

maxTRX
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Everything posted by maxTRX
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This might be correct for the Hornet. It sort of makes sense to have the critical threats displayed on a bigger circle, more clarity with closely spaced threats. I know... in some other jets it works the way you described. Now, if we could only get the display INS-stabilized, so whenever the Hornet turns, regardless of bank or momentary signal loss, the threat symbol would rotate smoothly maintaining the correct (roughly) aspect toward the threat. Then, whenever RWR recalculates the new aspect, the symbol would adjust accordingly. It wouldn't probably be that much off. Currently, it takes forever. After making a 180 turn, we still have to wait till RWR catches up in huge jump. That's an unrelated issue though... it would be nice to hear from SMEs on OP's post and on my ramblings.
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In single player, PB seemed to be working fine so far in my missions, against S300 and SA15. Well... 'working' refers to heading toward the correct WPT and the closest, specified threat, not effectiveness. The HARMs get blown out of the sky unless the SEAD is overwhelming. The only problematic mode for me was SP, against SA15's. I tried it only a few times so I'm not going to claim to narrow down the issue. In my last mission I fired the HARM from A/A master mode (PBLK), a few nm from the SA15 that was tracking me and ready to launch. The HARM turned 160 deg. and headed for a friendly CBG, 130 nm away. I switched to A/G mode, turned around and fired in SP (PBLK). This time the HARM headed in the right direction. The master modes shouldn't matter and most likely switching to A/G was not the reason why the missile tracked the highest threat this time... I'll try to follow up on this when I have time. https://youtu.be/V5JtG_3VUwE
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Ruddy122... Safety standdown tonight! Here's a flic showing what happens when established procedures and techniques are not followed:
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I'm not familiar with Quest2 but I've logged quite a few hours in Hornet using Reverb G2. I'm not going to bug you with all set up details since you're not using G2 (actually there are not that many details ) but... after some testing I finally 'figured out' that I had to compromise on something no matter what I did. Just briefly: I get the clearest picture in cockpit without any kind of AA (including Advanced SS in SteamVR) Currently the res. in SteamVR set to 120% (3472x3388 per eye.), 100% per app multiplier. In DCS: aniso 16x, everything maxed (except heat brur and civ traffic.) On a pancake screen, for replays, I have to use at least 2xMSAA. Well... easy for me to brag since I've been only playing SP recently. I'm afraid you will need to browse through some threads in VR section to get the most optimal setups for MP. I've seen some scientific papers written there.
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Well, in a Hornet sim chair, even with perfectly modelled FM and damage... we could do case 1 pattern in the vertical and probably get very good at it...
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Probably not on a target of this size (tanks)
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Who knows, I'm a DCS Hornet jock... If it works, I'll use it. If it doesn't and I think it should, I'll bitch about it then try to find a way to make it work.
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I've just tried 4x IrMav in one pass, without TGP. Once I had my target area ID'd visually (a light colored patch of dirt) from 16nm and put a mark on it, the rest wasn't too bad. Yes, slewing was a pain using WH mini-trackball and it really helps to be at high alt. and dive with Mav's seeker on the HUD pointing roughly at the target area.
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Nice little features, call it OFP 23X or whatever... nobody would object for sure
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Without searching all over the net... the only thing I heard of was Magic Carpet for the Rhinos and Growlers but that's basically software.
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Mike just observes the world (internet) then tries to apply it DCS. Good for realism Ok, let's pull up lines 5300 to 5400... change the loop to...
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I'm for ziplip on everyone. Any useless, unnecessary chatter... - 5 points out of the bucket.
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Phantom should be easier at the boat then Tomcat. There was this guy on the 'other' sim's forum who flew it off the boat (he bagged one Mig, btw ) and he confirmed what I've heard numerous times that the Phantom was 'on rails' in the groove.
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Speaking of Hornet's FM, is the FM update still on schedule? Most folks focus on accurate power curve, exact drag numbers, turn rates within 1deg/sec, etc. How about FCS? Flap scheduling during transition to PA, what happens during touch&go's, yaw oscillation dampening (well, this one got a lot better during last few months but it still takes too long when rolling out level at low weight and around 420 kts. - can post a vid if needed) OK, I'm just running my mouth here but someone like Mover, Gonky or sme's could settle that quick. No classed stuff there.
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OK, I had a chance to see what was going on in QTY release. I had 2 JSOWs on STA3 and 2 on STA7. 2 progs used for each station. During the first pickle, PP1 was boxed when 1 missile launched from each station. I boxed PP2 and when I pickled, 1 missile launched in PP2 then the 'box' jumped to PP1. As a result, 2 of the JSOWs hit the same target. Manual release, one at a time worked, as long as I watched the PP 'box'. It did jump before #4 missile was to be released. I boxed it back to PP2 and pickled. All 4 targets were hit.
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You know what? I just tried PP mode (dual JSOWs on sta7 and sta3) There's something seriously weird with the way the PP1 and PP2 acted when launched single picle or QTY. I have to test some more but for sure... something is not right.
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TOO rules!... for me at least. Whether I have 8 GPS weapons to ger rid of in one pass (using markpoints) or 4, using straight in ingress, the weapons usually arrive almost simultaneously. 8 tanks didn't even have time to reposition : https://youtu.be/0ZIHddwlbKo
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Ok, perhaps my memory faulted a bit. I thought I was undesignating from Mav page previously... maybe not
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Well, some of us were simply wondering what exactly the 'fix' was.
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As far as I'm concerned, nothing changed since few updates back. I've been undesignating with TDC on Mav page before this update. Without FLIR, attacking multiple vehicles with MavF's was nuts. It's doable tho'... you have to point the jet's nose so the Mav seeker on HUD is looking at target area. After the first Mav is fired, the following Mavs would at least point at the general area.
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fixed AGM-65F cannot change FOV when uncaged
maxTRX replied to MarcT-NL's topic in Bugs and Problems
Pre-configure all your Mavs ahead of time. Step through stations and switch the FOV and WHT/BLK crosshair. Cage/uncage until the Mav locks on proper target... that's the biggest problem with IRmavs here. If you want I can post a vid. -
keep ideas coming mft... beep squelch beep, 'they' might listen.
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Oh yes, Syria... as confirmed by humptydumpty on cnn. Hey, I'm ready to lead a massive attack on all 'gain of function' labs... anywhere, anytime Anyways, totally new level of ops.
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That's about right... Staying through transitions from level to turning and back is definitely harder then behind an S3, from which 90% of my tanking was done so far, mostly a recovery tanker. I got so used to gassing up in a turn that it became my preference.