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J20Stronk

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Everything posted by J20Stronk

  1. EXP is not fully implemented. ED needs to implement it, as it is their API, not Deka's.
  2. May I ask, are you using a development build where these issues were addressed, because points 1 and 4 are definitely present on the latest live OB build. Eduardo demonstrated point 1 in his video, and the same is present on my end plus the S2 reset issue.
  3. After some more testing, I have found a lot more quirks with the AG radar. I'm unsure if these are simply behaviours of the real KLJ-7, but to me they feel like bugs. First: Like mentioned previously, hitting S2 to unlock, regardless if you have a target locked or not, will always return the radar to a previously used mode and resets the detection distance to 40. You'd think it would simply unlock from the target or point and retain the selected mode and distance, but that is not the case. Second: Scan zones and detection. The AG radar appears to have 2 scan zones. One is the RBM mapping zone that scans +/- 45 degree vertical and +/- 15, 30, and 60 horizontal. It is what gives us the fuzzy green returns which are not "lockable", and can be anything from ships at sea, buildings, trees or even aircraft. The second is a "detection" cone. This one appears to scan +/-5 to 10 degrees vertical within the longitudinal center of the RBM Mapping scan. This is what allows the radar to actually "see" lockable targets as green "bricks", such as ships in SEA1/2, convoys in GMTI, and even stationary targets like tanks and radar stations in MAP (they appear as tiny gray boxes FYI). You'd thing the "Detection" scan would have the same +/-45 vertical volume as the RBM mapping Scan zone, unless radar Gain is actually modeled, which would make targets near the center of the RBM scan zone much easier to detect that those along the edge. Third: Ground stabilization. I'm not sure if the real one is ground stabbed when in AG mode, but it would definitely help in keeping a consistent scan when banking. Also, the same "pitch equals inverse antenna elevation" bug is present here as in the AA radar, where pitching up say, 5 degress means the atenna will look 5 degrees below where it says it's scanning. Fourth and final thing of note Elevation no longer seems to work since last patch. Neither axis, buttons, or even slave to SPI seem to make the antenna move up or down. On the RDR page, the elevation number changes when using said methods of moving the antenna, but the scan indicator next to the number will stay in the center. As stated earlier, the "detection" zone is dependent on the longitudinal center of the scan area, which makes it hard to use GMTI, SEA, and even MAP to find lockable targets. In conclusion, the AG radar we have is extremely useful for navigation and strike missions, especially now with the ability for it to detect and lock up stationary targets in MAP and SEA1 modes. Please consider addresing or clarifying these points. Thanks!
  4. Those are probably F-16s, they've had that flashing IFF issue for a while.
  5. I guess I kinda worded it wrong. I've checked my bindings many times; whenever I press S2 to unlock it seems to reset the radar to the second-to-last used mode. It doesn't remember what mode I'm in, and what range I set. When I switch to another mode, press S2 to unlock, it will return to the previous mode. Even if I don't have a target it will switch back and reset range to 40NM. For example: switch to GMTI from MAP, set range to 20NM, press S2 (with or without locking anything), it'll return to MAP and set range to 40. Or switch to GMTI from MAP, then to SEA1, set range to 80NM, press S2 (with or without lock), it'll go back to either GMTI or MAP (when it should be SEA1) and set 40 nm (should be 80NM).
  6. Hi. it appear that the notch filter is affecting the AG radar. Locking up a target, whether mobile or stationary will unlock a few moments later. I understand that MAP and SEA1 modes can now pick up Stationary targets, and this phenomenon is prevalent in these modes the most, since the targeta don't move and I'm assuming the notch filter implementation checks for movement. Moving targets also have a chance to be unlocked if they move adjacent or away from you. I believe the notch filter is the culprit. On a side note, there is another issue and "oversight" with the AG radar. There is an issue where the radar will sometimes switch to another random mode when pressing target unlock, ie. It'll go from MAP to GMTT or SEA2 to MAP etc. Also, the radar always resets back to 40 nm range which can be a pain when you are trying to find the target area again after unlocking a target. Having it remember the range would be less disorienting, unless the real aircraft resets it detection range to 40 nm.
  7. D/L contacts on HSD appear as green chevrons with Red(bandit) or yellow(bogey) ID and ALT numbers. Switching MFD /HUD lighting to Night turns all numbers to green, so it is impossible to distinguish between bogey or bandit. Contacts appear as red or yellow chevrons in RDR page like normal. Also, could you guys take a look at contacts disappearing from the HSD once the Radar pick them up? Thank you for your work!
  8. Just checked, it's still there when unlocked. Pitching up moves the scanzone down, pitching down moves it up. EDIT: TWS bugging and STT is fixed tho. Radar scan now properly tracks HPT in the middle EDIT2: Just checked changelog. Fixed internally, now we wait for hotfix (hopefully tomorrow)
  9. So, stabilization is still borked this patch?
  10. Sea Moving Target Track It means you've locked onto a ship in SEA1 or SEA2 mode.
  11. The Radar page does not update itself switching to SPT after you fire an SD-10 to HPT. The HUD and second missile do update and will track SPT, but the RDR page will still show HPT as the currently selected target. Switching targets will "invert" the selection, the HUD will track the HPT, but RDR page will show SPT as selected. The missile will guide onto whatever target the HUD is tracking. Happens when you bug HPT/SPT in both TWS and RWS modes. Video Below:
  12. Yes, turning it on will switch from using your gudance code to LSS automatically, you can then use CODE button to change LSS code; your guidance code will not change.
  13. Turn on LSS to set LSS code. Turn off LSS to set guidance code.
  14. Need more chrome skins :photo:
  15. I'd like to report that as of the March 20th patch, STT also has a similar issue where it didn't before. Rolling violentely and rolling inverted will break lock, but the RDR page does not show the target moving off screen. Before 20/3/2020, STT actually behaved correctly; the target moved along the screen as you turned different headings regardles of ownship attitude and roll/bank.
  16. I think it's more of a request for a shiny fictional livery, like the F-14 Chromecat. I'd personally like to se an official F-104-style livery, considering PAF actually used them and the JF body resembles the Starfighter.
  17. Got a false positive for a basegame .dll It's safe.
  18. Coding is done too. Apparently all that's left is texture work.
  19. Ehhh, before you add that notch check, please remember to add the MEM functionality and background/terrain noise check. I don't think a radar would lose lock at a target flying way above the emitter simply because he turned sideways
  20. The 246 Deg. corresponds with the Flight Plan Course heading. Going from WPT 04 to WPT 05, you shoul fly 246 to be on-course with the FP.
  21. >RTN button on UFCP >Button left of FP-A on the UFCP Screen >Button left of CRS on the UFCP Screen Nav mode should return to normal cruise mode
  22. If DL contacts start flashing rapidly and you are not the MASTER ship, it means you are losing/lost connection to the DL MASTER ship. You must switch to MAST from SLAV and reconnect.
  23. Weapons will use the code for LSS to guide themselves and the TGP's LSS will use the Guidance code to latch onto. Happens on cold and hot starts, SP and MP.
  24. Also, and this cannot be stressed enough apparently, please post a .trk or video/gif that shows the bug.
  25. Also happens when not locked on to anything, and I belive this is why the TDC altituded readings are messed up. If you pitch up say 5 degrees, the antenna pitches below the indicated scan area by 5 degrees, and displays targets below the TDC limit. Pitch down 5 degrees, and the antenna moves up 5 degrees above the incated scan zone. Bank 90 deg. left or right, and all targets disappear. the antenna actually starts scanning vertically, since it's attitude stabilized with the plane. Bank 45 degrees, and it's scanning 45 degrees diagonally... you get the picture. None of these changes are reflected by the TDC.
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