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nomdeplume

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Everything posted by nomdeplume

  1. To enter it manually, press DEST, then the two digit waypoint number (if <10, enter a leading zero). After the second digit the DEST will immediately switch to the entered waypoint number. What you were probably doing is pressing DEST twice (since the first press just makes the button light up but appears to do nothing). This is a shortcut that copies the waypoint number from PREP into DEST. The same shortcut exists to copy the DEST waypoint number to PREP by double-pressing the PREP button.
  2. Try turning the mirrors off, I've seen some people reporting huge FPS loss due to the mirrors in various modules. There's an option for it in the options menus, which seems the best way to go about disabling it. You can also use RShift+M (or maybe LShift+M?) to disable them in-game, though this doesn't seem quite as effective.
  3. The "PCA Button X SELECT" binds are for the top row of the PCA. The bottom row is "Gun Mode SELECT", "Magic II SELECT", and then "Stores 2 SELECT" thru "Stores 4 SELECT". (These are all in the Weapons Management category.)
  4. The plan was to update 1.5 stable to 1.5.4. When they do those updates it usually includes some fixes so is actually newer than what was previously released to the open beta branch, so they push the update to both 1.5 branches. So if all goes well, we should see an update released for 1.5 beta and 1.5 stable, bringing both into sync. If it doesn't go well, then I'd guess another update to 1.5 beta would be most likely, but also 'no update at all' is possible. Edit: just to clarify, this is last I heard of ED's release plans, not Gazelle-specific. I don't know if Polychop have further updates pending release from ED at this time.
  5. It's not just the ground that the doppler notch filters out, but also things on the ground: cars, trains, etc. So to filter them out it has to reject quite a large range of speeds. Also keep in mind that radar technology improved over time. I don't know the specific capabilities of the Mirage 2000C RDI's radar, but given its design purpose was primarily to engage bombers at high altitudes, it's not unreasonable to think it may have quite a few 'ridiculous' limitations.
  6. Generally, yes.
  7. I use the 3-pos switch abstractions for this, although I do recall the button not being animated previously. What version of DCS World are you running?
  8. Two options; set the CAN/ROQ/S530 button to 'TOT' and press the trigger for only a short time (ref); or adjust the rocket burst length in the aircraft properties in the mission editor (ref).
  9. Try this: http://forums.eagle.ru/showthread.php?p=2822647#post2822647
  10. Has not been implemented yet.
  11. I haven't seen anybody else report this kind of issue, and since it only effects the joystick input and not the keyboard input it doesn't seem like you have a weirdly broken copy of the module. Have you tried assigning different buttons on your controller to 'fire'?
  12. I had this with the Gazelle and M-2000C, haven't tried other planes. Only workaround that worked for me was to use the TrackIR pause option before the starting the game, then once in the cockpit unpause TrackIR, and it all works normally.
  13. I think people are just trying to keep their expectations in check. A release being pushed back is way, way, way, way more likely than a release being brought forward. Better to expect it later and be surprised by an early release, than to expect it in July and be disappointed. The May 20 newsletter is the latest official communication and that gave the July-August timeframe for the early access release. So, if it is released in July, it seems like later in the month is more likely than earlier in the month.
  14. Nah, that tricked me too, but the checkbox has always been there. The checkbox 'locks' the speed specified for that waypoint; the one below it 'locks' the waypoint TOT.
  15. You're right (of course), dunno why I forgot about that.
  16. The radar does not currently affect the Magic 2 use at all, except for providing an 'in range' cue. Later the Magic seeker will be able to be cued to the radar position, but that functionality isn't available yet. So short answer: nope. Currently, the Magic seeker is boresighted at the "+" symbol on the HUD symbology, near the top. Don't let the radar lock symbol over your target trick you into thinking the Magic is also locked - you need to listen for the seeker tone change, which is currently the only indicator that the Magic has acquired a target.
  17. The 2.0 mission editor does have "GS" to remind you that it's ground speed.
  18. Steering issues on take-off are known: http://forums.eagle.ru/showthread.php?t=167801 But typically this is due to crosswinds and heavy loads. If you're getting it all the time I'd double-check your controller assignments. Use RCtrl+Enter to pop up the controls indicator and make sure your inputs are being properly reflected. If it is just the steering issue, pulling back on the stick to unload the nose wheel helps at the moment. But it should be improved in the next update, whenever that arrives.
  19. 80 nm is like the best possible range in optimal circumstances against a high-RCS target. Around 30-35 is more realistic for fighter-sized targets, especially if you're using wide-area scan patterns (120°, 4-bar), which spread the radar's energy over a large volume of space. Also you mentioned you "have a search cone going from -15ft to 57ft", but it doesn't really make sense to specify the dimensions for a "cone" like this. Where along the cone are you getting that kind of coverage? Presumably only at fairly long distances, where the radar return from a contact is quite weak. You might be able to detect contacts at longer ranges using the 1-bar scan pattern, but that's going to make the vertical coverage area very small indeed - so really only works well if you already know the target's altitude and position (i.e. you're being directed by AWACS/GCI). I also haven't tested how much of a difference it actually makes in the sim. It might be a good idea to go into the mission editor and make a simple air-start scenario with some aircraft (perhaps friendlies so they just ignore you) at various known distances and altitudes, and just practice detecting them. That might give you a better feel for what the radar is actually capable of, and just how enormous your radar's "blind spots" are, especially as the range decreases.
  20. There's nothing to prevent them breaking the lock after the missile is on its way, that's why standard practice if you're fired at (or think you're fired at) is to put the radar on your beam and dive. If a missile is on the way, your #1 and only priority is to defeat it. If you're super anxious to have 1 missile = 1 kill, then you can always wait until you're in a more favourable position where the radar will be less prone to being notched, e.g. look-up (no ground clutter to filter out means no need for the doppler notch) or being too close for the enemy to go defensive before they go boom. Of course, you'll probably have eaten one or two of their missiles in the face before you get that close, but at least you won't have "wasted" one of your own missiles. :thumbup: At least half the point of firing a missile at someone is to put them on the defensive -- so they can't effectively attack you, and you're able to close for a better shot. Also, in real life at least, team tactics is an important aspect of aerial warfare - if your wingman splits off and engages from a slightly different bearing, any maneuvers your target does to defeat your missiles just make them an easy target for your wingman. (Of course, your target probably has their own wingman...) This is why modern jets with their fancy active radar homing, fly-to-the-moon-and-back missiles still carry short-range heatseeking missiles and even shorter range nothing-seeking cannons. If all your longer range missiles achieve is to allow you to close with the enemy and shoot them down with your guns, they've still done their job.
  21. Yes. Currently you have to do it manually, in a future update the radar will automatically switch to HFR if needed and try to transition to PIC/STT mode if it can. It does take slightly longer to fire the missile then, but only 1.0 second vs 0.8 seconds (currently missile launch is instant, but that will change, too).
  22. Thanks for the updates Zeus, it's cool to "see" this system coming to life. Quick question: as I understand it at the moment, the synthetic runway display is based on the landing waypoint in your flightplan. Is this going to remain the same or does the real system work differently? Or more directly, to get a useful synthetic runway display will we need to perform an (accurate) INS fix update prior to landing, or is the system actually independent of the INS?
  23. I think it's more common, at least in US aircraft, for the system to display the distance and bearing FROM bullseye to the aircraft. Either way can work, and the French might well do things differently than the USA does, but I think it's probably slightly easier for pilots if they have their own position shown in the same manner as it would be given in a bullseye call over the radio.
  24. The FAC tasks have been set up in the TRIGGERED ACTIONS section, so they need to manually activated by triggers. It would be easier to add them as waypoint actions though, that way you don't have to explicitly every single one of them. You do that from the WAYPOINTS tab, press the "ADVANCED (WAYPOINT ACTIONS)" button at the bottom to add/remove/edit the waypoints tasks. Also, you probably need to add a "Perform command -> Set frequency" action to specify the radio frequency for the unit to use, and a "Set callsign" wouldn't go astray, either.
  25. I just kept telling myself that "mod" was their abbreviation for "module". ;)
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