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Aernov

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Everything posted by Aernov

  1. Parking brake.
  2. I don't know how release mode is selected IRL, where this information is, in tactical manuals? I haven't seen it, although I didn't really read two available TACMAN parts yet. Are high and low drag releases pre-selected for specific delivery modes or mode selection should be available in ODU only? or on the ground? AFAIK, F-18 allows selection of high/low drag release in flight, for CCRP and CCIP.
  3. I've also reported it earlier, and, as requested, added two tracks. Maybe those will be useful.
  4. This picture is from A1-AV8BB-NFM-000, applicable to N/A we have, and there are no other remarks about EW page availability except H4.0 (for EW page itself) and TAMMAC (just for legend display). H4.0 is present in our Harrier, as far as I know (judging by EHSD display layout and sub-menus). Still, EW page is not just RWR, it's practically Hornet's SA page, minus A/A stuff(?), plus some overlays (like RWR) and symbology (same stuff as EHSD, beam cues)
  5. Will EW page be worked on? It was replaced with generic RWR page for the entirety of the module existence (and even this RWR page is not fully functional). This image has some symbology from radar-equipped AV-8B, but majority of it is universal Also backup radio on the right horizontal panel, currently it doesn't really allow frequency modification (you can adjust it by hundredths, I think, but it will take ages to change frequency completely), and channel selection doesn't change actual frequency, just one displayed on the radio panel (SRS, for example, will still use CH01 freq regardless of selected and displayed channel).
  6. IRL you can change "thickness" of MPCD font stroke with "SYM" switch. In DCS currently, I think, it just directly changes symbology brightness.
  7. I tried to watch my own track, and "past me" almost crashed in a tree at break and then landed somewhere in the grass with too high descent speed ). So, tracks still don't really work still... But yeah, I need A LOT of practice with all kinds of landings since before engine update all I did is VL without approach pattern. And VNSL is definitely possible, it's just maintaining approach parameters that is difficult.
  8. Can someone show how is it done properly? I cant think of a way to not gain altitude at the moment of STOL flaps scheduling activation at 165 kts without changing engine rating. So, I end up high and must lower the nose quite a bit to get to the runway, and AoA can be maintained only with getting behind hover stop during descent. I probably should elongate final and approach to 180, but slowing down in a straight line with fixed 90%+ RPM is not easy, especially if altitude needs to be maintained. AV-8B SVNSL attempt 1.trk
  9. Aernov

    Payload oddity

    It is not available now (as in the real AV-8B, due to danger of inner bomb hitting the plane on release, or overheating or something), but earlier in development you could take three Mk. 82 and 83 on inner pylons. Also, triple FFAR rocket pods were removed although those are listed as valid loadouts for inner pylons in NATOPS, as well as Mk.82 on triple rack (with BSU-33 fins).
  10. Aernov

    Payload oddity

    If it was saved back when that loadout was possible, you can still select it. I don't know if it will load in-game though.
  11. Just tested, took 10 Mk.82s (two racks with 3 bombs on middle pylons, two with 2 bombs on inner ones), ripple with pair release works fine, with single pickle button press and hold. Settings were: QTY 10 (2x3 + 2x2 bombs, so, all of them are selected), MULT 2 (two stations will release per one release impulse) and Interval 020 (200 ft, doesn't matter, but greater the interval - easier it is to see separate bomb pairs releasing). At CCRP cue I just held pickle and all ten bombs were released in pairs at a set interval.
  12. Did anyone test how engine damage is modeled in our Harrier? 120% RPM is limited to 15 seconds, how would exceeding this time limit affect engine performance? Will it noticeably degrade if this overtime is like 5 seconds? Also, are there plans to enable engine life count dissipation (as an estimate of engine's probable datum deviation and it's resource/stress tolerance)?
  13. 1) IRMV can be boresighted by caging it and then pressing NWS button as it is in it's "standard" undesignate mode when IRMV is caged (it still changes Maverick FoV if it is uncaged but not SOI, not sure if this is right), after that uncage the Maverick and it should be in boresight. 2) APKWS works fine for me, but I remember some trouble with them not guiding after using IRMV or some other weapon in-between APKWS launches. Couldn't reproduce exact conditions for this though. Check laser mode, it works for weapon guidance in Laser (LASR), Designator+Marker (D+M) and, I think, Eyes modes.
  14. Now we will learn to fly the almost-real one though. Seems like a good thing to me.
  15. I am flying regularly, since 2.7 update wheel chocks can be removed before taxi, with engine on.
  16. Three screens from vertical landing and takeoff: No data Hexagon is here now No data again Looks like numerical readouts disappear at values that don't yet trigger hexagon display, so pilot has no info about his engine on HUD until ratings are reduced into numerical display range or increase in the hexagon display. Also, "W" water flow HUD indicator sometimes (?) doesn't appear while RPM and JPT are displayed as numbers.
  17. Some pictures with real HUD during final moments (descent from hover) of VL: Looks like dry schedule, 109 RPM/710 JPT (max thrust rating, time limited to 15 minutes) Touchdown - third leg of JPT hexagon. IN-game VL and VTO are very much possible with masses up to 21 000 lbs, they just limited by water and engine lift rating time. With good engine management you can do an STO from LHA deck with short lift wet and 28000+ lbs, and still have 380 lbs of water for VL on wet schedule, but you need to time the transition to hover right. And all NATOPS performance charts give short lift wet/dry as a condition for VTO/hover. The same hover trickery that was possible before in DCS is pretty much impossible now, or you need to carefully tune your mass and time your hovers and engine parameters.
  18. Can I set up rockets (Zuni for example) to fire a ripple? Al the settings I have tried resulted in simultaneous launch of all rockets according to selected quantity. So, for example, quantity of 4 with multiplier of 1 results in all rockets from one full Zuni block flying off simultaneously despite setting an interval of 200 ft (or any other); setting multiplier as 2 launches two blocks of 4 rockets at the same moment. And FF rocket mode setting doesn't affect this behaviour as far a I can tell. Is that as it should be working? I remember that it was possible to fire two full Zuni blocks in a ripple by setting QTY 8 (or 4?) MULT 2 INT 200. Also, were FFARs removed?
  19. Tracks were made before TDC action/no action was enabled for DMT.
  20. AV-8B TOT.trk AV-8B TTT.trk Here, air start, empty map with 5 waypoints. Time functions were tested on waypoints other than the first. Time window for both TTT and TOT was pretty close to time to waypoint (which is displayed on EHSD). In an example with TOT I was able to reach waypoint 4 close to desired time by simply comparing HUD timer provided by TOT function and time to waypoint from EHSD and adjusting speed accordingly. Both TOT and TTT seem to display way too low speed at the beginning and steadily increasing it to the unreachable numbers (despite the fact that most of the way I was going faster than recommended). Maybe I don't understand something, but I thought if I set TOT close to one calculated by nav system, I would be asked to just maintain current speed with small corrections, but that's not what TOT and TTT are asking now. Also there are two other bugs demonstrated in "TOT" track: 1) Waypoint direction marker shows incorrect side in de-centered EHSD mode (W1 is at 288, current heading is 352, blinking waypoint arrow points to the right), it seems to remain on the same side where it was when waypoint direction moved from visible de-centered "compass arc", and changes side only when WPT is in this arc again. (Example screenshot is not form the same flight represented in track) 2) EXP knob allows usage of expendables only from selected blocks instead of setting priority to them while still allowing chaff/flare deployment form other, not selected ones. If chaff is in top two blocks only and I set EXP knob in DWN position, flares will be released from bottom blocks (correct), but chaff release command will not release them (it will later, when I move EXP knob in UP position), and flare dispense will cease when bottom blocks will be emptied (with two upper ones full). EXP shouldn't disable unselected blocks, it just sets priority to top or bottom ones. (AFAIK)
  21. I didn't compare current engine performance to NATOPS performance charts (because using those is a puzzle I can't fully comprehend yet), but at a glance, this engine is closer to reality than what we had before. It still can do 450+ kts at ground level with less than 100% RPM (well within time-unlimited engine ratings) and full load, you just can't VTO/RVTO with more than 22 000 lbs as you could before (NATOPS allows calculations only up to 21 000 for "short lift wet" rating, which is limited to 15 seconds) and get to 40 000 ft while maintaining 0.80+ Mach at 90% RPM (which was almost better performance than some fighter jets). We'll need to relearn a lot, but at least our Harrier is closer to reality now.
  22. AV-8B wpn sel, DMT drift.trk Yep, got this behaviour too. Also, this track has Mk. 82 AIR selection bug, when those are placed on outermost pylons, they can only be selected separately from the same bombs on other pylons, and top row of OSBs will be occupied by two instances of MK82s in two modes and "gun", so, if you have another kind of weapon onboard, it can only be selected with station buttons on armament control panel. Selection bug is reported in separate topic.
  23. If outermost pylons are loaded with Mk.82 AIR ballute bombs in addition to the same bombs on any other stations, those two outer ones require separate selection, fuze setting and can't be dropped in a ripple with AIRs from other stations. In my tests this occured only with AIRs. Snakeeyes, slick bombs and Mk. 20s were selected at once on all pylons and rippled together. Also, if another type of weapon is loaded along with AIRs in this setup (like Hydras on inner pylons for example), it can not be selected from STRS page, as all the OSBs in top row will be occupied by bombs in two modes (this should not occur when outer bombs will be selectable with all the others) and gun, even after all the bombs are released. Those weapons can only be selected with station buttons on armament control panel.
  24. Earlier in development this occured constantly and was attributed to INS drift during high-G manoeuvres messing up DMT target point location (even if IFA and GPS coupling was active). I haven't noticed this behaviour recently, with IFA and POS/GPS enabled, in correct time periods and coalitions for GPS to work.
  25. Do these functions work as intended now? I have tried both methods, with reasonable times, and was unable to make them work. TTT just steadily increased required speed, even though I was flying towards target waypoint faster than recommended, and TOT just displayed static speed all the time.
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