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witness_me

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Everything posted by witness_me

  1. i haven't found a way to set defaults, but in case you weren't aware, you can move the radar view to any mfcd you want: click on the middle bottom button (D3) on the mfcd of your choice and select RDR (top left / button U1) an easy way to do it outside the game would be to create a macro (with target or autohk etc)
  2. fair enought it's not completely hidden, can we settle at "you can see less engine than without dsi's" (more bypass than core) ? That should have an effect on thermal signature would you agree?
  3. Hi L0op8ack - thanks for the response The "problem" i'm seeing is that in some occasions the tgp will either start tracking another area than the one i was originally pointing at, or lose track altogether and start drifting The location where a user has slewed the tgp is normally held in memory and the tgp will try to point it's camera towards it once it's back within normal az/el limits, in our case it seems the tgp will either jump to some other location (sometimes tens of miles away) or lose stabilization altogether and start drifting an easy way to reproduce this i guess would be to target an area and once you're on top of it do a roll then on the next pass, track an area, turn it into a markpoint, slave the tgp and then do the roll after the first roll the tgp should lose track altogether and either start tracking some other random area on the ground or lose stabilization/start drifting etc after the 2nd roll, once the tgp is within az/el limits, the camera will revert to tracking the markpoint if you do the roll test with a litening, the tgp will always be looking at the original area once it's back in acceptable az/el limits (the litening works a bit too well in the sim i think in this case, as there'll always be some level of drift and kalman filters will eventually drift etc) if you're saying this is normal then it's all good by me - i'm just wondering if it's intended behaviour or a bug
  4. I was responding to the op "Step 1, Load the missiles and create waypoints on F10 map Step 2, Asking for a DTC card update and load the information Step 3, Copy and paste waypoints 36, 37, 38...to the empty waypoints slots 30, 31, 32... Step 4, Unplug the DTC card and ask for an update again, then load the information" letting him know that he can create RP's straight from the map or the mission planner your problem seems to be different than the op's: will the jf-17 support sharing SPIs etc via datalink/is the datalink fully fleshed out yet. Probably deserves it's own thread? As a workaround I'd suggest you have your buddy laze his target, then you enter lss and acquire it, you can then copy the coordinates into a markpoint etc
  5. in this screenshot you can see that the tgp is pointed at some area in the ground, however masked is flashing and it lost track hope this helps
  6. thanks for confirming - i don't get the menus in the jeff sometimes to be honest, most options in a profile are shared but then for the gbu-12's for example, the fuzes have to be set per pylon instead of the setting being applied to all munitions in the same program :confused: i guess that's just how it works then :) thanks for confirming!
  7. as far as i know the cage hotas button is only for the heaters. I just found out that you can re-cage the pod apparently if you press the uncage button again (e.g. right mfcd l1) the button function description disappears after you uncage the first time, but it still works as cage/uncage I see what the op meant now, if the tgp is in snow plow mode when you cage it the camera will keep pointing in the same location, instead of going back to the park position and when you uncage it it'll reset to boresight
  8. how do you cage the tgp? you mean the wmd or the seeker on the heaters?
  9. "Without afterburner it is similar to the F-16, but with afterburner the IR detection range is less than half of that of a Hornet" -- this doesn't seem like a valid comparison - why are you comparing with the hornet instead of another small single engine jet? also, if you have dsi's you can't see the fan/engine from the front
  10. If i stabilize onto something (area or point track) and then perform a tight flat turn there's a chance the tgp will lose track/start tracking some other area, many times miles away, from the point i was originally tracking it's as if the tgp is only using image stabilization and not ins etc? I'm not saying it should track perfectly but since i'm within laze range the tgp should be able to use the calculated coordinates/lock on to the approximate area instead of jumping to another spot miles away? it's not happening if i'm banking smoothly (even if the target is masked for a while), almost as if it's some sort of "gimbal lock" like-effect when i bank aggresively at almost 90 degrees etc (you're using quaternions right? :P) i'm not sure if this is intended or not / couldn't find anything in the forums, hope i'm not creating a duplicate or this is some user error ? I can work around this using mark points and briefly slave the tgp to the markpoint/then when i'm done maneuvering start searching near the markpoint for moving targets etc, if i know beforehand that i'll be banking aggresively, so not a big issue
  11. if i select the first (red) gb6 (different type than the 2nd one), and set BR ALT to 5000ft, the setting will be applied to the 2nd one (blue)
  12. sorry i should have phrased this differently. I'll edit/correct my original post i meant to say - if i have 2 gb6 (same type or not), if i set BR ALT on either to 1k ft, the setting will be automatically applied to the other one as well. The bomblet dispersal altitude is set individually though - this seems a bit odd?
  13. it's possible to have two different values for OPEN (as set in the PROG screen) for a GB 6, however BR ALT is shared across all GB6 munitions (regardless of weapon station selected in a profile screen). Is this intentional ?
  14. you can create a route point by clicking on mark label in the f10 map/some location on the map and then type "RP1" (without the double quotes) inside text box of the label you just created. Same goes for preplanned points (add PP1) check out chuck's guide - everything is detailed there
  15. forgot to mention - the single gb6 test was at 49k ft (i think you can't input 50 or more in the autopilot), whatever max speed you could get with one gb6 at that height :P around 1.6mach i think long story short, the jeff is no tomcat so use the akg if you want to reach far behind enemy lines :P
  16. yeah of course if you dump everything you can get a longer range, you can do that in the test mission if you hit sms -> jett -> select all the stations you want to dump and hit the weapon release button. I was just providing that figure earlier as a reference, given that it was kind of in the same ballpark as the numbers the OP was seeing (assuming he was also going for realistic-ish loadouts)... which thinking about it didn't make too much sense as i didn't provide much context in my previous post :P the max range i mentioned earlier was with 2 * gb 6 and 2 * pl 5's for self defence. The tank was dropped before releasing the weapons both for the extra speed and well because you wouldn't carry one during an engagement :P with just one gb 6 i think my longest successful hit was at around 63-64 miles (EDIT : around 113/114km) if someone wants to do that they'd probs have to equip a gb6 and a tank (not sure that would work either), as assymetric loadouts are not allowed i think
  17. i was thinking the same but in some tests, when i was releasing exactly when the dotted line to the target was turning solid in the hsi or just a couple of seconds afterwards, the weapon wouldn't be able to reach the targets :confused: also the targeting computer doesn't seem to be taking into account submunition release altitudes, i.e. if you set the release altitude to 1.5k ft the minimum distance indicator will be the same as in say a release altitude of 300ft, although i didn't test that thoroughly and i'm likely to deny i ever made that claim if proven wrong :P
  18. best i've been able to get out of the jeff is around 45-46nm (~83km?) EDIT: that wasn't using the loadout in the test mission i attached below - i was trying something somewhat realistic, like 2 * pl5's and 2 gb6's the munition manufacturer is claiming range X if you release it from height Y going at Z knots (with no crosswinds maybe etc) - maybe because the jeff is a small one engine plane it can't match the optimal conditions? i attached a simple mission if you want to do more tests - my optimal release conditions were : 36k ft, doing (almost) mach 0.9 -- EDIT: using the load-out in the mission, but having dropped the tank in advance for the extra ooomph the loadout is one gb6 carrying sensor fused submunitions, one normal. There's 2 targets, a cross-like formation of infantry men around 7 ft from each other (for science!) and 4 t90s in a cross pattern. There's 2 preprogrammed map points so you can deploy using pp mode. What's located at each PP is in the mission briefing there's also 2 * ls6 in case there's any survivors :P jf17 TARGET PRACTICE MISSION (gb6 and ls6).miz
  19. Not sure I understood what you mean, but the akg doesn't have a fire and forget mode, unless you create a flight plan where you somehow manage to force it's path onto/near some enemy unit. - in man mode it will fly through rp points (you can change the currently targeted rp during flight) and power on it's seeker about 2km before the last waypoint - in dir mode it'll fly directly towards the spi - in coo mode it'll fly towards the selected PP point - in DIR and COO mode the seeker will power on around 20km before the designated point - the range from the game manual is "more than 150km when surface skimming" - there's plenty of controlled flight time, when i don't know where my target is i set the last waypoint for the missile around 7nm from the target, that gives me enough time to fiddle with the image settings during flight and I was able to easily locate/hit: a static truck, the same truck but on a patrol route, a static t90 and then the t90 on a patrol route. I also tried with troop concentrations (for science!) - anything above 4-5 troops close together is easy-ish to locate from that range (disclaimer: that was all in the desert and in a valley in caucasus, not inside forests etc :P) edit: the range of the missile will depend on the flight profile you select. I also primarily use the akg in similar scenarios e.g. some s300 radar that's surrounded by layered defences, i rarely get a missile through unless it's surface skimming, otherwise some point defence system will get it. So far I've been able to get the stated range (skimming, using all waypoints, tight-ish turns, trying to sneak a missile in using ridges for cover etc)
  20. how can you get the IR signature for aircrafts in dcs ?
  21. is notching viable against modern digital radars anyway? As far as I understand notching was a possibility because of past hardware limitations: you couldn't filter contacts in software (or store their position / calculate expected position based on movement vectors etc) so you either had the choice of displaying everything the radar picked up on your screen and have it cluttered with contacts from moving cars, wind turbines etc or setting a minimum speed threshold under which contacts are filtered doesn't sound like a viable thing these days, something quite a few (alleged) ex-pilots/people more relevant to the industry have attested to in various aerophile forums.
  22. hey this is internet engineering truly at it's finest. Hardcore science like this deffo proves things and i now consider the matter closed like.. how the two missiles impacted within like 0.5secs of each other. These lock-head guys are maybe a bit better at making assumptions about how stuff they actually build work. My keen eyes can detect a minimal 4% error margin compared to ED and deka.. I guess now I know where to spend my money on steam. Also their early access seems so much better than the stuff deka served us.. They're on steam right? making any sort of assumptions about the level things are simulated in each sim, access to unclassified data etc is pointless, ED has to get their act straight and the sd10 is starwars tier fantasy. There's no chance in hell that one missile might be slightly faster but have a lower range compared to the other, bugs or anything else that doesn't imply the sd 10 is wildly inaccurate After all this though, i'm still left with a question - where in the display of the better sim can we see the actual drag coefficient?
  23. haha that's pretty creative i have to admit :) also, nice vid, the f35 is truly amazing compared to our rust buckets how can you tell what's the drag coefficient though lol, at best you can maybe compare flight times (not even that really the camera pans out from the flir view so you can't see exactly when the missile impacted?)
  24. jane's did conduct an interview with the manufacturer - it was confirmed to be dual grain minimum as the manufacturer wanted various characteristics to be implemented (the missile to be able to distance itself fast from the airplane carrying it, being able to be used in visual range engagements/dogfights, have a long sustain stage for maximum range engagements - i.e. don't spend energy fighting wind resistance, depending on target height etc). afaik 3 grains (including booster/main motor) are not uncommon in the industry Nozzles are always classified, this was suspected to have variable geometry and probably thrust vectoring (given the number of G's it can pull) etc multi grain boosters/main motors are common in the industry, many missiles tend to use them, along with various other implementations for throttling propulsion / fuel consumption (e.g. by changing the shape and/or diameter of the nozzle). The nozzle also has to have different characteristics depending on the operating altitude as the aerostatic pressure changes - generally i would assume that missiles able to work at 80/90k ft and at 1k ft will have something more advanced than a welded conical piece of tin at the end :P ultimately this is all garbage and ramjet is the future anyway, so let's hope for the meteor to become available sometime soon :P i'm just a fanboi not a missile engineer but since you're asking for more resources hopefully these will pique your interest variable shape nozzles (mostly talking about aerospike but explains why you need to have variable shapes): https://en.wikipedia.org/wiki/Rocket_engine_nozzle this is a good overview from some uni student re. throttling solid fuel engines (not so much of a problem for space travel as the conditions are not so much of an unknown compared to a/a missiles): https://www.quora.com/How-can-a-solid-fuel-rocket-be-throttled - lots of other good answers there etc I'm sure if we get on the dev's good books they might be more inclined to share tidbits with hobbyists like us :) throwing stones on the other hand and not giving someone the opportunity to engage in a meaningful dialogue (as when we start a conversation with absolutes and how wrong other person is) is likely to end up the same way as this thread has so far :)
  25. yeah the amraam doesn't seem to be over performing :) ED said they'll fix it so i'm just gonna wait for it, in the mean time at least i have the jeff :P
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