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J20Stronk

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Everything posted by J20Stronk

  1. Not really. Yes you can technically access them, but they do not render properly, are very buggy and almost useless (moreso than irl)
  2. S2 Left cycles EXP/DBS1-2 or just EXP depending on which Radar Mode it's set to, regardless of which Master Mode you are in. EDIT: NVM just saw there was a NAV Master Mode column. Apparently it is intended behavior. S2 Left in AG mode still is supposed to enter EXP/DBS1/DBS2 when you designate an area, but it is currently not working correctly.
  3. S2 Left enters EXP/DBS when the Radar is in MAP mode, regardless of Master Mode. It is currently not working correctly and it just leaves you a blank radar screen. Both AA and AG radars aren't fully implemented yet. They still have a ton of bugs and features left to fix / add.
  4. So I was looking through the HOTAS commands earlier today, and I discovered a number of inputs tied to functionality that is either not present yet or not modeled correctly. For starters, SPOT mode, which is accessible by depressing the T5/TDC mini-stick while in RWS or VS. It appears inop atm. VS-STT with Ranging, which would let us engage targets at a much greater distance than TWS/RWS. Right now, depressing T5 in VS just switches to TWS. WIDE/NAR for ACM by pressing S2 while in a DGFT mode. Inop. S1 Sensor Select Forward doesn't cycle gun reticles while in ACM. Also the RDR page isn't automatically made SOI, so if it isn't already SOI when you enter ACM you won't be able to switch ACM modes. S1 Sensor Select Press, "Allow Enter DTT" with an HPT in TWS/SAM. Not sure what that means exactly, but it does nothing right now. And I think there's a couple more things, but those are the ones that caught my attention. Also it seems as though TDC depress and release aren't correctly modeled. For example, the manual says the radar will lock a contact in TWS/RWS when T5 is released, but in the game it locks them as soon as you depress T5, so... Will these modes be added later? Thanks.
  5. Su-30s are no slouches when it comes to AG/AS. MKK and MKK-2 can carry: >Kh-29T/Ls TV/Laser guided missile. >Kh-31A/P for antiship and S/DEAD respectively >KAB-1500Kr/L and KAB-500Kr/L TV/Laser guided bombs. >Kh-59 Cruise Missiles, both TV/D-LINK Land Attack and AShM variants. A wide arsenal of unguided weapons like: >S-8, S-24, S-25 rockets (incl. S-25L) >100kg, 250kg, and 500kg class bombs ranging from slicks, cluster, anti-runway, concrete penetrators, etc. Sure, it won't be like the Mudhen, slinging 30 JDAMs at everything it sees, but just like our JF-17 it doesn't need to carry the entire PLAAF arsenal to be effective. And who knows, maybe the Chinese managed to upgrade some MKKs with their own weapon systems like the BRM Type 90s, LS-6 and GB-6? Maybe even PL-8, PL-10, PL-12?...
  6. Check that your SDEF and Audio files are properly set up and in the correct directories. SDEFs go in: <DCS INSTALLATION DIRECTORY>\Mods\aircraft\JF-17\Sounds\sdef\Cockpit\DPlayer Sound files go in: <DCS INSTALLATION DIRECTORY>\Mods\aircraft\JF-17\Sounds\Effects\Cockpit\DPlayer ----------------------------------------------------------------------------------------------------------- Your SDEFs must be called: music_xx.sdef where, "xx" is the number of the track ( music_01.sdef, music_02.sdef, music_03.sdef, etc. ) The sound files should be titled the same and they must be in .wav format. ------------------------------------------------------------------------------------------------------------ SDEFs must be set up as such. You can edit them with notepad++ or any text editing program: wave = "/Effects/Cockpit/DPlayer/music_xx" inner_radius = 10 outer_radius = 100 where, "music_xx" in "wave = " corresponds to the sdef and track number. If the music is too quiet, you can also add the line: gain = x.x where "x.x" is the dB multiplier (1.0 is normal volume, 2.0 is double volume) Remember to set the Track Number in the Special Settings menu of the JF-17 to be the same as the amount of songs you have.
  7. BCN is air beacon, and I don't think we'll get that for a while, if at all. Not sure what it's used for. WA is Weather Avoidance, and we will be getting that after the new weather system and clouds are added to DCS.
  8. @LJQCN101 Is the plane supposed to have such a harsh nose-down attitude when landing? Almost every other aircraft, even those without FBWs like the F-15, MiG-29 and Su-25 will either hold their nose on touchdown or at the very least they will gently lower their nose and not lose all of their lift and sharply sink their nose into the ground. The JF-17 has a pitch-axis FBW, therefore I assume it would do its best to hold pitch all on its own without any input from the pilot. The Su-27, F-18, F-16, M-2000, even the F-15 and MiG-29 which do not have FBW can hold their pitch on touchdown without any pitch input. I have 3 tracks, one is the JF-17, one is a J-11 and the last is an F-15C. All of them I landed as gently as I could without any pitch input, just throttle control. Ground effect did the flaring for me to smooth the touchdown. No pitch input was commanded to hold pitch on touchdown. As you will see, both the Flanker and the F-15 managed to keep their noses high on touchdown without any input from me, using only their FBW/CAS instead, and gently lowered the nose themselves. the JF on the other hand, sunk it's nose as soon as the main gear made contact with the ground, even though the FBW deflected the elevators in an attempt to dampen and hold pitch. Not sure if this is correct to the real aircraft, but I though I point this behavior out. Su27 pos pitch moment on touchdown.trk JF no pos pitch moment on touchdown.trk F15 pos pitch moment on touchdown.trk
  9. There's also some other items on the EPI1 page, showing engine Oil temp, Nozzle possition and Fuel Flow, all of which aren't present in ours. The Radar page also has a STBY/SIL indicator in the center of the screen when it's in those states as well as detailed HPT info along the top for AZ, range, altitude, Angle-off-target and heading.
  10. Multi-rack on the inner stations seems to be a lost cause for this module, even if the bomb and connectors are plausible to fit. Deka are taking a very conservative approach to the JF-17 loadout, so unless they find pics or info confirming MER'd LS-6-100/250 on the inner stations, don't be surprised if it doesn't happen.
  11. It's somewhat better now in this patch; its movement more closely matches your imputs, except that now it looks in the opposite direction of your input. Ie. looking left makes the pod turn right, up looks down. At least when it's caged the lens is no longer facing directly forward.
  12. It's actually PP1-PP4, not RP1-RP6, and they correspond to Waypoints 36-39.
  13. The Performance cockpit still uses the old temp. textures for its throttle. I assume that means they are still using the old UV maps too, so that means making a livery to use the new texture is not possible.
  14. Hearing reports of people seeing this on the Harrier with APKWS and Bombs as well. It could be something messed up on the guidace or lasing API.
  15. I remember seeing this a while back when testing the render limit bug, and I think I can provide additional info. The interval between firing AKGs is not the issue here. You can fire 2 off at the same time at a far away target and they will both render in the same direction that the missile is pointing. The real cause of this issue is firing them too close to your designated target. If you fire within 20-15nm from the target, then the render will point 90° left of where the missile is pointing, and cannot be controlled.
  16. That's MK2, I think. MKK has the 10 from the original Su-27UB and no AShM capabilities. MK2 has 12 and can carry Kh-31A.
  17. It really doesn't make sense why snakeeyes or rockeyes can't be used in 3/5, yet the Type-200 can. Same with the BRU-33 ejector with 2 250kg bombs on those stations. It can't be a weight issue, because you can mount much heavier stuff there. It can't be a clearance issue, because the 1100L tank sits much lower than all other wing weapons. It also can't be a spacing issue, because those pylons are much closer to the outer wing pylons than they are to the fuselage, and they can mount the Dual Ejection rack.
  18. The JF-17's radar can display target range on the HSD with datalink enabled if the target is detected by Velocity Search. IRL, Velocity Search cannot determine range, only closure rate and bearing/azimuth. Not only that, the JF-17 radar can also transfer hits from VS to RWS or TWS, and vice-versa. You can then quickly bug them with the TDC before the radar refreshes itself and acquire a SAM/TWS lock at much farther distances that either of those two modes can even detect them. You can also momentarily see AG GMTI or SEA1/2 hits on AA radar if you switch to AA master mode before the radar refreshes itself, and even lock onto ground units in AA mode for a few moments. .trk provided. A head-on Su-33 flying at M 0.8 and 36000 ft, detected by VS at 80+nm, could be locked on in SAM/TWS by quickly switching radar modes after being spotted in VS. Normally, TWS/RWS would detect that same target at 65.6nm, as seen in the .trk. The VS exploit extended lock range by 15nm or more. JF more radar bugs.trk
  19. Correct, the data will remain even if they are no longer present in the F10 screen. It's better to keep it as is, for when you need to RTB and return to the same target afterwards. Otherwise you'd need to mark the same area in F10 again.
  20. They're the ones who broke it when they released the SLAM; thought no one would use the Stand-off Land Attack Missile at stand off ranges, so they limited the render distance to 30nm from the aircraft. AKGs were working just fine before then, but since the JF-17 isn't their project and no one bothers using SLAMs because they suck and 8x JSOWs exist, its "not their problem".
  21. Quick question: shouldn't the Drag Chute Switch be spring loaded? In other words, it when you click and release the switch, it should automatically go back to the Neutral position instead of staying in Deploy or Cut. Likewise the keybinds for the switch should also reflect this so pressing the button will move it to either Deploy or Cut, and then return to Neutral when you let go of the button. I imagine this would help with people forgetting to set it back to Neutral after Cutting it, reducing the amount of people wondering where their chute went after rearming. Just mentioning this because the design of the switch looks like it's meant to operate that way, I don't know if it works like that IRL.
  22. He means empty pylons without any ordinance on them, just like almost all other modules. Instead of having it like it is now where choosing "Remove Payload" also removes your pylons from the wings, add the separate option like in the Hornet/Viper/Fulcrums; "Remove Pylon". That way "Remove Payload" will leave you with bomb pylons attached to your wings with no ordinance and "Remove Pylon" will, of course, remove both weapon and pylon.
  23. I've made a .trk file to show what I mean. I had a MiG-21 fly towards me then make a 90 deg. turn right while also dropping it's speed to have it notch my radar. As you can see, my radar enters MEM mode two times: once it dropped for about 3 seconds before it reacquired it and kept a solid lock, but then shortly after it entered MEM mode again. During that second MEM mode period, you can see the TD box jumping backwards ever so slightly as if it was updating target position, even though the TD box was blinking meaning it's still in MEM mode and it supposedly can't find the target. Not only that, the TD box blinked for a solid 32 seconds after the radar entered MEM mode that second time. Also worth mentioning: in the track file I show off 2 more bugs that I have discovered involving Velocity Search. First is the fact that VS mode will show the range to any detected targets on HSD with Datalink on. This is obviously not possible since VS does not measure range at all, only target velocity and bearing. (there were no AWACS in the mission, only me and the MiG) Second is that hits found in VS can transfer over to other radar modes, allowing you to bug them in RWS/TWS at a much greater distance than either of those 2 modes can normally detect and/or track targets. You can see when I switched to TWS, the VS hit was visible and trackable, but when I let the radar sweep over it in TWS without bugging it, the trackfile disappeared. Normally, TWS will find this MiG at 35nm with the variables from this scenario. In the .trk VS picked him up at 55nm, at which point you could S2 Left twice to go to TWS and quickly bugged the target before the radar clears the trackfile. Thank you for your time. JF AA radar bugs.trk
  24. The thing is, even though the radar enters MEM mode, the HUD TD box and trackfile in RDR page will still update the target's position when the beam goes over the it. After the update, the radar will still remain in MEM mode, with TD box flashing. After the 8 seconds, the bugged target will not be dropped from the radar, but only if it's bugged in TWS or SAM. STTs do drop after the timeout.
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