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nomdeplume

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Everything posted by nomdeplume

  1. Did you use the 'prepare mission' option at all? See this thread and/or this thread.
  2. Nope, IDLE is simply the bottom/lowest/most back position of the throttle, i.e. the lowest it can go without lifting it over the hump to get to the OFF position.
  3. On the subject of the F-15E, when it fires its cannon the shots come out of its nose rather than the cannon port in the wing root.
  4. No, the HUD isn't different in multiplayer. It sounds like you haven't switched the navigation system to use your EGI instead of the old HARS (which is now just a fallback). Maybe review your startup procedure. After the EGI is fully aligned (i.e. the text saying it's aligned is flashing), hit the NAV button to set it to navigation mode rather than align, then press the EGI button on the panel in front of the stick, below the HSI. For CCRP, yes you always need to set your SPI so your system will direct you to the correct release point. If you're dropping inertially guided munitions (GBU-31/38) then your SPI is also the point they'll be programmed to hit. For the laser-guided bombs, you can technically release them from any point where they'll be able to pick up the laser reflection, but it's still a good idea to make your SPI as close a match to the desired impact point as you can.
  5. What do you mean by "doesn't work" - do you get an error or something? I think you'll need to post either a (short) track showing your procedure or write up a step-by-step of what you're doing. You need to make it your active steerpoint. Just selecting it on the CDU doesn't make it your steerpoint, it just displays the information about it. The easiest way is to switch from flightplan to mission, then cycle through your waypoints using DMS UP/DN with the HUD as SOI, or using the steerpoint rocker on the UFC. Once you've made your new waypoint your steerpoint, 'china hat aft long' (C long) will slave the TGP to it, just like any other steerpoint.
  6. In the group properties where it says "unit X of Y", you can use the left/right arrows beside "Y" to decrease or increase the number of units in the group. You can't, you need to make a new group. 1.1.0.9 added copy-paste to the mission editor, so once you've set up the group how you want it (i.e. removed the AI wingmen, set payload, waypoints as desired), then: - Select the group you want to copy. - Press CTRL+C to copy the group. - Move the mouse cursor to where you want the copied group to start - Press CTRL+V to paste the copied group into a new one. You'll probably want to place the mouse cursor very close to the position of the icon for the lead of the flight you're copying, so the waypoints will be at the same location. If you don't like where the copied group was pasted, you can easily delete it (using the X in the editor toolbar) and just paste it again. Multiple clients should work fine, but you can only have one 'player' controlled aircraft. If you try to set another one, the previous will be set to AI.
  7. They'll ignore the task if they don't require fuel. I think the circumstances will depend on the type of aircraft. For example, I just tried having two F-16s take off, climb to 5,000 metres with afterburner, and then refuel. They ignored this task when they were equipped with drop tanks; I think the Viper can't refuel its external tanks, so they ignored the command because their internal fuel tanks were still full. When I removed the external tanks, they refueled when told to do so, both when using the 'refueling' task attached to a waypoint, and also as a triggered AI task. Edit: this seems like it's a general limitation, i.e. AI aircraft won't ever refuel external tanks, as it also happens with A-10C flights; and I'm pretty sure they can refuel external tanks.
  8. Shouldn't that be checked? If it's unchecked then that means the flag has to be false in order to stop the task, but the radio command thing will set the flag true when the player uses it. Also, I don't know if 'user flag must be false' work yet... :music_whistling:
  9. EPLRS can be disabled in the unit's advanced waypoint properties. Units that are EPLRS-equipped have an 'EPLRS(true)' command automatically added at their first (starting) waypoint. You can change that to false to disable it.
  10. To get the lines you should be in flight plan mode, using either the left hand knob on the CDU panel or FUNC+7 on the UFC. You can also disable these lines using the TAD profiles. In mission mode (MSN) all your waypoints will be displayed but without the connecting lines. The Z markpoint should be shown always, I think. It's created the first time you fire weapons, and updated every subsequent time you fire them. It marks the expected impact point of your weapon at the moment you released/fired it.
  11. They'll automatically go when low on fuel, not sure the percentage required. It's fairly low though - not hugely uncommon for the wingman to run out of fuel while waiting for its lead to refuel, especially if they have to fly a long way to get to the tanker. There's also a new 'Refueling' task which you can use to cause the group to refuel immediately. But, it's pretty much just guesswork to try to determine when they're going to need to tank.
  12. But the "select MAV page and make MAV SOI" functionality is a superset of the "make MAV SOI" functionality. In order to make the china hat fwd NOT set the Maverick as SOI if it was already being displayed, they would've had to make an extra check for that, i.e. instead of: 1. Search right MFCD for MAV, if not found search left MFCD for MAV. 2. If found, make MAV page active, and make it SOI. they'd have to either: 1. Check if the active page on either MFCD is MAV; if so, stop. 2. Search right MFCD for MAV, if not found search left MFCD for MAV. 3. If found, make MAV page active, and make it SOI. or 1. Search right MFCD for MAV, if not found search left MFCD for MAV. 2. If found, but it's already active, stop. 3. Make MAV page active, and make it SOI. i.e. it doesn't seem to me like simply an ommission, but rather something that was deliberately done. But I don't really see the reasoning. You don't gain anything that I can see by not being able to use this shortcut when the MAV page is already being displayed. It makes things more complex for the pilot (shortcut only works if the page isn't up) and costs them a second or two waiting for the 'long' press of the coolie hat to register. There's probably a rational explanation for it, but preventing the expected behaviour just because there's another way to do a similar* thing doesn't seem especially rational to me. Perhaps there was another function planned for this scenario so they left the switch free, but it never eventuated, or something like that. * - I said similar because "hold the coolie hat left/right to make that MFCD the SOI if it can become the SOI" is actually a very different function than "make the MAV sensor the SOI regardless of which display it's on". In my mind this makes the "there's already a control to do the same thing" argument even weaker.
  13. How can you tell it's the innaccuracy of the terrain elevation data that's affecting this, and not problems the CCIP algorithm has with constantly changing impact altitude in general? The pipper seems to move pretty smoothly over the terrain even if the terrain is very jagged, so it may be performing some kind of averaging/smoothing of the result of its calculation so the pilot can actually keep track of the pipper location. CCIP seems to work pretty well in mountainous terrain using the steerpoint elevation, so long as the steerpoint (mark point) was created close enough to the target. That to me implies the elevation information is sufficiently accurate.
  14. Well, you can use the coolie hat to select the mav display even if it's not active just by cycling the appropriate MFCD, so it's not as if you couldn't just "use the coolie hat" anyway. Doesn't seem like a good rationale for violating the "principle of least surprise". i.e. what advantage does disabling the China Hat shortcut in the Maverick display is already active somewhere provide? Seems like a strange thing to do - it's not as if the function then gets assigned some other meaning in that situation... it simply does nothing.
  15. This reminds me of that old joke: "Doctor, it hurts when I do this." Just stop checking every day. I don't know why anybody even expects the announcement to be any time soon, and even if it's announced tomorrow, so what if it takes you a week to find out? It's unlikely ED are going to wait until the next module is finished and released before announcing it, so you're still going to have a long wait even once you know what it is ...
  16. Whoa, good guess, the page number is odd. That's a pretty freaky ability! It's listed in the tables showing the function of the various HOTAS controls with different SOIs. The china hat listings start on page 91, and it does indeed say "Set MAV as SOI" under the 'HUD' column for 'Forward short'.
  17. The post you're quoting pre-dates the introduction of the option to disable random failures.
  18. Also, having a microchip in a hamster is no guarantee you have any idea where the hamster is located. It only lets you identify it once you've found it. Bit of a logic fail there. :D
  19. Not that I know of. Why would you want trees near your airbase? I mean I know they're not collidable in-sim, but still... Plus birds like trees, and generally one tries to discourage birds from hanging out at the local airbase.
  20. I'm not sure, I doubt any of the stock missions use it since the E-2D is a recently added model (and the aircraft is actually listed as E-2C in the sim, but the visible model is the D). The game only has a pretty basic AWACS component though and it's not of particular interest to a Hog driver, so it's not really a significant part of the game.
  21. They're referred to as snap views, but I don't use them enough to have memorised the keystrokes. I think it's by default, RightCtrl+Num0 and then one of the numpad numbers/directions to select the view. I'm guessing the CDU view will probably be numpad 3 or similar, but try experimenting...
  22. You can use the 'prepare mission' option to preset various avionics settings, although for the DSMS this tends to cause issues if the player chooses a different loadout. Also I think it only works in SP mode. Yes, but you can simulate reality by only changing them when you're parked on the ramp, i.e. at mission start or after re-arming. Changing it in the air is the massive departure from reality.
  23. You need to set it from the inventory page, not the weapon profile page. The HoF is set on the bomb itself while on the ground and can't (in real life) be changed in-flight. Again in real life, the inventory page settings are just set to match whatever was configured on the bomb itself (so the weapons system knows what it's going to do). In the sim changing the setting on the inventory page magically changes the bomb to match, so you can disregard pesky limitations of real life if you wish.
  24. The MFCDs have a pretty flat structure. Any depth is dependent on which page they're displaying, but again you should read about the specific system for information on how to use it. In terms of general navigation, the only thing is the buttons along the bottom which allow you to select which page to display. You can hold one of them down to get to another page you can use to select what you want to have available on each MFCD. Aside from that, all you can really do is cycle between pages using the HOTAS 'coolie hat', or go directly to a page by pressing its corresponding button along the bottom row. Within each page you have different options, and there's some consistency in the symbology used, but otherwise it's really up to the individual components to provide their own 'navigation'. Most commonly the pages will have one or two sub pages for setting options, usually not nested, and they'll have a "RET" option at the top left to return to the previous page. e.g. the targeting pod's CTRL page has that. However overall - the system is designed to be concise and let the pilot access what they need quickly, however it's not designed to be intuitive or guide the pilot. That's what the months and months of training is for. So the options available won't make any sense until you actually understand the system involved. Once you do, the MFCDs are really very simple interfaces.
  25. Auto-lase means never having to press the NWS button to lase the target. The laser will automatically engage (provided it's armed) at the appropriate time, and switch off a few seconds after the calculated impact time. Latch is just to simplify the manual engagement of the laser, i.e. it turns it from "press and hold to lase" to "press it once to lase, press it again to stop". There's a window of opportunity for lasing, but it's a fairly wide window. If you lase too early the bomb may start guiding right away, and since its guidance method isn't hugely efficient it may bleed off too much energy (speed) and therefore fall short of the target. On the other hand if you wait way too long, it'll fly over the target and not be able to see the designation or guide to it. If your bombs are falling short, then it's likely you're dropping the bomb too low. You want to be at least 15,000 feet up for LGB drops, especially if you're just starting. If they're going long, then it's probably not picking up the laser reflection. Make sure the targeting pod isn't masked during guidance, as that will prevent the laser from emitting (this just means - make sure it has a clear view of the target and the 'M' isn't indicated at the bottom of the display). The 'L' indicator on the left side of the HUD and also on the TGP will blink while the laser is active.
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