Jump to content

_SteelFalcon_

Members
  • Posts

    595
  • Joined

  • Last visited

Everything posted by _SteelFalcon_

  1. If you move the throttle axis, does the throttle in the jet also move from the off to the idle position? You might have to bind a key for that, or set your axis up to include off and idle positions
  2. Yeah it‘s a pity. Even the same flight of F-16s. If you dont spaen in and power it on at the exact same time, your clocks are out of sync. For any actualy TOS you‘d have to do a manual sync of the clock or use the hack
  3. Make sure that you select the transmitted SPI as your active steerpoint first.
  4. All one can do is wait. Same thing with the TTI and TTA indications in the HUD that are missing for the last amraam… it‘s been reported soooo many times, and yet it‘s still not there. It is kinda frustrating
  5. The issue is that the SPI doesnt update when a target is moving. The mav will look at the place where you first pressed tms up. You can cross check that with the target box location. It doesnt move, even if the tgp in point track is following the vehicle. It‘s a know issue and has sadly been around for a pretty long time now. Also there has not been any mention since way back that a fix is on the way
  6. Comms switch IFF IN for longer than .5 seconds make sure HSD XMT L16 is active
  7. stay above 12k ft whenever possible you can only flare off what you see coming, and when flying solo there is no way to see it all
  8. track added MAV Range Scale stuck.trk
  9. Loaded 4 Mavs and 2 CBU87, fired all mavs, swapped to the cbu87 and the Range scale from the mav was stuck on the HUD and HMCS. See screenshots. powering off the MAV on the SMS page removed the scale tho
  10. Timer_GBU24.trk here's a track. after the timer bottom right in the TGP hits 0, no impact. i have to lase another 30+ seconds until the bombs actually arrive
  11. same observation here
  12. here's a link to a track (too large to upload directly) that demonstrates the issue that despite the SMS page saying that 2 mavs are loaded (after the rearm) and power is ON, only the one on station 7, which was previously already used for a MAV, does actually power on. the one on station 3 is WPN OFF. https://mega.nz/file/9i4ngCZR#dIqPH6BNvYobJku4sblmb6i3LVVOW-XnmBypWDpATxY If you take control after rearming and cycle the MAV on the SMS from PWR ON to OFF and back ON, both weapons can be used. And magically, station 7 already is boresighted after rearming.
  13. I‘ve had a similar issue lately. But it was when i initially loaded 1 mav on station 7 and a harm on station 3 (or vice versa). After shooting the weapons, i went back to land, rearmed with 2 mavs (one on 3 one on 7). While the SMS page showed the mav as powered on, the one on station 7 did fire, the one on station 3 didnt even show video. i also noticed that the Mav upon rearming complete doesnt switch the power state to „off“, it stays on. Unlike the harm, which actually turns off. i got around this issue by simply cycling power of the Mavs from on to off and back on again, never had any trouble again. maybe it‘d be possible to force the missile power to „off“ upon rearming complete just like for the harm? add to that, when rearming Mavs, one currently doesnt have to „boresight“ the stations anymore, it just stays perfectly aligned. I have no idea if that is correct or not, but find it hard to imagine it to magically stay boresighted.
  14. There‘s a known bug that the SPI doesnt move with moving targets. As for the rest, it could be a bit of both, tgp being easily distracted by street lamps, trees etc and combined wuth the SPI issue. GMT stuck in freeze when jamming i dunno, maybe post a track if you can reproduce?
  15. First, make sure you boresighted the mav ststions. Also for a Ripple, set RP to 2 on the SMS page. Then, you get within range of the targets, lock one up with the first mav (MAN or AUTO handoff doesnt matter). With a solid lock, press the NWS/MSL step button to switch mav station to your other mav. now find and lock the 2nd target. Lock it up, press wpn release and both missiles fly off. Before launch, you can see in the HUD that there are 2 mav circles labeled as 1 and 2 to indicate where each missile is pointing
  16. Yeah, set RP to 6 if you drop singles, or set it to 3 if you drop pairs. Just like you would for a stick of Mk82SE it‘s advisable to also change the impact spacing to more than the default 10 ft. But that depends on your desired effect on target
  17. tested it aswell. my results are: no matter what weapon, the cross only shows, when either the AG Radar OR the TGP are shown actively on any MFD. It does not show in the combination of WPN page and HSD page shown together. also, it disappears asap if the TGP or AGR page arent shown (either set BLANK instead of AG Radar or TGP) or just activate the TEST page while having the HSD open on the right side. track and screenshot attached (current OB) HSD cross.trk more screenshots due to size
  18. the post isn't about the HSD cross that can be moved around, but rather about the Cross that should appear on the Active selected steerpoint/SPI, indicating where the SPI is. it's not about the HSD cross to select items with when the HSD is SOI it used to be there even if the TGP wasnt an actively selected MFD page. an example can be seen on Wags Tutorial video for the HARM POS - RUK mode. the left MFD in that video shows the (at that time before the A-G Radar) A-A radar and later wags replaces it with the WPN page, and the right display shows the HSD and a clearly visible cross for the selected steerpoint and SPI for the HARM to fly to. The cross is currently missing in almost every case
  19. Also if people use user-made skins which you yourself dont have, it‘ll show as the default gambler skin. So that‘s also a big part of it. A lot of communities use their own custom liveries
  20. He‘s right. Any % Rpm above 0 and it wont work. Maybe ground power works but dont flip the jfs yet
  21. There‘s a switch on the CMDS panel that if flipped up will dump all flares. I think it‘s the JETT switch.
  22. Make sure your RWR is turned on. It might be off on default air spawns.
  23. Reproduction: Free flight caucasus (works anywhere, but that's where i tested it) lock up plane in front which is below 5nm range away in RWS SAM. unlock Target again after a while. try to move rdr elev. doesnt move. Switch to TWS and back RWS, now the rdr elev moves again. Same works if you start with TWS. wait for track to build, bug target. unlock target. move rdr elev. doesnt move. Switch to RWS and back to TWS, rdr elev moves again. tracks are somehow too large, uploaded here https://mega.nz/file/NrZzBCqD#78IHm35InAAqbqAegQ2T3EvVzTta2YRuw3BGM-s0SYc
  24. Tried it on an MP server. Spawned, took 2 harms, shot at an SA15, went back, landed and made sure the SMS page showed the PWR ON, loaded up another 2 HARMS and watched it during the Rearm process. as soon as the crew chief reports "rearming complete", the SMS page changed the PWR ON to PWR OFF. Took off again, turned the PWR ON, shot 2 HARMS at another SA15 just to see if it even launched them. worked fine. My guess is: if your SMS page still showed PWR ON, you didn't wait until the crew reported that rearming was complete Track linked, it's too large to upload. Public server, 4YA PVP https://mega.nz/file/gjwSzSrQ#rVI8l3x9io9j1lCxA-wkHuo5dQXebJRL-QGaZyYokdE
×
×
  • Create New...