6 buttons per side, unlike the Cougar MFD's 5 buttons. That's going to make binding a pain in the ass.
  13. The differences between the F-14A and F-14B is closer to the differences between the F-16C Block 50 and F-16C Block 40. An F-16A would be an almost complete redesign of the aircraft. No MFDs, no ICP, no DED, different HUD, different joystick and HOTAS commands, different radar, different engine, different intake, lighter aircraft. As for "Fox1s"; only a small fraction of F-16s were ever given the ability to carry Sparrows.
  14. You'll see a crossed out weapon and "STBY" until the Mav has a good lock and is ready to fire. To get a good lock, you need to place the Maverick crosshairs on a target. As others have said, you can access Maverick video with a second press on the MAVF icon on the top of the Stores page. You can also get to it from the Tac Menu on the top.
  15. What you want to change is the "Result" line for the last mission in the campaign you flew. Change it from 50 to 100. Then after that will be the current on-deck mission for the campaign. You'll want to increment the Stage line by one, and change the mission to "FA-18_OitW_09_Minhad CAP.miz"
  16. This is exactly how I would do it as well. You could also do a Group In Zone coupled with a Group Alive More Than condition for each group, which would be fewer triggers to program but be less reliable. But the 24 triggers would be pretty simple to program anyway, build one, clone it a bunch of times, and change the unit that triggers each.
  17. Honestly, I never use boresight anymore in the A-10C II. The DMS Right Long function to put the TGP on the HMD cross has completely supplanted that function for me. Why fly the jet to point the TGP somewhere when I can just look at something and point the TGP there?
  18. It's a bit weirdly labeled, but if you look at the pitch switch it's also the Autopilot master switch. The center position is "A/P Off" so you need to move it either up or down to enable Autopilot. You don't need Altitude Hold enabled for Autopilot though, you can move it to the Attitude Hold position too. EDIT: Tangentially, you don't need to return the Roll switch to center when you disable Autopilot either. If you want to stay in an auto steering mode just leave it set, then when you re-enable Autopilot with the Pitch switch it'll already be set.
  19. Yah, that may be your problem. The default ATC was designed for use on land bases where you can land either way on a runway. It will pick the direction based on current wind conditions. If the carrier is set up as sailing into the wing, this should not be a problem as it should pick the correct direction. But with no wind, it's probably a crap shoot?
  20. Yah, I'm with Swift here and confused as well. It does work that way. Use GMT to track a moving target, then set the FLIR as Priority and you can move the designated target wherever you want. It's pretty simple.
  21. I'm not really sure what you're asking for? Setting Priority to the FLIR is as easy as a single button press on the HOTAS ...
  22. Geeze, it's been so long since I've used it now, I can't recall if it ever worked right ... Is the given runway heading always the inverse? Do you have the wind set up to be right down the deck? Maybe the default ATC is treating the carrier exactly like a runway, which can be used in either direction.
  23. Your wingman are all carrying the same load as you. The win criteria is simply 50% damage to the SA-10 battery, it doesn't matter if it's your JSOWs or a wingman's that do the damage. In my testing, the 50% damage mark is one that was reliably achievable with hits from only my JSOWs, so the wingmen were not required to pass the mission. The DCS AI right now does not fully understand how to use a standoff glide weapon, they tend to treat them more like an AGM and won't give the weapon as much energy as possible, and they'll frequently follow the weapons in after release. You can have good luck with them by giving them the attack order, making sure the enemy CAP doesn't interfere with their attack run, and then order them to rejoin once they've released all their weapons. But, the JSOW-A bug seems to effect both human and AI launched weapons, so if that's the problem, everything may be off. I think this is currently fixed in Open Beta, but I haven't tested it in a while.
  24. You need to cause at least 50% damage to the SA-10 site to pass the mission. Are you on Stable or Open Beta? I've had issues with bugged JSOWs making this mission really difficult before. In theory all you should need to do is throw all your JSOWs at the target points at max range (Angles 30 and as fast as you can go helps here). But there was a bug that was causing them to all miss when launched at greater than about half of max range, and it may still be hanging around, I haven't checked in a while. As Ziptie suggested there is way to skip pasted the mission. Progress for all your campaigns is saved in your Logbook LUA file, which you can find here: {User}\SavedGames\DCS(openbeta)\MissionEditor\logbook.lua Editing this file will let you retroactively change your score for any mission in the campaign, and set what mission will be next.
  25. Check that Historical Mode is not enabled. That seems to filter out the Armed Speedboat for some reason.
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