

maxTRX
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F-18 Deadstick Landing Without Losing FCS possible?
maxTRX replied to CommandT's topic in DCS: F/A-18C
Realistic or not... it had to be done You can glide down at a very steep angle but not very far. I haven't figured out how to fair out the flaps. Circuit breakers didn't do it. If you pull one or two FCS ch. breakers with engines running you will get the 'FLAPS OFF' fault that can be reset with FCS Reset button. With engines off, once airspeed bleeds off and the flaps drop they stay down no matter what. You have to be very, very careful with the stick when you glide. Any excessive push or pull will put you out of control. I have no idea what mode is running the controls. I think it's DEL. Whatever it is, it seems to be running for more then 5 min. I'll double check NFM000. I think it says if you put the batt. to ORIDE first then ON, you might get 10 min. I'll test the limits later. The first part of my vid shows the air restart using APU (both motors out). APU is the last choice. If you're high enough and the engines are spooling down but still above 11%, all you need is the airspeed around 350 knots when diving and as long as the throttles are forward of flt. idle, the motors will start. With both engines down, once you let the RPM drop below 11%, it's hard to bring the RPM up again. With one engine running, it's a piece of cake. Sorry abut the VR FOV when replayed from the track. -
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reported earlier PTRK with TPOD on moving targets
maxTRX replied to Vanguard's topic in DCS: F/A-18C
To me it sounds like pre 2.7 behavior. I know you mentioned in the other thread you are on 2.7 and the mission came with 2.7. -
F-18 Deadstick Landing Without Losing FCS possible?
maxTRX replied to CommandT's topic in DCS: F/A-18C
It was possible in the first dozen or so builds of DCS Hornet. I tried it once. I was at 20k feet, not far from the runway when I shut the motors down. I modeled the approach on Viper's power off landing... high key, low key and all that stuff I've been reading about, hehe. I know, Hornet is quite a bit different but hey... it's a sim. It worked. I was watching my standby instruments, dropped the gear with emergency handle. Touched down hot and of course the NSW and the brakes weren't working and I didn't pull the emergency brake handle, ended up in the grass but in one piece. As it has been mentioned before, power off landing is not a Hornet thing and dicey for any other jet. -
F-18 Deadstick Landing Without Losing FCS possible?
maxTRX replied to CommandT's topic in DCS: F/A-18C
It did work when I (with some other folks here) tested the control behavior with some systems disabled. This was around a year and a half ago and all this 'mech' and electrically driven back up was kinda fuzzy in my head but someone told me that the whole thing was very unfinished at the time. Pulling the breakers did disable the specific systems but the controls were not responding correctly from what I understand. Well, I think this thread stirred up my NATOPS fever again and get away from blowing things up... for a day or two. -
How far... same amount as my lead (with CCIP cross)I guess. BTW, I don't know what hardware you use to control the cursor when sensor priority is on HUD. My WH mini trackball makes it jump from one corner of the HUD to another... unless ED fixed it in 2.7, haven't tried recently. Regardless, that's not the answer to my question. Back to Kentucky windage, errr... elevation
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Hey, it made it to the wish list...
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Not realistic..., which part? FCR not being able to include vehicle velocity in release cue calculation or the ability to have target designated by HMD, fixed track or GMT, FLIR, D/L and still switch to CCIP, be it for dumb bombs or guns.
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I learn something everyday. I'm not sure if this new Encyclopedia entry came with 2.7 or has been there all along.
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Would be nice to use auto delivery on GMT track. You can see the target diamond moving along with the vehicle in the HUD but the release cue is not calculating the distance the vehicle travels after the release, so... have to switch to CCIP, pull the cross ahead of the tgt. diamond 'a little' and pickle.
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I see what you're talking about. Yea, 'handoff' is probably not a proper term. As a matter of fact this subject was discussed months ago, when we REALLY had an issue using Ir Mavs with a FLIR designation. I was actually one of the folks 'claiming' that the Mav's seeker, when slaved to the FLIR, should be constantly updated and pointing at the exact spot the FLIR is pointing. Of course the Mav has to be uncaged. When the Mav is happy and in range, we get the firing solution. One thing I can definitely say is 2.7 is a heck of an improvement over the last dozen or so updates.
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I don't know if you watched the vid I posted above, attacking 4 movers with IrMavs. The Mavs were getting target handoff from the Litening pod. You can clearly see the Mavs tracking the movers. The first 2 Mavs hit 2 vehicles on the road. The rest of the vehicles ran off the road considerable distance when the following Mavs were still in the air. 2 more shacks dead on.
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Who knows. Record it, then you can analyze it. Maybe be there is a plan you can execute... maybe threre isn't
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I haven't done 8v8's in a long time and the 'teamwork' part would probably be the biggest issue... I did some tests early today, going against 'ace' level AI and one thing I could consistently count on was bandits notching my radar by diving straight for the deck and diagonal when I fired my first 120 at R_max or less. I always had to nudge my elevation down to reacquire. Then STT the bandit and fire another 120. In most tests, as soon as I reacquired the bandit, my first Amraam started tracking again. I'm guessing D/L updates are working now. It seems like the 4 bar scan doesn't cover a lot when the bandit goes wild in the vertical. I my tests I could actually see the bandit 'dot' in the distance. Too far to lock him with ACM bore but... if you have your HMD on, you can go LACQ and point the circle at the bandit. Here's one my quick tests: https://youtu.be/jpCOYX7fq_U
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@Vanguard Here's the event. As I said previously, this was the first time I used this pod since the 2.7 update so I was learning 'on the fly'. I'll try this 'Desert Convoy' mission later just to see if there's something there that makes the pod unusable. https://youtu.be/S6yEUnI_Yr4
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Hold on here, after trying the Litening now, all I can say is 'son of a...' This thing worked like a charm! Forget undesignating from GMT track for the FLIR to take over. All you have to do is move the FLIR reticle wherever you want and press TDC. Now, you gonna have to move the reticle ahead of the vehicles until you get within 8nm, then go PTRK. I was able to lock 4 vehicles in a column of 6, one by one and hand it off to MavF and low and behold ... MavF's performed like charm also. I'm definitely not writing off the Litening pod for my missions from now on. ED did some work on them for sure! I did record it if you want to see it, will post later. If I were you I'd try your own mission, made in the current build of DCS.
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I don't know. I haven't used the Litening pod in 2.7 yet. Possibly something changed. In 2.6, it was a little harder to handoff from GMT to FLIR. In case of a single vehicle there was no need to. .With multiple vehicles, the FLIR was necessary to select a specific target in a column. Except, undesignating the GMT track caused the FLIR to go to 'snowplow'. There were some tricks you could do to avoid that but it was a pain. I've only flown missions made by myself so far. I'm gonna load up the Litening pod just to see if there are any changes. If you're only using the pod to acquire the movers as you did in your vid, you should have been able to lock them in PTRK from less then 8nm. I have no idea why it didn't work. Well, I'll fire it up in a few.
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I'm assuming you're using ATFLIR. When you designate a moving a target with GMT, select the FLIR on the same DDI (right), zoom in, when you get to around 13nm press undesignate and immediately designate (with TDC) anywhere around your movers. You can stay in INR or switch to SCENE and follow the movers by slewing the reticle to keep them in sight. Zoom in or out if you have to. (if you keep switching between MavF on left DDI and FLIR on the right, the INR diamond has a tendency to drift. It's a bug. In that case you might want to switch to SCENE which is stable. If you have LGBs and you just stay on the FLIR, the INR reticle works great) Now, when you get to 11nm you can try to lock the movers in AUTO (point track). There is enough 'contrast' to keep the lock on your mover until around 8nm when it 'really grabs' the target. That's the way it works currently from my experience. If you're using laser ordinance and have to lase all targets yourself, make sure to designate either the next target or a point in the vicinity of other targets. If you were shooting at a moving column, after the first vehicle blows up, the others scram in all directions and stop whether they are damaged or not, so you won't be able to pick'em up on GMT scope. Having your next target locked with FLIR makes it easy to re-attack. Extend a little, turn around, LTD/R on and point at the new target. Adjust if you have to. Here's a vid of using 2 LGBs on 2 moving tanks. I used 'trig' lasing since I like to over-lase, hehe. Well, in the situation shown in this clip, the first tank makes a sharp left immediately after I released my first LGB so, if I didn't start lasing early enough the bomb probably would have not been able to make the turn. It was released on a different vector and by the time the Auto-lasing kicked in, would have been late, from that altitude. https://youtu.be/TCEdpMkULvA
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Thanks, I mean it's not really a big problem and worked for me OK, it's just a bit annoying around the immediate HUD area. Too many circles and squares, Oh, just noticed '9X 6' crossed out on HUD but not on HMD O
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Can someone confirm that the auto blanking in real Hornet functions the way it does in DCS. I'm specifically talking about A/A mode. I've always had this silly idea that everything gets blanked out (even in auto) except the aiming cross. The weapon NIRD and the radar bore circle (when in ACM) is on HUD until the 'castle' switch action switches the radar to HACQ or LACQ. The HUD then displays the name of the radar mode and current weapon/qty and the NIRD and TD box go to HMD. If the target is still in the HUD view and you're looking at it, the HMD has your TD box and NIRD superimposed over the HUD area along with the aiming cross. Everything else gets blanked out. The HUD has the rest of the info. Move your eyes away from HUD and the NIRD goes with HMD, the TD box stays pegged (might be crossed) toward the target position. Of course the weapon and radar gimbal limits are depicted on HMD by pegging them toward the front. The gimbal limit part is already working nicely currently. Press undesignate and the radar bore and NIRD snaps back the the HUD. I'm not sure if I'm confusing all this with some other jet but it would be nice to hear a confirmation and possibly an explanation why the way it works currently is more useful and 'clear'.
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correct as-is A question to radar gurus, possible bug?
maxTRX replied to maxTRX's topic in DCS: F/A-18C
Thanks, I've been kind of winging it for the first couple of days of 2.7, just flying around and discovering things w/o any reference to the Hornet manual (DCS). It would've saved some time if I read it first, especially ATFLIR part but... it was more fun learning it the hard way. The radar logic you described makes sense. The only thing I probably would've 'designed' differently is L&S flow into ACM from any other modes. Even outside of 10nm, pressing 'castle' forward would invoke long range 'bore' that would grab the L&S. Something similar to HMD's LACQ. From there, as you get within 10 or 5nm depending on other ACM modes limits, you'd be able to switch to any other ACM modes. That's APG73 'gripes' edition, lol -
In this short clip I had the bandit locked in STT. I brought the L&S close to the gimbal limit and switched to ACM (bore). Shouldn't L&S be maintained into ACM track? I used WACQ mode to re-acquire the target.
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I figured it out. Fumbled into more stuff Amraam shot was a goof off maddog launch.
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I haven't run across this issue yet. When you saw this, were you in range more or less? Try diving at 45 or 30deg. It should creep up from slightly below to on the target. Adjust the flight path tiny bit if you have to. You'll see the pipper creep when you're shooting rockets in CCIP. Approaching the target level at say 15k feet, you'll see the pipper slightly below VV. When you dive toward the target from that altitude, the pipper will drop below the HUD. I'm not sure if that's the way it works in the Hornet. I think it should be pegged at the bottom of the HUD. As you approach in range, the pipper will creep up.