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Gronank

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About Gronank

  • Birthday 08/15/1989

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  1. Tacview displays the fuel level for own aircraft. For the Mirage F1, a full internal fuel load is shown as 2.21lbs which I think is wrong, more likely that the actual unit is tonnes. Not a big deal, obviously, but it could be improved.
  2. Would be wonderful to not have to put airspace geometries in the install doc folder anymore. It might be a little tricky about the weapon loadout being bound to the DTC rather than inferred automatically from what is on the pylons
  3. If there isn't an automatic built-in wind correction, then the submunitions should never land upwind of the target. I conclude that there is some sort of built in wind correction because the submunitions land upwind when the weapons are launched perpendicular to the wind. If there was no wind correction, all submunitions would land at the same place (the place where the sub-munitions land when launched from straight into the wind and the sub-munitions are released right over the target) If there is automatic wind correction, it should not matter what the release altitude is, since it should be automatically accounted for. You could create a table with the wind strength, release altitude and direction and map it against a required offset to score a hit. This wouldn't be so bad if there was no attempt at correction but since there is you have to not only correct for the wind but also for the incorrection correction. This is simply painful to do. (There's another fun bug with using OAP to drop multiple weapons that I haven't bothered reporting: When multiple weapons are released in one salvo, the OAP is added to each weapon. OAP of 1km west results in first bomb landing 1km west, second 2km west, 3rd 3 kmwest et.c)
  4. When using the ground radar, it's possible to enter a Fixed Target Track (FTT) by designating a point on the map radar display twice. According to chuck's, "The radar will then focus all its energy on the landmark/feature you just designated", which is good and all, but I don't see how this mode can be used since the designated point was already SPI from the first designation.. I was thinking that maybe the mode would provide precice range to allow the TPOD to be slewed beyond laser ranging distance, which would be very useful, but alas, this does not work.
  5. Greetings, The GB-6-SFW glide bomb is very obviously doing some attempt to correct for wind by offsetting the release point to allow the sub-munitions to drift in the wind onto target. Except it doesn't currently work. In the scenario I set up, I have an aim point at the bunker+bullseye and a severe wind, 20kt at ground, 40kt at 1600ft, blowing northward. If I launch the weapon so that it travels perpendicular to the wind (i.e no tail- or head-wind), the sub-munitions are released late as if to compensate for a head-wind. The weapon also overcompensates by steering to much into the wind causing the sub-munitions to land upwind of the target. See the replay: GB-6_90_degrees.trk The resulting engagement pattern: If I instead launch straight into the wind, no compensation happens at all and the sub-munitions are releases right above the intended target as there was no wind: GB-6_180_degrees.trk It seems as if the offset in the direction of travel is calculated using the wind component perpendicular to the direction of travel, which must be incorrect. To test this hypothesis, I tried launching at 135 degrees from the heading of the wind (splitting the difference between flying perpendicular and head on to the wind) the sub-munitions landed at the opposite side of the target from the above picture. If I split the difference again and launch at 112 degrees, I get a hit!: GB-6_112_degrees.trk Also, launching with a tail-wind causes the weapon to despawn without releasing any sub-munitions. Kind regards Gronank
  6. If you create your own scenarios, you can put down a steerpoint on something lockable along the way and you can get the boresighting done in less than 30 seconds with minimum hassle. You still have to do it, of course, but it isn't a massive pain (compared to trying to get it done on the ground, for example)
  7. I've run into this recently. The missile doesn't maneuver until it is burned out consistently when is launched at 15k feet within max range but outside the no-escape zone. Notably, the missile is not lofting when it doesn't work. When launched inside the no-escape zone, there's no problem and the missile tracks as it should. It is unclear if it's also a problem when the missile is lofting when fired at higher altitudes because the AI only starts maneuvering after the missile is burned out, but I've never noticed a problem. Mirage_misssilebug_nottracking2.trk
  8. I actually managed to get MOOSE and the native script api running in VSCode a while back with live debugging. Attached is an instruction for how I set it up: VsCodeSetup.pdf There's also a script file needed for debugging: remote-debugging.lua The script is an amalgamation of devcat's debugee script and its dependencies The instructions significantly based on some instructions I found somewhere, unfortunately I forgot where so I can't give credit where it's due.
  9. "Longest" would work as well.
  10. In the manual, on the topic of Rocket/ Gun pod attack profile, there's this description: The word "latest" usually refers to a time, not a range. But because the plane is a moving object, I parsed the meaning to be "closest" because that's where the plane would be at the latest while travelling through the firing range and that therefore the shooting que was also somehow also the pullup que. "Furthest" would be much more clear here.
  11. That must be it, thanks! Sorry for the false alarm.
  12. Reproduction: 1. In navigation mode, press OBL on the PCA. Radar enters TAS mode, target diamond and range que appears on HUD, all expected. 2. Trigger the fix using the "Magic Slave/AG Designate/INS Position Update" button. VAL and REC buttons lights up as expected. 3. Select pho/theta on the PCN =>The display shows the offset from the original waypoint to the aircraft at the time of the fix. Expected: the offset should be from the original waypoint to the point pointed to by the diamond. In the attached track file, the expected offset is 500m at 262 degrees. I see in the documentation that the Magic Slave button is used to do a positional fix. It certainly does this but the problem seem to be that "OBL" is simply ignored, making radar fix impossible. oblBug.trk
  13. This passage had me scratchinng my head: What is the significance of the P.CAB light to the ejection seat?
  14. AP disconnect is generrally a button you want mapped anyway, easily accessible too
  15. Sure, start by installing this mod: https://github.com/Quaggles/dcs-input-command-injector tobe able to place custom binding in your dcs saved games folder. Then unpack this in your dcs saved games folder: InputCommands.zip
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