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Weaponz248

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Everything posted by Weaponz248

  1. Up until the 15E release, I was all about the 16. It was the most familiar due to the Falcon series. It also gave the speed that the A-10C couldn't. The F-18 was kind of foreign to me. Fast forward to now, The F-15E is my fav and has made the F-18 and AV-8B more exciting as well. The 16 just can't handle the weapons loadouts the 15 and 18 can. McDonnell Douglas did an amazing job making aircraft. I love the way the systems work in their jets.
  2. Weaponz248

    Waypoints

    Not sure if this will help but here it goes, If you want to go to steer point 5 type in 5A and then hit the OSB next to the steer point of the UFC. If you type 5. it will make it a target. Another way is to boat switch aft to undesignate targets.
  3. I had the same issue on my last mission. The mission loaded in with 8x GBU-12s. I called for rearm and had them load 2xGBU-10 and 4xGBU-12 I loaded each in via PACS page. Set each up for Auto, Step, N/T prog 1 was the 12s and Prog 2 was the 10s The GBU-12s worked fine but when I selected the 10s the fall line was off to the right the whole time. I have flown 4xGBU-12 and 2xGBU-24 with no issues but I loaded into the mission with that load out.
  4. See the above topic. Looks like A/A reload was missed.
  5. Might have to do a manual reload on the A/A load page. Page 345 in the manual. Shouldn't have to since missiles are essentially smart weapons. But it maybe limitations within the game that prevent it.
  6. NWS is disengaged with the paddle switch on the stick I believe.
  7. Thank you. I figured mapping the one from the throttle would be the case. Just making sure I wasn't missing anything.
  8. I'm not seeing that option, but it is very possible I'm overlooking it. null
  9. I am not seeing a push button option in the key binds for the trim switch push. Pg. 70 of the manual say its a 5 way switch, pressing it releases countermeasures in MAN 1. null
  10. I can use the radar map fine in NAV mode. Done it several times. But when I get a patch map and then switch to A/G mode after setting a TGT point from the Ground radar, I get a crash. Just did the desync update from Notso, will try after work to see if it works. Will also try the same mission without ground radar mapping to see if its tied to that or not. All this was done in Nevada mapping Area 51. ST build also, Will try MT build too. EDIT: Adding PC Specs i7-9700K 2080 Super 8GB 64GB Ram Edit 2: it's the AG radar causing it. I can use the tgp to find targets and mark them. No issues. dcs.log-20230626-011610.zipdcs.log-20230625-224913.zipdcs.log-20230625-212814.zip
  11. Did you try resetting the AutoPilot? I think its "left Alt+ 9"
  12. I don't think it was a classified reason at all. I'm thinking the military didn't require the proximity fuze to be modeled. Therefore ED didn't model it. It would be easy to do though. Its the same nose fuze basically as the Cbu's use. A MK82 drops the same regardless of fuzing, So the military wouldn't have needed an extra fuze option to train with. As for bombs hitting nose first. A fuze arms the bomb the impact detonates the bomb. It doesn't matter were the fuse is when the bomb hits the ground, if the fuze armed it, it goes boom.
  13. SU-35. We already have a SU-27, it may not have a clickable cockpit but we still have one. The SU-35 is an upgraded SU-27 so its like having the 27 but better. Plus who wouldn't want to fly the "Last Flanker"
  14. I got the same thing. Loaded up a LUU-2 pod and went in sim. As soon as the sim loaded the luu's were lit for both AI and myself.
  15. Yep I looked again I saw the combined Frequency list. Sorry for the confusion guys.
  16. I would like to point out that if you go to the Aerodrome Charts they have all the info listed there as well. The charts are located under the docs section in your DCS World install. For example mine are located here: C:\Eagle Dynamics\DCS World\Doc\Charts GND Charts have the info.
  17. Maybe not make the ejected pilot wait but just make it so a CSAR mission opens up. You could do it with triggers in a mission.
  18. Keep it as an option. No harm in that. It is useful when you first start out. As long as you can turn it off then its good.
  19. From my dealings with 84s we just hung one opposite the TGP so STA 5 if the TGP was on STA 10. As for the script you should be able to just copy STA 5/7 to STA 6 .
  20. Anything that can be loaded on 5 and 7 can be loaded on 6. But like Jonas33 said if you load 6 you cant load 5 and 7. However you will very rarely see STA 6 loaded. Think of it this way why load one bomb on 6 when you can load 2 bombs, 1 each on 5 and 7. And the six MAV config is authorized, just never used.
  21. I don't know anything about that rounds but a quick guess would be its not a DU round..........
  22. For the record API(DU) do not explode. They instead "melt" a hole in the tanks armor theroitically allowing the HEI inside to cause some damage. With that said a API round hitting the body directly will leave a mark. However since the GAU-8 is not a sniper rifle chances are slim it will work that way. HEI on the other hand is like lobing hande gernades at the target so very very effective!
  23. Ah right, I read it without taking the context of the OP. SO with that said both Eddie and Cholerix are correct depending on how you read it.
  24. If you can get your hands on the 1A-10c-1-1 2007 edition you will get your reference. ED used that manual for most of the game IIRC. 6 is max, and Sta 3 and 9 are the only stations. Not so much unrealistic as not required. The -1 says if you fire the inner MAV off of a Lau-88 it will burn paint and cause corrosion. Nothing is mentioned about tires melting. Also the Sniper/TGP limit the use of the outboard Mav closest to the pod itself. You are correct in saying IF you could connect to other hardpoints that it will work. However only 3 and 9 are wired.
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