-
Posts
674 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by foxwxl
-
F-18 do not equip MAWS, so if being fired upon from the tail, only the radar guided missile will trigger the alarm. JF17 equip a rear direction MAWS, so if MAWS detect a missile incoming(no matter the type) or RWR detect a missile launch, you will get a alarm in the cockpit.
-
Negative, M is showed if MAWS pickup a missile which RWR did not / can not / should not intercept its signal. IE. SARH missile (R27ER AIM7), IR missile(AIM9 R73 R27ET) Or a missile is passing your tail that is not aiming on you(ie. your wingman fired a missile behind you).
-
These bugs are under internal testing now. We have just receive the update we need on testing branch yesterday.
-
With wing tank equipped, AG2 should be selected. You can use your FUEL page or advisory panel(will illumate if tank is empty) to verify if the tank is empty.
-
CM-400akg a ballistic missile type weapon, have a range about 400km, which can smash enemy base just after you take off. And enemy basically can not defend or intercept this weapon(need PAC-3 introduced). So in my point of view, it's not an urgent need for dcsw right now.
-
Yep, click the number after "FP-A" or "DST",allow U to direct input a 2 digits number, you can directly go to any wpt number you want.
-
Low altitude cruise speed is M0.9, M0.8 is HARPOON:lol:
-
Currently, BRM still use the beam riding scheme. If new suitable scheme is availiable, it will change.
-
The missile have an approximate life time of 11:30(IIRC), around 220KM range for low altitude. So if it fly faster, yes, it will fly a greater range. High altitude give a lower drag than low altitude, this is the reason for HIGH cruise settings. Do remember, fly high will increase the possibility being fired upon by SAM.
-
Dual thrust is a boost-sustain motor, it do not need a second ignition which is difficult for the solid rocket. Dual thrust use different fuel burning speed or burning surface for boost-sustain thrust. Dual impulse motor need a second ignition and usually ignite the second stage near terminal phase, thus increase the average speed and terminal energy for the missile to intercept high maneuver targets like fighter.
-
When cruise at med-high altitude(round 25000-27000ft) with no burner, RD93 is quite efficient. U can hang in there for quite some time. But if you hit the burner especially at low altitude, the fuel will run out VERY fast. For general DCS MP AG missions(range 100nm) 1 fuel tank is enough if U don't need to evade the missile and hit the burner too much. A2A should bring 2x800L at most of the time, since burner is always needed. But do mind that there is limitation on speed and attitude of dropping the tank.
-
I think it is probably a sim limitation, the missile need that thrust to maintain appropriate speed at sea level, and in high altitude the drag is much lower so the missile speed up.
-
No MSI capability on current block.
-
For AA basically you only have 2 choices: 1. 4 SD10+SPJ 2. 4 SD10+TGP U can choose either one that suit your style. For AG, is based on your mission objective and current enviroment: For CAS, I already listed and U have already used it. Switch tank for TGP , and station 2 for LD10 if SAM/AAA still present in the area. For SEAD: 4 LD10+SPJ+2 800L could be considered. or 2 LD10+ 2 SD10 +SPJ if A2A is still a concern. For OCA: 4 LS6+ 1 central tank(PP MODE for static targets) 3 LS6+ 1 800L + TGP(for uncertain targets like CC) or 4 LS6 if the battle line is close. 2 802AKG + 2/4 LD10 +DL POD (for fun and long range CC kill) For ASuW: 2 802AK + 4 LD10 + SPJ (if A2A is a concern, switch 2 LD10 for SD10)
-
IIRC this part is relyed on API that is still not availiable yet. AZ setting is already implemented and working.
-
You have the M1.0 speed on sea level or at HIGH cruise settings?
-
Have you tried turn off / sil the AG radar? The module itself does not consume FPS too much, but the AG radar / TGP do have some impact on FPS.
-
Yep, our lazy mission designer forget to update the mission loadout.:lol: I'll inform him. BRM is no longer vaild on the inner pylon, so it won't be able to fire and the pylon is missing. Your can use the mission editor adjust the loadout of the mission for a temp fix.
-
[WIP] WMD7 screen not affected by screen effects
foxwxl replied to Crysinator's topic in Bugs and Problems
Did you turned on global illumation? Your rendering is not quite like my side. -
[WIP] WMD7 screen not affected by screen effects
foxwxl replied to Crysinator's topic in Bugs and Problems
The screenshot's TGP seemed still caged in the bay, video feed is not actived. -
[WIP] WMD7 screen not affected by screen effects
foxwxl replied to Crysinator's topic in Bugs and Problems
TGP has its own brightness(level) and gain settings for the output video feed, U should try adjust the level(brightness) to -1 or 0 at closer range. I'm sure you will get a much better video feed. -
AG radar is based on ED's API, it do eat FPS, especially when your are turning, and new terrain need to be rendered. ED has optimized the API serval times, it is much better than when it is released.:D
-
[WIP] WMD7 screen not affected by screen effects
foxwxl replied to Crysinator's topic in Bugs and Problems
U have to adjust the level setting manually after the range is change, 5nm & 20nm need different level settings. -
The cross center should be moved onto the target(best to move the cross above the target serval times), auto lock will happen after getting close and the target is getting obvious from the background. If you are trying to lock a target at 10nm, I suggest manual lock, auto lock usually take place no longer than 6-7nm.
-
I would suggest a BRM and TGP on station 2&6, central fuel tank on station 4, and 2 GB6SFW on 3&5 loadout.:megalol: It will be a tank nightmare loadout if your CAP&SEAD mates can provide enough support.