

nomdeplume
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Everything posted by nomdeplume
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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).
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Try this: http://forums.eagle.ru/showthread.php?p=2822647#post2822647
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Has not been implemented yet.
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Regarding the previous two posts, yes the inaccuracy of the initial position is intentional. From an earlier post in this thread: I think the idea is to give a sense of purpose to entering the initial position without making it mandatory. The max. 10 km offset is large enough that you'll get some value from entering the proper position, especially for ground attack missions and the like; but it's also small enough that for a lot of "I just want to get in the air and shoot things down" cases it will be irrelevant.
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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'?
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Okay, that makes some sense. I thought the BR indicator was the dispenser power, and LL was jammer switch (based on position and tooltip). But I do now vaguely recall something here being the wrong way around, and maybe that's not been fixed yet.
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BR switch activates the "V" light under the RWR when in the 'on' position, instead of the BR light. When in the 'test' position the "BR" light blinks as expected but the "V" light remains lit. By the way... what does the "V" light indicate, anyway?
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This is known, you'll have to do it the 'hard way' for now: Press DEST on INS panel, then enter the two digit waypoint number (for waypints <10, enter a leading 0), after the second digit the destination waypoint will immediately update. INS panel only displays the PREP waypoint details, you can copy the current DEST waypoint there easily by double-pressing the PREP button.
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[RESOLVED] Keyboard shortcuts issues (PCA and other)
nomdeplume replied to some1's topic in Resolved Bugs
Also when using the keybinds, the switch stays to the side, rather than returning to the centre position. Doesn't impact the functionality but looks weird. The definitions for the bomb interval/count are: {down = 3277, up = 3277, cockpit_device_id = 6, value_down = -1, name = _('Bomb Qty Increase'), category = _('Weapons Preparation')}, {down = 3277, up = 3277, cockpit_device_id = 6, value_down = 1, name = _('Bomb Qty Decrease'), category = _('Weapons Preparation')}, {down = 3278, up = 3278, cockpit_device_id = 6, value_down = -1, name = _('Bomb Release Interval Increase'), category = _('Weapons Preparation')}, {down = 3278, up = 3278, cockpit_device_id = 6, value_down = 1, name = _('Bomb Release Interval Decrease'), category = _('Weapons Preparation')},so both issues can be corrected by replacing them with: {down = 3277, up = 3277, cockpit_device_id = 6, value_down = 1, value_up = 0, name = _('Bomb Qty Increase'), category = _('Weapons Preparation')}, {down = 3277, up = 3277, cockpit_device_id = 6, value_down = -1, value_up = 0, name = _('Bomb Qty Decrease'), category = _('Weapons Preparation')}, {down = 3278, up = 3278, cockpit_device_id = 6, value_down = 1, value_up = 0, name = _('Bomb Release Interval Increase'), category = _('Weapons Preparation')}, {down = 3278, up = 3278, cockpit_device_id = 6, value_down = -1, value_up = 0, name = _('Bomb Release Interval Decrease'), category = _('Weapons Preparation')}, -
[CLOSED] Slanted side view when using TiR in latest 1.5.4. OB.
nomdeplume replied to Art-J's topic in View and Spotting Bugs
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. -
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.
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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.
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You're right (of course), dunno why I forgot about that.
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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.
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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.
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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.
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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.
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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).
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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?
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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.
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Payloads are stored in your user profile directory, so they aren't overwritten when the game is updated. This is normally a good thing, but they made a fundamental change to how the loadouts work (loading a missile on one hardpoint automatically loads the same missile on the corresponding hardpoint on the other wing) and the pylons in use, so the old payload configurations don't work properly anymore. Easiest way to fix it will probably be to just go through your payloads in the mission editor and re-assign the missiles. That way it'll be saved with the new settings.
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What do you mean by a while back and recently? The change was made a few weeks ago, IIRC. Which might be 'recent' depending on how often you play and/or how often you update the module. Also the default payloads are specified in the mission file, so if you're playing on someone else's missions (e.g. on a server, or downloaded from the forums etc.) then you might see (?) the invisible pylons sometimes, but not others, depending on if the payload had been recreated in those specific missions.
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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.
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I just kept telling myself that "mod" was their abbreviation for "module". ;)