

maxTRX
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Changes to overload wingbreak mechanic in Beta 2.7.7.15038
maxTRX replied to Preendog's topic in DCS: F/A-18C
Heh, I still have my 'Wings'... -
Changes to overload wingbreak mechanic in Beta 2.7.7.15038
maxTRX replied to Preendog's topic in DCS: F/A-18C
The vid I posted was a follow up to the tests I've done with the 'paddle'. I was curious about Preendog's test results when using the paddle only. As I mentioned in my previous post I wasn't able to go past 11.6 or 12G (only once) which is not enough to cause wing snap. The only way I could cause a structural failure was by overriding the FCS gain. That's how I pulled instantaneous 14.9 which did the 'job'. I wouldn't even bring up dogfight into this discussion. This was a structural strength test. In a BFM, I have enough hard time trying to manage energy with normal AOA schedule, forget the paddle. -
Perhaps less turbulence from the right outboard engine passing over your left wing as you get closer? Perhaps something else. That's why I don't bother messing with the trim, just hold whatever correction is required until done.
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I don't know. Well, on the right side your jet is couple of feet closer to the engine jet wash perhaps. I made a vid of a right side connect into KC135. I've done a lot of refueling from C130s, on either side but 135 was definitely harder. Not because of the wake or jet wash but the wing dihedral takes some getting used to. I really had to work on keeping the single point of reference (refueling pod) where I wanted, while maintaining the proper basket picture closing on my probe, without fixating on it. I don't know how else I can describe it... You can see the visible part of the wingtip vortex, way above my approach. I did have to counter the slight roll but did not trim.
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I was just goofing off. After getting really frustrated with the way 'blanking' is modelled in the Hornet, I decided to get creative. I don't know if it's just me getting used to it or there is some improvement with the dead zone around the HUD currently. It does seem to work better now but still... Anyways:
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I swear I saw one of those sitting at Eglin POL... Hey, aliens come after global warming and a couple of pandemics
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Hey MFT, Slightly OT... when I browsed through the current squadron list I noticed 'Mike Force Team' as a member of about half of them. Now, this is 'out of this world'
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w.i.p Missing radar information with AIM-7MH (LOFT) selected
maxTRX replied to GumidekCZ's topic in Bugs and Problems
Looks like 'declutter' is boxed. Go to 'DATA' and unbox declutter option (1 and 2) It might be it. -
Yea, I've been doing this for a while. Few months ago I made a short vid showing my attempts to turn the Hornet into F35. On top of what you said I also turn down the HUD so it's barely visible and crank up the HMD to the max.
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OK, I can see how this could happen in LHAQ mode. If you have your bandit say at 40nm hot, in HUD's FOV, then try to enter LHAQ with your HMD looking through HUD, the HMD is forced into ACM bore. It seems like there's no long range ACM on ATTK page. If you offset and aim your LHAQ at the bandit at 40nm or less outside of your HUD's FOV, you should be able to lock him. Then, you can drag him into HUD's view without loosing a lock. When dogfighting using guns or Aim9x, this works like a charm on my rig. Well, I haven't tried it yet after the recent updates, hehe.
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I just tested this again. The issue around the HUD frame seems to be gone for the most part. I didn't have any problems using HACQ around the HUD frame this time. The Undesignate switch in combination with precise reticle pointing worked fairly well. Occasionally it took a bit longer to get a lock. When in HACQ with target designated, pressing 'Undesig.' once broke lock and HACQ would automatically acquire whatever the reticle was pointing at. Pressing 'Undesig.' second time, before it auto-acquires again would cancel HACQ and the radar was in ACM bore. Post a vid or a track. It might be something simple... Here's my clip. In the last few seconds, you can see Link16 extrapolation mess when turns are involved and couple of times the target box on my HMD drifted off.
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Fully staffed Hornet team 'swarming' to finish and debug my jet, and... Mudhen. I'll be on a revolving exchange between af and navy then.
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Since you don't have issues with LACQ, we'll focus on HACQ. Within 10nm and within radar gimbal limits, all you have to do is press SCS up and keep the currently selected target outside of your aim circle while keeping the target you wish to acquire within the circle. 'Reject' function (pinky switch) doesn't work the way it works on radar ATTK page, where you can cycle between targets. So... just point the aiming circle at the new target and press SCS up. That's the way HMD is implemented currently. There are number of quirks. One of them will not let you acquire the target around the HUD frame, when HMD 'blanking' kicks in. The HACQ/LACQ will snap to HUD bore and you have to fly your jet to bring the target to HUD center. If the target is already acquired off bore and you're bringing your jet's nose on the target, the target box will continue through the 'blanking' and into the HUD without any 'dead' zones, etc. etc.
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reported earlier Maverick disappears just before impact
maxTRX replied to Taz1004's topic in Bugs and Problems
I guess it's possible the blast or debris splashes a weapon in close proximity although no visual effects are coded for this. It just vanishes. I captured this in slow motion from F7 view. I released 4 JSOWs in QTY drop, targeting closely spaced vehicles. Watch the bomb approaching the second vehicle from the right, it just vanishes. If in fact the bomb was blasted by nearby explosions, it would be nice to see some sort of visual effect. If not, perhaps a confirmation that this is what's happening. -
I don’t know why can’t I press cage button to recenter my agm65f
maxTRX replied to MivwTaupos's topic in DCS: F/A-18C
master arm? why, I don't know. -
Changes to overload wingbreak mechanic in Beta 2.7.7.15038
maxTRX replied to Preendog's topic in DCS: F/A-18C
No luck using the paddle. Most I could get was 12g but... if there is a will, there's a way. 14.9 g: -
Changes to overload wingbreak mechanic in Beta 2.7.7.15038
maxTRX replied to Preendog's topic in DCS: F/A-18C
I've just finished an A/G hop and just before I exited I remembered this thread. I gave it a quick test. All of my A/G ord. was gone, fired off Amraams and heaters. There was only Litening on center and empty pylons. Dumped fuel to around 2k, total was somewhere around 29k lbs. Altitude 5k, a/s 500 kts. I pulled the paddle and full stick and all I got was 10.7g and the wings happily ripping through the air. My Warthog's pitch curve is non-linear but max is not restricted. I'm on latest OB (.17838) Perhaps it makes a difference if the jet is configured very light in ME? I'll try it next time. -
I only play offline and just about all of the graphic setup sliders are all the way to the right. (No AA, aniso x16) I haven't seen any crashes yet. Well, my missions rarely take more then 30, 45 min. which I guess could be a factor. Anyways, ever since I switched to Steam VR (G2), occasionally I encounter 3-5 fps at the start of a mission, already in cockpit but before pressing 'start'. All I have to do is Alt Tab out of game window, give it 2, 3 sec. and Alt Tab back and it's all smooth again. Then start the mission. There is also other, very occasional weirdness related to Steam VR or G2 hardware/firmware that happens between my rig's BIOS post and Windows boot... or lack of it but that's a different story.
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I could only replicate this when attacking targets located at elevations higher then sea level, in this case 4k feet. If I used guns before selecting any other weapon, everything was fine. If GBU24 was selected and configured before the gun, regardless whether it was dropped or not, the gun was shooting high (around 5 deg.) GBU was set to MAN release and N/T fuse. Very short clip and the track: https://youtu.be/MC_L_CrtEI0 AG guns after GBU24.trk
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correct as is Laser timer for GBU24 keeps running after impact
maxTRX replied to maxTRX's topic in Bugs and Problems
I sort of suspected that the timer might be running some sort of auto cycle. What got me confused was 'LTD/R' blinking, from the time of release to '0' on the counter. I thought the blinking indicates that the laser was firing as long as the pod wasn't masked. Seemed a bit long but... it does the job. It's different from the way it works with GBU10, 12. Well, if that's intentional... I'm fine with that. -
correct as is Laser timer for GBU24 keeps running after impact
maxTRX replied to maxTRX's topic in Bugs and Problems
Looked like the time required for lasing was roughly doubled. Started around 118 sec. At impact, the counter was around 60 and continued. The 'LTD/R' was blinking as long as it was LOS but the counter continued outside of the Tpod limits. If I turned back within LOS, the 'LTD/R' started blinking again until '0'. Then the LTD/R switched off. -
correct as is Laser timer for GBU24 keeps running after impact
maxTRX replied to maxTRX's topic in Bugs and Problems
GBU24 laser timer .trk -
correct as is Laser timer for GBU24 keeps running after impact
maxTRX posted a topic in Bugs and Problems
That's not as intended, is it? (clip starts at 2:04) -
Or any other method of auto track target acquisition that might be helpful by defining the search area size. Is it planned? There's a thread in the Wish List forum referring to this feature: https://forums.eagle.ru/topic/274940-atflir/ It would probably be useful in the situation I recorded. I was trying to acquire an 'on-road' mover in the PG map. The problem was, just about every road is lined up with power lines and the poles are interfering with autotrack until 6, 7nm out. (well, I was at around 30k feet...) No such issues in the Syrian theater.