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DarkStar

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Everything posted by DarkStar

  1. Yup, flying it a second time and it didn't hang on exit, so got to the debrief. Still have to alt-tab or quit the game to get the command prompt though. Flown 2 SEAD sorties now, any idea why my flights HARMS just wander off into the desert? The first mission had 0 hits, on the second mission (both SA2 at abbas) 2 out of the flight's 16 HARMS hit their targets. 2 hit the ground nearby a sam-site and the rest flew straight and level into the desert. Thought it might be a procedure error on my part, but when the AI also have 0% hit rate, something must surely be off?
  2. If you don't have Datalink enabled, you use the awacs to build the map and mental picture in your head. You can then set your radar elevation to scan the enemy altitude and put your TDC cursor to the left or right in your display to catch him as soon as you can in the turn, when you decide to turn. If you really have no situational awareness you don't turn to re-engage, unless the accepted risk level is high and you are the last point of defence (and hence, expendable)
  3. DarkStar

    bvr help

    To answear your second question, no, there is no way to track the proximity of an incoming missile on your RWR. Use your RWR, radar and eyes to anticipate and evade. :)
  4. What is supposed to happen after you exit the mission? I exited after landing and got the ED black and yellow load screen. After a while I alt-tabbed to find the debrief and command prompt, read the debrief and hit yes to accept the mission. The generator said it had generated mission 2, and then nothing. The game was stuck on the load screen and after force-killing it with ctrl+alt+del the campaign was back to mission one. Any help would be appreciated, not keen on flying another 2 hours for the same to happen. Played on latest stable. DS
  5. Hi BIGNEWY, this is such an awesome feature to make aircraft era-specific! Why oh why is this not written in the manual yet? It's pretty much essential for flying :)
  6. In mission 3 the game freezes at almost exact 30 minutes of gameplay in OB. It happened 4 times, twice when I was using a stopwatch, so I had to accelerate time and land before 30 minutes to be able to exit the mission successfully. Funny bug, thought it was a memory leak at first, but other missions play just fine. Second the opinion on wingman, probably a game deficiency, but in mission 4 he kills a bandit with a gun before launching amraams. He also starts to engage air defences when "cover me" command is used. Generally a liability more than an asset :P Question, are the other units set to land on the ship at any point during a mission? I made a few weird observations: MS 1: Tanker crew ejects after refuelling a tomcat, and then the tomcat crew also ejects. All other flights is stuck in a circular pattern above the ship, no one lands. MS 3: Almost all friendly jets gets killed by REDFOR, or run out of fuel and crashes in the sea. MS 4: Same as ms 3, but they get killed by SAMs as well. No one lands, those that survive fly in a pattern over the ship untill out of fuel. The campaign is great, I got real immersed and drawn into the scenario :D
  7. Has anyone made a chart or table depicting the different aircraft's max radar azimuth, elevation and individual track/engage numbers for each radar? Also the same for different missiles and SAMs? Real ones are obviously classified, but I maybe expected to find it in the DCS manual or the library inside DCS for the sim. Flying tactical intercepts and DCA/OCA is a nighmare when all I do is guess numbers for each opponent :P Best, DS
  8. She never said that, so there is no statement to miss. Please refrain from posting such slander.
  9. The your last half of your answer demonstrates why this is not silly. This thread is dominated by the early access war, but I'll strike a blow for increased mission planning effectiveness nonetheless. The main problem I have with the integrated channel presets you show in the picture is that it is more of a function for mission building rather than mission planning. As you state, it is not available in multiplayer. Furthermore, when you open the "planner" you get an overview of basically every allied unit in the theatre, even finding your own jet in the cluster of units can sometimes prove to be difficult. Then comes the changing of waypoints and targets, trying to locate your own flightplan in the chaos of the map is no easy task, and god forbid you touch the wrong flights steerpoint and move it, without a "undo" function you can screw up the entire scenario. I believe the planning should be separated from the mission builder. Many functions are, as you say, already implemented in the core, but it needs to be streamlined and made more user friendly, and presented in a manageable fashion. It should also be a standard interface for all flyable aircraft, and not module specific for the general items. Then "attack cards" or aircraft "cards" could be used for module specific items. Look to the real world planning software such as JMPS (Joint Mission Planning Software) which is "joint" in its interface and then add module specific plug-ins. Attack cards and likewise is a step in the right direction, but aiming for a full DTC with unclassified functions might not be much more work other than how it is represented in the GUI of the planner, and be more realistic. DS
  10. It will give you a basic mission planning capability. Probably in the options menu/briefing before stepping to your jet. You would be able to pre-program your countermeasures programs and adjust it to the threat you are likely to meet, saving you the hazzle og punching everything in the EW page when airborne. You would be able to set your frequencies and pre-program them to channels. You would be able to set laser codes on your weapons before flying, and programs for release of weapons, again saving you time on startup and punching in the cockpit. I'd imagine the goal is to include everything that is loaded to a DTC in mission planning/ by a mission planner in real-life before stepping to the jet. This is such an amazing feature that people will not be able to live without once they try it, but I don't think people know it even exists and should be in the sim...
  11. Why would they want to promote it any further? It's early access for crying out loud, they know we as a loyal fanbase will help them sort out the bugs and give feedback, the full release is probably a year or two away! At least! And that's probably what they need economically and testing wise, promoting it to the general public may come way down the road. So chill out guys, if it comes tomorrow, great. If it's next month or June, so what. I mean, come on, it's early access to an awesome module in the making... what are ya'll expecting?
  12. Plus ability to slew range of HSD with the cursor. All these features exists on the AM so I imagine it's just a matter of time before it's implemented in the game.
  13. Yup, 1 vs 1 should be the deal for a BFM. I would love a "report bingo" option in the F10 menu for this mission, as I frequently end up with too little fuel to get home after killing the first F-5. Is the mission scored as a failure if you don't down both the aggressors? If I try to leave the fight when bingo or winchester, I have to replay the night escort time and time again, which is a bit of nuisance. Enjoying the campaign otherwise :)
  14. So regarding the sensitivity, on the MLU variants during startups, we used a trim check to verify the control surfaces move as they should. When the pilot used the trim hat on the stick the surfaces barely moved at all, and you had to really focus to observe the correct movement. When the pilot reached back and used his hands on the trim wheel on the other hand, the surfaces moves as we observe in DCS. Might be a block 50/52 thing to be that sensitiv on the hat it seems.
  15. Absolutely wrong, the seat is armed no later than entering the runway for takeoff. And how it looks jettisoning the canopy while on ground:
  16. Sorry, it's been awhile since I worked with the jet so I mispelled HSI, i meant the HSD of course. And the lack of a map makes the lines feature an absolute must IRL, like bkthunder underscores in his post. Will update 1st post to reflect the change
  17. In the real world Joint Mission Planning System and the Viper there is a set of lines and routes available to plan and write to the Digital Transfer Cartridge. It would be nice to be able to have more lines displayed on the HSD page rather than just your one route. It is useful to define Military Operating Areas for example, No Fly Zones, tanker areas or other defined airspaces through an air coordination order. So my wish is to have a separate Mission Planning tool apart from the Mission Builder that has the ability to plan more routes and lines and import into the aircraft, along with target coordinates (disconnected routes) and other points of interests. This applies to other aircraft as well. Best, Darkstar
  18. New missions? I hear talk of this but I can't find any missions or campaigns anywhere, my folders are all empty. And I have the latest update, where do you find these?
  19. Soo, if the airport has a tacan channel displayed in the F10 map or ME, are they supposed to work in the Hornet yet? I haven't seen one working channel in the Persian Gulf map yet..
  20. I can only speak for the F-16; steady nav lights are used on ground and means the aircraft is safe to approach for ground crew to launch or recover the plane, flashing nav lights are used when the aircraft is moving or otherwise not safe to approach, and always used when airborne. The white strobe anti-collision is turned on when leaving the ground crew and stays on during the entire flight. This is in peacetime ofcourse.
  21. In peacetime, the loss or damage of equipment is considered a mishap, which will lead to lengthy reports being written by the pilot, CO and so forth... so no, unless it is an emergency, they never drop their tanks.
  22. is the mission updated with the patches or should I still try the mission enclosed in this thread? I have tried setting the burst to x2 and x4, and I always seem to run out of rockets before the rest, and no further action is triggered. Last time, my flight turned for home after the 3rd run, and I couldn't leave the flight lead to do a gun run, because of the instant failure that follows with doing so... What to do??
  23. Depends on my work schedule really, so I can't be specific for every week, but wednesday and thursday this week I'll be there for sure!
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