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Bunny Clark

DLC Campaign Creators
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  1. Bunny Clark's post in Why is my F-18 supercrusing? was marked as the answer   
    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.
  2. Bunny Clark's post in Exporting RWR to a fourth display was marked as the answer   
    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. 
  3. Bunny Clark's post in Weapons Select Question was marked as the answer   
    The Weapon Select Switch is a HOTAS switch, it's a side-mounted thumb switch on the stick. It's not clickable anywhere in the cockpit, you'll need to bind it to buttons on your controllers. It works best as a 4-way or 5-way hat switch, that's what it is on the real Hornet. The real-life binds are:
    Forward = Select Sparrow,
    Right = Select AMRAAM,
    Depress = Select Sidewinder,
    Aft = Select Guns.
  4. Bunny Clark's post in What do HDG SET KNOB - DEPRESS, CRS SET/BRIGHTNESS CONTROL KNOB - DEPRESS do? was marked as the answer   
    On the EHSI both the HDG and CRS knobs can be depressed. As stated above, depressing the CRS knob is how you adjust the brightness of the EHSI. I don't think depressing the HDG knob does anything. But you can click and depress it in the cockpit too. 
    @jaylw314 EHSI Mode is changed with the "M" button that is located between the CRS and HDG knobs, centered below the EHSI display.
  5. Bunny Clark's post in ICP Unused Controls was marked as the answer   
    The Block 40/42 aircraft have a different HUD but share the same ICP. I don't think the HUD on the Block 50 supports FLIR image projection, leaving the FLIR controls on the ICP with no function on the real aircraft.
  6. Bunny Clark's post in Second JDAM always falls well short was marked as the answer   
    You program target points for each bomb ahead of time, and then selecting QTY allows you to release multiple bombs with one pickle. Once released, each bomb will go to the target point it was assigned. You can program 4 bombs to 4 different targets, select QTY 4 to release 4 bombs at once, and they'll all guide on their own different targets. If you want to drop multiple bombs on the same point you'll need to program multiple stations to the same coordinates, or if you're dropping GBU-38s double-loaded onto the same station you can program the station to the target point and both bombs off that station will guide to the same location.
  7. Bunny Clark's post in Mav’s was marked as the answer   
    Boresighting targeting pods is something that is done by ground crews using specialized equipment. 
    In the Viper we currently need to boresight Mavericks to other sensors, usually the TGP. As far as I know this is a thing IRL with the Hornet and Hog as well (though the Hornet very rarely uses IR Mavericks IRL), but right now it is only modeled in the Viper. 
  8. Bunny Clark's post in Q about TGP. was marked as the answer   
    Why would you like to re-center the pod? If you're looking to get the pod onto a visually acquired target, you have two options:
    VVSLV (Velocity Vector SLaVe) - this is an option you can select with an MFD button or quickly access with a double-tap of the NWS Undesignate button. It will, as the name implies, slave the pod to your velocity vector on the HUD. This is a good way to "fly" the pod onto a target.
    With no active designation, a weapon in Auto bombing mode, and the HUD/HMD set as the Priority sensor, you should see an aiming pipper in both the HUD and HMD. Point this at a target, hit the TDC Designate button, and you will create a ground target designating wherever you were looking, and the pod will jump to that point. This is a great way to quickly target anything you can see in any direction.
  9. Bunny Clark's post in Weapon Action - Down (Air-to-Air) was marked as the answer   
    It's a function that was added to the real Apache for possible future use, but ended up not getting used.
  10. Bunny Clark's post in I have lost friendly and enemy icons/labels! was marked as the answer   
    Make sure labels are enabled in your game options.
    Label setting can also be forced by the mission you are flying, so regardless of what your settings are they may not be available in some missions. 
  11. Bunny Clark's post in AH64 Cockpit Arguments - VPC LED Tool was marked as the answer   
    The ultimate way to view this is with the model viewer. Open the cockpit model and there will be a list of arguments that you can manipulate and see their effect. 
    But the lamps.lua file will tell you basically everything you want. 
    The one's I have found and verified for my Helios project so far are:
    Pilot Master Caution: 425
    Pilot Master Warn: 424
    CPG Master Caution: 808
    CPG Master Warn: 806
    Pilot ARM: 413
    Pilot SAFE: 414
    Pilot Ground Override: 415
    CPG ARM: 438
    CPG SAFE: 439
    CPG Ground Override: 440
    Pilot Tailwheel Unlock: 402
    CPG Tailwheel Unlock: 426
  12. Bunny Clark's post in "Auto Hover" for the Apache? was marked as the answer   
    It is something the Apache can do, it's a sub-function of the attitude hold function on the Force Trim Switch. But it is not implemented yet.
  13. Bunny Clark's post in MAVF slave question was marked as the answer   
    We don't really know. Unlike the Viper, the Hornet's weapon employment manual is classified. Supposedly ED has some information on this, but we don't have the ability to conclusively cross-check it ourselves. 
    But, IRL the Hornet (and the Navy in general) does not really seem to use the AGM-65F as an anti-tank weapon. In the Navy, the IR Mavs are generally kept as anti-ship missiles while the laser Mavs are used for CAS. The Navy doesn't have any of the light warhead versions like the D. The E and F are both heavy warhead versions like the G and capable of being used against larger targets, while being overkill for single vehicles. 
  14. Bunny Clark's post in How to get ground target bullseye location? was marked as the answer   
    Yup. Bullseye is primarily an air-to-air reference point and if it's used for an air-to-ground reference it'll be for a very approximate location at best. IRL, sending points on the ground using the TGP would be done with a datalink push, or manually using L/L or MGRS coordinates. 
  15. Bunny Clark's post in Countermeasures, in auto mode was marked as the answer   
    SEMI and AUTO do not use the manual programs, they have their own independent programs that you cannot edit from the CMDS page - but you can edit them in the .lua file if you want. 
     
    ASIDE: if you've edited the CMDS .lua file in the past, before the addition of the SEMI and AUTO dispenser modes, you should update your .lua file. The automatically selected programs got updated around the same time to be significantly less wasteful. 
  16. Bunny Clark's post in How to designate ground targets quickly? was marked as the answer   
    It's a bit weird right now without all the A/G features for the HMCS implemented. It works well with Mavs and JDAMs with thier own VIS modes, but with Paveways or dumb bombs it's a bit silly right now. When we get DTOS things will get a lot better in that regard. 
    Otherwise, right now you can use the HMCS to set a Markpoint, which would complete your "primary task" of saving the location for later attack. You can then target that Markpoint to attack the target yourself. 
  17. Bunny Clark's post in stealthiness of RWS vs TWS in F18 was marked as the answer   
    For any aircraft in DCS there are three levels of RWR alert:
    A Search Warning alerts the pilot that their aircraft is being illuminated periodically by a radar in a search or scan mode. This could be any air radar in RWS or TWS mode, or any ground based search, surveillance, or early warning radar, or an airborne search radar like an AWACS. In western aircraft this is generally noted by a symbol on the RWR that is not highlighted or called out in any way. 
    A Track Warning (or Spike) alerts the pilot that their aircraft is being illuminated continuously by a tracking or fire control radar. This could be an air radar in STT, or the guidance radar of a SAM battery. It indicates that the aircraft is being targeted, and is generally the precursor to a weapon launch. The RWR will show this by highlighting the aircraft or surface system than is tracking you.
    A Launch Warning alerts the pilot that a radar is supporting missile guidance on their aircraft. This could be a semi-active missile like a Sparrow or R-27, in which case the warning will come from the launching aircraft. Most SAMs are also semi-active and will highlight the system that is launching. Or it could be an active radar missile like an AMRAAM or R-77, in which case the warning will come from the missile itself. 
    Of note, both RWS and TWS themselves provide the exact same warning to the target. The "sneaky" aspect to a TWS launch when using an active missile like an AMRAAM is that the target will only see a Search Warning from the launching aircraft, then suddenly get a Launch Warning from the AMRAAM when it goes active. You essentially skip a step in the warning escalation, and the Launch Warning itself will never identify the launching aircraft. The actual tactical advantage of this I feel is pretty overrated, any decent pilot is going to recognize when an enemy aircraft is attacking them, and when they're within launch range for an active radar missile defend themselves appropriately. 
  18. Bunny Clark's post in Dudes/Ramblings on speed calculation was marked as the answer   
    Yup, aircraft measure airspeed in a few different ways. Different ones have different uses. 
     
    Indicated Airspeed is, as you describe, the direct measurement of ram air pressure from the pitot static system. This is the speed indicated on the analogue standby airspeed gauge. 
     
    Calibrated Airspeed is derived from taking the Indicated Airspeed value and correcting it for various known errors imparted by the aircraft's hardware. This is the speed that is displayed in the HUD speed box. This speed is effected by density altitude, so it will be relatively lower at higher altitudes as you noted. This speed is extremely helpful for pilots because it reflects the speed and density of air going over the wings and control surfaces, so it will inform you of the way the aircraft will handle. An aircraft at 300 Knots CAS will handle the same regardless of altitude, air density, or wind. 
     
    True Airspeed is the speed at which the aircraft is moving through the air around it, regardless of density and wind. You can come up with an approximation of this number by correcting for aircraft altitude, air density, and air temperature. Or you can measure it more exactly with a GPS system. This speed is displayed to the left of your aircraft symbol on the HSI and marked with a "T".
     
    Ground Speed is similar to True Airspeed, but corrected for wind, so it indicates the velocity of your track over the ground. This speed is most useful for navigation. It is displayed to the right of your aircraft symbol on the HSI and marked with a "G".
     
    There is also the Mach number, which represents your speed relative to the speed of sound. This is also a very important number as it has implications for the way your aircraft will handle and how efficiently it is moving through the air. It is displayed on the HUD and marked with an "M".
  19. Bunny Clark's post in How do I know that stored INS align is possible? was marked as the answer   
    At the moment, Stored Heading is always available at mission start. There may be an option for this added later in development like the Harrier has, but it doesn't exist now. 
  20. Bunny Clark's post in Autopilot Radar Altitude Hold was marked as the answer   
    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). 
  21. Bunny Clark's post in Recce event switch not cycling hmd back on unless.. was marked as the answer   
    The last update added the ability to use the RECCE/MARK button to toggle EXP mode on the SA Page. With Priority to the SA Page, the button will not work to toggle HMD blanking. If you move Priority to another page it'll work again.
  22. Bunny Clark's post in No FLIR option on DDI and LTD will not stay in the "On" Position was marked as the answer   
    The AGM-65E is laser guided and requires a laser spot to track. In that training mission you have no FLIR pod to lase targets yourself and the targets will be lased by a JTAC on the ground. You need to contact that JTAC with the radio and have them turn on the laser for you. 
  23. Bunny Clark's post in Launch Acceptable Range in BVR for AIM-120C was marked as the answer   
    The middle point isn't really an "optimum" range, it's the No Escape range. It's the range at which if the target turns 180° away from you and runs, the missile will still be able to reach it with enough energy for an intercept. When firing against a fast target, the no escape range will be fairly short. 
  24. Bunny Clark's post in Strange problem with default F1 view in F18C was marked as the answer   
    Is it possible you accidentally hit RAlt + Num0 at some point? That sets the default view. 
     
    You can move your head to looking back forward again and then hit RAlt + Num0 to save that as your new view. You can also manually edit the default view parameters in the Saved Games\DCS(OpenBeta)\Config\View\SnapViews.lua file. 
     
    The nuclear option would be to delete that file, which will set all custom views for all aircraft back to default. If you haven't set up any custom default views or snap views at all this wouldn't break anything. 
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