

maxTRX
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Everything posted by maxTRX
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I don't want to jump the gun yet, but so far so good. I created a brand new mission from scratch. Up until now, all my other missions were created in previous versions of OB, some of them way back... I loaded JDAMs and GBU24s, dropped them then switched to gun. The rounds hit spot on! The target was designated using ATFLIR and I left my TDC priority on it. As I got closer I noticed the difference immediately. The way the gun reticle (CCIP) was creeping toward the target. Fired in range... BAM! Was it it because of the new mission created in the latest OB or was it something else... who knows, it works!
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A quick example of what to be aware of when using guns after JDAMs:
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I made a short vid showing one of the situations I was talking about. After pressing TDC on FLIR, I tried slewing, without "INR' showing at the bottom of the FLIR. The FLIR drifted off. I stopped the drift by going to 'SCENE' then bringing the aimpoint back on target.
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What Tholozor said above but... in case you have your target colocated with one of your waypoints and designated using WPDSG, your FLIR becomes slaved to designation. Your FLIR is not 'driving' it until you press TDC on your target, on FLIR screen. Then, the FLIR takes over, in INR. You can change the FLIR tracking modes by pressing SCS toward the FLIR. Another situation where you might see the drift is after WPTDSG and going to FLIR. When you press TDC on FLIR and no 'INR' is visible, any attempt to slew will cause drift. You can stop in by switching to 'SCENE'. Then it works fine. Just some of the problems you can encounter... Post a short vid so we can see what's going on.
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Well, whether you mean Hornet or (the other) Super Hornet... keep at it . Hopefully ED will pay more attention to this Hornet soon.
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LOL, if there was ever any time for them to disregard ITAR... it's now (j/k)
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Now, after all good instructions you have received Vishkar... a word of caution: If you select A/G guns after any JDAM's, GBU24 or possibly one or two other A/G weapons, your gun's CCIP reticle will point below the actual impact point. As a band aid, I select manual reticle, leave it at 0 dep. then roll in on a target keeping my velocity vector at around 20 deg. (other angle is fine) on top of a target diamond. (target should be designated). Once within 1.5 nm from target, I slowly bring the gun reticle on target and by the time I squeeze the trigger (for 1 or 2 sec.) the range is around 1 nm or just below. Works every time. This bug has been reported long time ago.
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There's another thing I've noticed with ATFLIR (possibly also with Litening): If you have your waypoint designated as target with WPDSG button, then change your designation to 'area' or 'point track' without pressing TDC on your target first to re-designate as INR (inertial track), then the FLIR will drift off rapidly (especially when zoomed in). If your designation is a waypoint, the set elevation is critical. If it's not, your FLIR will aim either below ground or up in the air. From a distance it may look lined up on your target but as you get closer the aimpoint will shift to set elevation, below or above the target. So... using ATFLIR locked on a waypoint: If you decide to shift your laser aim point, press TDC on target (your TDC priority should already be on FLIR). You'll notice 'INR' at the bottom of FLIR page. Then you should be able to move the aim point without any drift, before release or after (with laser firing). EDIT: Sometimes, after pressing TDC on FLIR, the "INR' will not show until slewing is initiated. That's when the drift will also occur. If you see 'INR' before slewing is initiated, the FLIR should work fine.
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Static objects > Structures > Landmines. You can put as many as you like. In ME they can be seen as blue or red dots, depending on team selection. You can't see them in the mission... well, makes sense. Just don't set off your own team's mines or you'll be accused of fratricide and stripped of all combat scores . That's what happened to me after strafing one of them by accident. They don't work on water though. I sprinkled some of them in front of the ship, but they didn't go off. I haven't seen any sea mines in the inventory yet.
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I've never paid too much attention to landmines in my scenarios. They could really make a difference in some complex missions.
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It's still there. Well, I haven't reinstalled the whole thing from scratch... After using JDAMs (possibly all GPS weapons?) the gun shoots way too high.
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Perhaps I'm not skilled enough yet but I haven't found any use for g lim. override function yet and I've done crapload of gun fights and off bore heater shots, etc... I did experience one or two 'controlled' flights into the dirt in my gaming career but pressing the paddle wouldn't have made any difference at the speed and angle I was coming down. ALSO, instead of dumbing down our Hornet even more... I would rather have it FIXED.
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and... whatever radar adjustment/gate/filter stops me from stepping through my own A/A missiles in TWS would also be good to have. That and proper RWR and JHMCS modelling that Harker mentioned... I'd be ready for prime time play in MP.
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In a constant search for 'tricky' tactics to compensate for radar and other systems deficiencies, I set up an arcade type of scenario: A lone wolf (moi) with 10 AMRAAMs, against 4 defenseless J11A's set to ace, well... I gave 2 of them a couple of Archers . The main goal of this game was to look for 'hidden' changes and... I think I've found a few (intended or unintended, idn). The one that got me edgy was a decreased range for LHAQ acquisition. I was only able to lock bandits (no jammers) from around 12 ~ 15nm in a head-on aspect, co-altitude or look-up. Another issue I encountered a couple of times was a lock on a pocket of air. There was no bandit or any other object in the TD box, as I approached within VID range. Some locks were too persistent. With my track 'age' set to 4 sec., the darn HMD was still tracking something as I turned 180 deg. away. I'm telling ya... this is going backwards. https://youtu.be/IjP80FnKv7w
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Then, there are small things like Hornet's ext. lighting at night (silly looking orb) that could probably be fixed in 5 min.
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'New'... didn't really noticed a lot. 'Old'... plenty . When hunting down the movers, slaving the IR Mav to GMT worked a lot better for me then slaving the missile to ATFLIR. Disregard unrealistic ranges... so I've been told. Another annoying thing were roadside light poles. They seem to have better contrast then any running 'hot' vehicle. Then again... the old FLIR doesn't really look for contrast, I'm not familiar with the new one yet. I might fire up the Harrier just to find out. (No Apaches in my inventory). On top of that, the hunt was at night:
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Just tested it (with the latest OB). I didn't see any issues with PA to UA transitions. Above 280kts (?) or around, regardless of flap switch position the jet was loosing energy at the same rate, at least on my rig.
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Pitch rate, very low speed/high AOA handling, spin entry and recovery (used as an alternative to pirouette in some defensive situations when gunning around). Hey, whether it's my imagination or a real improvement... I'm happy with this part of the sim. Now, all this other 'stuff' I see in the bug forum and here, well...
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Anyone checked nose authority after the latest update? Slow speed, high alpha, etc.
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reported earlier JDAM TOO Mode Unable to Store More than 1 Target
maxTRX replied to Str][ker's topic in Bugs and Problems
Then why always keep it on the dumb downed side... why not create a super functional system, unmatched by any other DCS platform . Who knows, some contractors might try to copy and then ED will get them in trouble. Oh wait... things are changing a bit in the world -
AI Hornet BFM skills got better?
maxTRX replied to maxTRX's topic in Aircraft AI Bugs (Non-Combined Arms)
A surprisingly happy response to bug reports from earlier OB versions, and... perhaps a suggestion to make AI jink a bit more, just before getting shot, just to piss the shooter off a little -
AI Hornet BFM skills got better?
maxTRX replied to maxTRX's topic in Aircraft AI Bugs (Non-Combined Arms)
Yep, they can sneak in as much as they want, as long as it's heading in the right direction -
I did 4 head-on gunzos with AI Hornet and in all engagements, it looked like a solid, classic turning and burning. No wild and fancy maneuvers, no 'Hornet walks' 10 ft. AGL, just trying to get angles on each other. It seemed like AI always tried to go 2-circle after merge. Whenever I turned away into 1-circle, AI reversed and forced me into a 2-circle in oblique. Turning into each other always ended up in a level, descending fight. Once or twice we ended up 700 ft. above ground but the a/s never dropped below 250 kts. The first fight: I haven't seen a lot of defensive jinking though as could be seen here. A clip from last year: