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Flight Simulators
Account not related to any other Bonzo.
Proud member of the 132nd Virtual Wing (132nd.LongShot)
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There was an update to high-alpha handling (so that includes landing performance) a few patches back. It helped with aerobraking.
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correct as is Unable to enter TGP laser code, appears magically later
Bonzo0181 replied to TobiasA's topic in Bugs and Problems
"Also, pressing return on the ICP with the keybind sometimes does not return to the main page." That's probably due to many of the switches, including that one, having an animation that needs to complete before registering. -
Time to waypoint is still not on the HUD in the new patch.
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[CORRECT AS IS]HARM does not see some SAMs (track recorded)
Bonzo0181 replied to Mr. Wilson's topic in Bugs and Problems
The search radar that's preprogrammed is the P-19. There are two others that will show up as 'S' on the RWR/WPN: EWR 1L13 (ALIC ID: 101) and EWR 55G6 (ALIC ID: 102). The one in your mission is the 1L13. List of ALIC IDs (not by me): https://www.digitalcombatsimulator.com/en/files/3312295/ -
[CORRECT AS IS]No bullseye information on HUD with HARM loaded
Bonzo0181 replied to Bonzo0181's topic in Bugs and Problems
I based it on the fact that the information was there in the previous version (last week), but the removal wasn't mentioned in the patch notes. -
Bonzo0181 changed their profile photo
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When AGM-88 is loaded, there is no bullseye information on the HUD, both when spawning with the missiles loaded and when loading them later on. Having the ground crew remove the missiles (or missile stations) makes the B/E info return. Included track: -Hot start, no HARMs, B/E visible -Ground crew > load HARM -When reloading completes, B/E disappears -Take-off, shoot HARMs, jettison pylons -Land, ground crew > disarm -When reloading completes, B/E reappears Doesn't seem to happen with other weapons. F-16 no bullseye on HUD with HARM.trk
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I came here to report this too. Here's a track. It's just me spawning in and flying for two seconds. No weapons, no activities. F-16 no time-to-STPT.trk
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[REPORTED]Selective Jettison (S-J) doesn't save preset
Bonzo0181 posted a topic in Bugs and Problems
When selecting stores on the S-J page and then exiting back to the SMS, the selected S-J stations are deselected (not saved for later use). This happens since the previous update (october), but worked fine before that. Track file inlcuded. F-16 S-J not saving selection.trk -
[REPORTED]AGM-65 selection garbles Steerpoint Info
Bonzo0181 replied to Alpha's topic in Bugs and Problems
Same problem. What seems to be happening is that the nav system is showing distance to the target point (whatever it's called), not a steerpoint. It should show usable numbers when you slew the sensor to the ground. Also, PRE mode should work nonetheless. I don't know what's supposed to happen, but the same happens in Wags' video (13:55). -
When using the vertical scan mode (DGFT-aft & TMS down), the radar elevation is stuck at the bottom of its range. Instead of sweeping from -10* to +60* elevation (or whatever it should be), it just looks down at gimbal limit, while being centered laterally. This can be seen on de MFD by looking at the elev. & azimuth carets. A quick test reveals that the radar is indeed looking down (see track). It will only pick up a target once it is low off the nose. Tested with hot and cold starts, same results. It seems to be a similar issue as a bug I reported earlier, involving ACM bore (which has been resolved since). https://forums.eagle.ru/showpost.php?p=4196577&postcount=4 F-16 ACM vertical scan stuck.trk
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Let me preface this by saying I'm not sure whether this bug affects other aircraft, I can't test it myself. High drag bombs (Mk-82 Snake Eye and AIR) dropped in low-drag mode act high drag in multiplayer. The client dropping the bombs will see them behave correctly, but the server (and other clients) will always see them as being used in high drag mode. Kills made with these bombs will still be recorded by the server, so it's mostly a visual bug in practical terms. Attached are some tracks, names are self explanatory. The longer tracks include multiple drops with different configurations on an invincible target. The shorter track uses a vulnerable target, which is demonstrated as being killed. Order of ordnance used: 1- Mk-82 standard 2- Snake Eye, high drag 3- Snake Eye, low drag 4- AIR, high drag 5- AIR, low drag high drag bombs client side.trk high drag bombs server side.trk high drag bombs kill server side.trk
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I think it's more useful to use the controls indicator (RCtrl+enter) to check that. It has idle and afterburner marks.
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Using a JTAC with the current F16 release....
Bonzo0181 replied to Spirit X's topic in DCS: F-16C Viper
Disclaimer: I have no clue on how the AI JTAC works (if there even is one in vanilla...). It seems that you want to use laser spot search (LSS) to acquire the JTAC's laser. This works just fine at the moment with a human JTAC or buddy lase (unsure of AI). Chuck Owl released his guide on the F-16 recently, which covers the LSS mode as well: https://www.mudspike.com/wp-content/uploads/guides/DCS%20F-16C%20Viper%20Guide.pdf Page 229 You do need a general "about there, near that lake" type of target location for this to work, since the TGP has to be able to spot the laser, of course. -
I see what you mean and I agree. The computer is indeed over-correcting for wind a few miles out of the target, making you have to correct back to the target when you are approaching it (think sine wave with the target at 1/2f). This effect is greatly exaggerated below BA. This is why you see the sudden jump in your track, which happens at 1500ft. Basically, if you the flip the x-axis jump from my previous drawing to the z-axis, that's what happens. Only happens with -97s, all other munitions I'm able to test work fine. The only other aircraft with -97s that I own is the A-10A, but I can't be arsed to figure out CCRP in that.
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edit: not quite the same as OP describes, or at least not the only issue It took me a while to figure it out, but it's user error. ish*... Your ingress is below burst altitude, so the bomblets will be dispersed as soon as the canister leaves the pylon. For the CBU-97, this means the bomblets have to be released right over the target. Now, if you pop-up and reach an altitude above the burst altitude, it works just like an iron bomb. This does mean, however, that the bombs should be dropped way before the target area. What's happening: -You fly in low, and pop-up before the target area, as expected for a loft delivery. (position 1) -Here, the aircraft tells you to fly to position 2 to release the bombs, since they will burst immediately. -You are unaware of this mechanic and keep climbing, through burst altitude. -As soon as you reach burst altitude, the aircraft tells you to go towards position 3, since the canisters will now loft as expected. Now, as for the wind: Wind has en effect on your munitions, I assume you already know that, of course. The CCRP line is correcting for that. The further up you are, the more correction is needed. Thus, when climbing, the needed correction increases and the aircraft tells you to fly to the right. Now you pass burst altitude, with the target left of your nose. This means the new release point is somewhere on your 7-o'clock: the line shifts abruptly towards the left. I hope it made sense, if not: please tell me where to clarify. *This assumes the CBU will always burst below BA, instead of when passing BA while descending. That might be a bug, but I really don't know.