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maxTRX

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Everything posted by maxTRX

  1. I just hope that ED codes the long press function correctly and once the 'SPOT' mode is activated, the input from TDC depress is null... until released. Otherwise, even a single extra 'press' character will cancel the SPOT. I'm just thinking out loud, LOL. Even I know how to do it...
  2. Yea, it's there. The way this stuff works here, it's better to use EXP. You can cycle through bandits with undesignate button. The radar page centers around currently designated target. In EXP you can keep the TWS in AUTO.
  3. Regardless of the active master mode, we should be able to fire the HARM as soon as the HARM's SP mode selects the critical threat (master arm on of course). Say, I'm flying toward an S300 battery and the SAM's tracking radar locked me up. My HARM was set to SP mode and it reacts giving me messages across my HUD and LDDI that it's ready to go. At the same time I'm locked on a launched S300 missile with my A/A radar and ready to fire an AMRAAM towards it, I should be able to do it and almost simultaneously fire off the HARM. Currently, we have to switch to A/G master mode to be able to launch HARMs set to SP. Pullback should work across all master modes. PLBK.trk
  4. With HARM in SP mode and the pullback OVRD option boxed in NAV or A/G master modes, it shows unboxed in A/A master mode. It stays unboxed regardless of the selection in other master modes. Also, when in A/A master mode, it is not currently possible to change the status of HARM PLBK OVRD. OVRD.trk
  5. A wild run...
  6. By accident, hehe. I was just screwing around in F2 view on my own jet that was parked on the deck. When I zoomed out a little and started rotating the angle of view, I 'ran' into the tower. Then, I fine tuned my position just behind the boss.
  7. Use TDC. I haven't tested it in this OB build but I don't think anything has changed. I used it successfully against 4 bandits. Press TDC twice on a bandit to make it L&S then fire and go to the next one.
  8. Thanks Stearmandriver, I haven't been to the boat since the update yet but you saved me lots of time trying to figure out a band aid... and lots of colorful and loud 'monologues'
  9. I tried offsetting in vertical by about 2 deg. below reference cross, hoping to make HMD weapon and target symbology to cut out higher then in perfect alignment when in HUD FOV. The result was unacceptable... 2 TD boxes, 5 deg. apart. 2 ASE circles... it was all 'misaligned' So, it's better to have the crosses aligned. This was done in VR (G2) I'm not sure what you can do with the amount of offset you would need. BTW, in my test I was only able to misalign the crosses by what looked like 2 deg. max (in vertical). When I tried a bigger offset I got the alignment 'fail' message.
  10. Then everything else will show up and you have a bigger mess.
  11. 1. When starting a mission in the air, the HMD config option should be available w/o the HMD BIT, shouldn't it ? Currently this option doesn't show until the BIT is done. 2. Is there a way to prevent the blanking of AWACS targets when in HUD FOV. ? I made couple of short vids showing my fumbling with HMD v HUD setups: https://youtu.be/gvAxJqHS_oY https://youtu.be/Fg1IYTRXt7o
  12. Verified. I started in the air and I still had to initiate HMD BIT to make the HMD option show up on SUPT top level page.
  13. Post a video clip, external view (F2), from the time you start taxiing to wheels up. I'm curious to see what's going on. As you can see here, raising my gear at 294 kts caused no damage. I backed the power at 324 knots and flipped the gear handle at 294. https://youtu.be/eDmubi87ub4
  14. It's not a matter of radar detection capabilities. It's what it does afterwards. I'm just going wild with my imagination... radar settings, processing and few other things that I could only speculate about. SMEs won't probably be too chatty about this stuff. Heck, they don't get too chatty with us about anything, hehe. I'm sure they could give the devs some hints.
  15. I would focus on the Hornet's radar first. If certain features are not or cannot be modeled properly (perhaps there's a plan to model them later), the devs need to find a way to compensate for deficiencies and create a radar and fire control systems that would make 'some' sense in the RW. Currently, some Hornet pilots might not even be aware that their own missiles create indistinguishable tracks, since most Amraams are fired from a fairly long distance and immediately go to loft profile. Once the missile lofts, it goes above the radar's scan limits for most of their flight. When the missiles are launched from short distance and go direct target, their tracks immediately show up on radar. The radar treats them as any other tracks.
  16. Oh, that's outstanding... I can continue cycling through and shooting down my own Amraams, yea! Well, I was planning on doing some tests related to this 'feature', hoping the fix was done...
  17. Sorry, I'm out. Hey, not that far in the future, who knows... I stocked up on aluminum foil already.
  18. I'm beginning to miss that century. So... how do you convince ED without TAC manuals?
  19. @brodie4598 So... have you figured it out yet? I don't know why but I get intrigued by unsolved mysteries like this. Does this happen on every airfield (starting and taxiing from the same ramp spot)? Only in the Hornet? I wasn't able to d/l the track.
  20. I did a little experiment. Took off with full blowers and let the speed build up to 350 then slowed to 300 and raised the gear with no problems, no faults or broken gear doors. The door will blow off 'probably' at around 370, 380. The gear will still raise after hitting 400 (you have to slow down to fully raise it) but something will bend or cause the fault, besides w/o the door the horn will be hollering. If you raise it at 340 or 350, the door will blow (when closing).
  21. Weird one... I assume you tested this in single player, starting on the runway or... in the air, landing full stop then taking off again?
  22. IA improvising is probably the cause and that's what I was thinking too. What drives me nuts that 3 or 4 times I was able to record an event involving 8 v 8 AI + me, shooting a wall of Amraams with everyone turning and burning and the replay showed no problems. It was in one of the older builds but I couldn't figure out what made a difference. It happened consistently, few times in a row when recording complex missions. One thing I remember is that I used a specific area on the map over and over for weeks, without wiping out FXO and meta2 folders but... I don't think that had anything to do with it. I'm only talking single play here, perhaps w/o AI in MP things are more settled?
  23. Start in the air and have a 1 v1 turning fight. It doesn't have to be a gun fight, even in BVR. once the missiles start flying, defensive maneuvers will throw the track off within seconds.
  24. Yea but if everyone is perfectly logical it gets boring.
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