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Everything posted by Notso
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That's strange. I did the same (OB to stable) and it kept all my modules. I downloaded stable into a whole new directory so I could run both. But it brought my modules and missions over from the OB folder. Not sure how, but it did.
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Here's a multi-attack (3). On Run-in #2, I was not on the ASL and it inhibited wpn release. :doh: gbu-12 loft-reatk.trk
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No, its a Loft. A LOFT is typically begun from straight and level at low altitude and then initiated by climbing. A "Toss" is usually a diving maneuver from Med altitude where you point at the target and then Pull up in AUTO to get the bomb to have more standoff than a CCIP attack for instance. It's often also called a "Dive Toss". If you dive at say 30 deg and begin a 3-4g pull, the bomb will often come off somewhere between -10 to +20 depending on range and such. The pull is roughly the same between the two, but the difference is where they start.
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Here's a couple of tracks of the maneuver as I described if anyone is interested. I started out further back than I described only because I had to have time to set up the SMS, the FLIR, the steering and designation, laser on, etc. The one key I've found is you have to be very precise flying the steering line once you begin the pull up, because if your off by much - it will inhibit weapon release. gbu-12 loft3.trk gbu-12 loft4.trk
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Ideally, you would delay turning on the laser until about 8-10 sec TTI to improve bomb energy. However, the bomb is not going to acquire the laser spot until it hits it's apogee and is pointed downhill at the target, so my initial tests with continuous lase seemed to work. IRL, I would have my doubts, but I don't think DCS models the PWII all that well. Masking is definitely the bitch. To me the key is to roll to pull the nose back down to below the horizon and roll out wings level about 45-60 off the attack heading. Any more and you will force the pod to look through itself behind the jet. Then once rolled out wings level and diving for the deck, you manage the masking by slight roll inputs lifting the wing on the side of the jet where the target is. Its subtle little roll inputs. 5-10 to start, more as you get lower. It also depends on where the Pod is and what other stores you have. If you have the pod on the left cheek station for instance, then you need to make the maneuver a right turn away from the target to keep the pod on the side of the jet where the TGT is. Also, masking will be worse if you have wing tanks, or other bombs on the pylons on that side - so you may need more bank to keep from masking. It's very dynamic.
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True. But no matter what your plan is.... the last guy to turn sets the fight to either a 1 or 2 turn fight. So you might not want to go 2-circle, but the bandit could turn late or reverse and force a 2-circle. You have to know how to fight both just in case you don't get the choice.
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OK fair enough. Seems odd though that you would be forced to rearm it each time. I can see a lot of Switch errors happening in stressful situations like an immediate reattack.
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To add: a fun exercise is to set up a series of armored vehicles on a flat spot like a Dry lake bed on the NTTR map and then set up a 5-6 mile racetrack course and the jet loaded with as many GBU-12s as you can carry. At weapon splash, turn to the downwind of the race track and make sure all your switches are set while going outbound. At about 4.5-5 miles from the designated target spin back 180 deg to the final attack heading and do it again.
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I'm not sure if there is already a thread on this somewhere. If so, I apologize. I did a cursory search and didn't find anything. I was playing around with traditional GBU-12 Loft attacks in the Hornet last night and found a technique that seems to work well in the absence of Loft cues or a Loft delivery mode - which I believe is still WIP. I'm sure this would work in the F-16 or any other jet that does GBU-12 AUTO employment. Steps that I found worked well: 1. Have your SMS set up with AUTO, Fuzes selected, and laser code set 2. Designate a target with the pod and have the crosshairs ATRAK or PTRK on it if able. 3. Set up about a 5-6nm run in from the target to give yourself time to get settled on the steering line. 4. Run in at 300-500 AGL, about 450-500 KIAS 5. At about 15-20 Sec on the time to release cue, pull up with about 3-4G pull (fairly gentle), while maintaining the flight path marker on the steering line. Keeping a steady 3-4 G is there key here. Don't pull up to a pitch angle and then stop pulling. There should be G on the jet until release. The bomb will come off at about 20-40 deg nose high depending on your pull G. 6. At the initiation of the pull, also push and hold down the weapon release button (pickle button). You will see the time to release rapidly count down and the release cue start moving down from the top of the steering line. Hold the pickle button down until the bomb is off (the steering line goes away is the cue that the bomb has been released). 7. As soon as you get a release cue, execute a ~135 degree roll (sliceback) to get your nose below the horizon and pull to again 3-4 Gs. AS soon as your nose is about 60 deg off Attack heading, roll wings level while still diving at about 30 deg towards the deck. Watch your speed and altitude and stand the throttle(s) up if you're getting too fast. 8. As soon as you complete the 135 deg sliceback maneuver and roll wings level in the dive, this is your chance to update the cursor position on the target if it is not exactly on the desired impact spot. Once you get it where you want, stop trying to perfectly refine it and fly the jet so as not to hit the ground. Your main job here is to make sure you don't mask the TGP. So if you see masking about to happen, usually just a slight wing up roll away from the target is needed to unmask. I did this a bunch of times on DCS and it works like a champ and is very close to IRL if you had a Loft mode in the SMS. I'll see if I can post some tracks of this attack to show the steps above. This is a VERY demanding attack profile and is really fun if done correctly. The practical application is for use against SAM/AAA threats if you need to ingress and egress low and can only expose yourself for a brief amount of time to deliver an LGB. It's demanding because a lot of Single Seat pilots IRL have gone "SPLAT" on the ground when they became target fixated and were flying the TGP instead of the jet.
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Also, I am not getting a countdown to impact on the HUD after release. Isn't that also supposed to be there?
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I just went back to Stable after being frustrated with OB. So am relearning the TGP stuff and all the new functions and mechanization. The one thing that is bugging me is the laser arm switch turns off after every release and I have to rearm the laser and select the trigger each time I want to do a GBU-12 drop. Is this normal? Does it work like this IRL? I would not think a physical switch in the cockpit console would flip itself off after every release.
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Not completely true. You sometimes can hear and feel a little muffled "thump". But it's subtle. I tried the box checked and it was very unrealistically loud. I found it distracting. YMMV
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This would work only if the UN AI units were as dysfunctional and indecisive as the real ones.
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Integrate USB Breathalyzer for High G Straining
Notso replied to LowRider88's topic in DCS Core Wish List
Does anyone REALLY want to breath into a plastic tube for several hours to simulate this stuff? If we really want to simulate the G-effects - we should be able to hook up a G-suit, Combat edge vest and helmet up to the thrustmaster setup so we can really do a proper AGSM. Just saying. -
Speaking of laggy.... I just moved from Steam to DCS standalone. All seems to have transferred over fine and I even have the stable and OB that I can switch back and forth between. I have not changed my Steam VR settings, so they should be the same. My issue is that everything seems to be smooth in my reverb as before with the exception that if I'm looking at something like down in the cockpit or the ground with my head stationary and then move my head, there is an initial momentary blurr right when I move and then it seems to catch up. It's not bad but noticeable. I never noticed it before. It's not a showstopper, but it's annoying. Any thoughts as to what might be causing this???
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How do you get ASW working with the new Steam Beta for WMR?
Notso replied to joebloggs's topic in Virtual Reality
imacken, does that mean that we should NOT remove the line "motionReprojectionMode" in the Steam VR settings default file? What should we do if we've already removed the line. -
That all makes sense, thanks. And after re-reading the HP brochure more carefully - they do say it will have "increased cushion size". So hopefully that solves the eye relief issue. https://h20195.www2.hp.com/v2/getpdf.aspx/4AA7-7491ENW.pdf
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Thanks for the response. That's interesting about your comment regarding the Reverb clarity vs the 8KX. *On paper* the 8K should be at least as good or better. It says 4K native resolution and the resolution number per eye of the PIMAX are better. But "on paper" sometimes is just that.
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I'm currently interested in upgrading my Reverb G1 to something better. I like it, I have no real issues with it but it just seems like it could be better. So given a no holds barred, cost not object (well to a point or else I'd be buying the XTAL) - which of the three top tier headsets would be best for DCS? A lot of gaming websites say its the Index, but I suspect that's based on games like Alyx and such and not an intense Flight sim like DCS. The Pimax on paper looks better in all respects to the Reverb G2, but it seems to have such a poor reputation from it's early offerings that I'm just a bit gunshy to be an early adopter of the 8KX. But it looks amazing if it works. Has PIMAX fixed their QC and their customer service issues since their early days? That leaves me again with the Reverb G2. At least if it's better than the Gen 1 - I can trust that it will be a good headset. But the G2 doesn't seem like a quantum leap up and rather more of fixing some of the issues the G1 was weak on. Thoughts?
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Hi All, I'm considering doing a pre-order based on some of the positive comments here and from reading their website stuff. I currently have a Gen 1 Reverb and am fairly happy with it. A few questions before I pull the trigger: 1. The resolution per eye specs seem the same as the G1 (2160x2160). Is there anything else that has made the resolution better? 2. No mention of FOV. I assume that also has not changed. 3. Does the G2 still have the option for a plug in set of earbuds if we don't want to use the built in headphones? 4. The headset strap looks different. But has there been any changes to the facepad? Many people, including me, have had issues with eye relief (as in not enough). Have they beefed up the padding to fix that common issue? 5. Is the supposedly larger sweet spot a function of the adjustable IPD settings or more due to higher quality lenses? Huge thanks. This looks very interesting if it does what the glossy brochures says it does.
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Moved from Steam to Standalone OB - How do I get VR to work?
Notso replied to Notso's topic in Virtual Reality
Cool, thanks! -
Moved from Steam to Standalone OB - How do I get VR to work?
Notso replied to Notso's topic in Virtual Reality
Anyone? It seems like the Reverb is still using Steam VR to run even though I open the game directly from the standalone directory. So should I assume that all the settings like Advanced Supersample Filtering, MR. resolution per eye and Motion Smoothing currently in my Steam VR settings are still being used by DCS? -
Hi All, I recently moved from using DCS through Steam to Standalone OB. All good so far. However, I purchased voiceattack through Steam and am trying to get it to work without having to run Steam in the background. Is there a way to migrate it to Standalone like I did for the DCS aircraft modules? I don't want to have to buy it again. TIA/
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Moved from Steam to Standalone OB - How do I get VR to work?
Notso replied to Notso's topic in Virtual Reality
That was it, thank you! :doh: A couple of additional Questions related to the migration: 1) Where do I set up all the fancy features for the VR settings such as motion reprojection, resolution, etc that I had in Steam? Or Because it's still using Steam VR, are those settings still being applied like when I was running DCS through Steam? 2) I assume I can copy all my WH stick profiles and ME missions I created over from the steam directory to the new Stand-alone directory, correct? I especially don't want to have to remap all the HOTAS and MPD settings for each aircraft. TIA -
LITENING II - AN/AAQ 28 (V) pod version in F/A-18C Hornet?
Notso replied to Fri13's topic in DCS: F/A-18C
True dat!