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_SteelFalcon_

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Everything posted by _SteelFalcon_

  1. Nah. You can leave the angle at 45° since it only matters if you actually intend to toss the bomb. The symbology shows up at the maximum toss envelope. When the circle starts flashing is when the earliest point in time is to pull up and execute a 45° toss. now if you do not want to toss it, simple keep on flying level. The toss symbology will disappear after about 2sec, the timer in the hud will reset to 10 seconds and the normal bomb fall line will slowly walk down the ASL. At that point you should hold the wpn release button until that bomb fall line intercepts the flight path marker. It will then start to flash and you‘ll see and hear the weapon release. It is important to keep the flight path marker centered on the ASL. If it‘s not on the line, the bomb does not release.
  2. And maybe check with the controls overlay enabled in game, you‘ll instantly see if an axis misbehaves
  3. There‘s a bug report about that part. As soon as your radar sees the contact, all datalink info about it is lost
  4. Also hasard lee talks about it in a recent episode of Fighter Pilot Podcast about sustaining Gs in the centrifuge
  5. This should be a special option slider instead of having to set curves for it or editing lua files. also the cursor speed should be the same across all displays, which it currently clearly is not
  6. And it‘s a lot slower on the fcr compared to HSD and HAD currently at max deflection. Shouldn‘t they behave the same in that regard across all displays and pages?
  7. if one looks in the -34, the imagery shows SP available in all modes, including AGR and BCN
  8. Nope.
  9. Not to mention the period where you eventually use the dogfight mode and blow the tanker away
  10. Multiple options why you miss: laser code is not set correctly laser is off Other assets using the same laser code in the area dragging your bomb off target if you play MP, i‘d advise to change the bomb codes before startup, just to avoid lasing on 1688 like 99.9% of people
  11. Which mastermode? Are you by chance stuck in dogfight mode?
  12. Wild guess: your INS alignment is faulty.
  13. Reading Hasard Lee‘s book „the art of clear thinking“, he mentions the existence of a Throttle button to enter A-G gun strafe mode This function is currently not implemented i assume? dunno if quoting it is allowed so i‘ll hold off on it for now
  14. Remember on longitude, you must add a leading 0 (e.g. E012 34 567)
  15. This. It‘s been this way for way too long already. FCR slew is significantly slower than any other mfd cursor. It‘y be nice if the speeds were the same across all sensors
  16. Thanks for the input now my question is: by changing the fuze to nose in dcs, it indicates „Lo drag“ on the sms the bomb indeed does deploy this way when released. shouldnt there be appropriate hud symbology for this setting? DLZ just like on basic mk82? Toss cue at correct distances? „that other sim“ certainly does that accordingly.
  17. In regards to evidence: i have none currently, i guess some info can be found in the -34 all i‘m curious about is when should the toss cue appear for high drag bombs? Should it even appear? What happens/should happen if i set the high drag bomb to not deploy the retardation device using nose fuze/low drag on the mfd? Current implementation shows the cue right at the drop point, which makes no sense anyway. Why would the 45° pull up to the drop be in the same place the bomb drop point is in level flight, especially in low drag settings? Also why do i have a DLZ on normal slick Mk82 but not on SE or AIR when set to low drag?
  18. well obviously, but that doesnt explain why you get toss cues at the drop point. and with nose fuze and thus low drag behavior, it makes even less sense since at that point it's basically a slick mk82
  19. unsure if correct or not, but with mk 82 AIR or SE loaded, the CCRP toss cue only appears right at the drop location instead of at a standoff range to actually toss the bombs i dont know how much sense that makes, given they are high drag bombs. however, setting the bomb to "nose fuze" doesnt show toss symbology either until the drop point is reached. with this fuze they should be low drag and behave like the "normal" mk82, therefore i'd expect to be able to toss them. however, with "normal" mk82, the toss cue seems correct. in track Mk82AIr_toss cue you can see me flying over the target without dropping and you clearly see the toss cue flashing right at the drop locaiton. it makes no sense that there would be any pull up point to toss the bombs. Low Drag ccrp_MK82.trk Low Drag ccrp_MK82AIR.trk Low Drag ccrp_MK82SE.trk MK82AIR_Toss cue.trk
  20. Btw quickest way to get there is with the „UFC“ option on the WPN page with harms selected
  21. Also you need harms loaded on the jet, else it wont show up in the DED currently. Idk if it should even without Harms in the inventory
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