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breakneckPace

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About breakneckPace

  • Birthday October 14

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    DCS
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    United States

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  1. Currently the same for me. I'll boresight both pilons in the air, then afterwards I'll TMS down on the MAV WPN page to make sure it's slewing to the TGP again, and it snaps to a position far away from where the TGP is currently looking.
  2. What I mean more so is if there's a way for someone in a Hornet to look up their number (if they have one) I get you can look up your own in a Viper, but if I'm flying around in a map I didn't make with some friends who only have the hornet, is there a way for them to look up their STN for me to add to my group? I'm not well versed in the hornet so I don't know if they have a similar method to looking up their STN. Or is there a way to look it up on the F10 map or something possibly? That's what I was trying to say.
  3. Open Beta 2.9 is updating the data link system and I'm super pumped for it and I'm excited to try it out. After watching Wags' latest video on the update, but not having had a chance to try it out yet, I have a couple questions that hopefully someone on here can answer if they've played around with it. what are the major differences between a "Team" member and a "Donor" member? Is it just that only team members can be re-assigned during flight? or is there more functionality to them being on a team vs donor list? Just to double check, when in the ME, can the flights in your "Team" list be any aircraft with now, as long as the data link is compatible? Meaning you can put a group of F-18's in your "team" list as well, or is your team restricted to F-16's and non-F-16's are limited to the 'donor' list? (I'm pretty sure I know the answer to this one already from the video, but just want to be sure) and 3rd question: is there any way that someone in flight is able to check what their STN number is during flight? For example, if I pop into a random multiplayer server my friend is in, and they're flying around in an F-18, do they have a way of looking at their craft, possibly in the F10 map or something, to find that 5 digit number for me to enter into my DED to make them part of my "team"? I'm assuming the server owner would still have to set all the numbers up ahead of time, but just curious to see if there's a way to find out mid-flight what number is assigned to you? Thanks for all the help. I'm excited to get out there and try this out.
  4. Tried it again tonight (after downloading the latest hot fix patch) and everything seemed to be working fine. Heck, I even managed to hit the target with both CBU-87's and CBU-97's. Thanks for fixing things ED (if they were broken even. I'm not totally convinced it wasn't user error)
  5. I've only tested with the CBU 97's so far. Next time I'm able to log in I'll give another bomb type a try. My issue wasn't with the deployment of the bomblets themselves (though I've seen the issue you're mentioning as well), but with the release timing of when the system told me to pull up for the toss. In 2.7 I was able to get the signal to pull up a few miles or so away from the target point, then be able to pull up into my toss angle and release the bombs (I even did this with CBU-97's, the bomblets maybe missed, but I could at least toss the bomb off the aircraft giving them an arc trajectory). Once getting 2.8, I would practically be at the waypoint when I got the Circle and horizontal bar telling me to pull up towards my release angle. By the time I hit the proper angle (say 30 degrees) I'd be over or past my target.
  6. Is anyone else experiencing issues tossing bombs (in my case CBU's) since 2.8 came out? it was working fine for me before the patch, now when I try to go lob some cluster bombs over some targets the timing doesn't seem to work out. My usual work flow is once I'm up in the air (or sometimes still on the ground) I'll enter the steerpoint/bombing location on the DED then head towards that location. I've got the CBU's set up correctly in the weapons page (I think) I usually go with a release angle of 30 degrees. all the burst altitude is set and everything needed to bomb correctly (when it was 2.7) Then heading towards the target at low altitude I wait for the release info to come up on the HUD. I was basically over the top of my target when I got the circle telling me to pull up to begin my climb towards release, which, would have missed since I was already over/past my target at that point. Has anyone else noticed this in 2.8? or am I doing something wrong (which is quite possible) All of which seems weird to me since it was working well (minus my ability to aim properly, but that's on me) in 2.7. I'm wondering if entering steerpoints while in the air the system isn't calculating properly when to start the climb or release the bombs?
  7. So after this latest update (2.7.17.19493) they added the ability to toss bombs which I'm finding to be a ton of fun trying to hit the targets and might be my new favorite thing for a while. However I wanted to drop some GBU-12's on a couple of targets at high altitude level flight in a mission I was flying the other night, (testing out the new automatic lasing feature too) and was having an issue with the bombs not releasing, and I was wondering if anyone else was experiencing the same thing? ~For some additional info~ before the update, what we'd see on the HUD, with 10 seconds out in CCRP mode the release bar would start to drop to your flight marker. start holding the weapon release button, and when the two met, the bomb would release, easy-peasy. with the latest update, when doing a loft drop, everything works as it should (I suspect) set your release angle, reach the flight path marker, pull up on the stick to match the guide, hold weapon release, and when you hit the weapon release bar off the bombs go. When I try to drop in level flight I'm not quite seeing the HUD markers the same way we used to. On the weapon page I'll set my release angle to 0 degrees, and fly towards the target in a level flight. When I was within 10 seconds, I didn't see the release marker start dropping like it used to. within a couple seconds of release I'd get the bar that shows your climb rate for a angled release instead. and once I fly over the release point, holding the weapon toggle, the bomb never released. I WAS able to put a release angle of 1 or 2 degrees, and at release point I'd pull up a little and the bomb would release, but this doesn't seem right, I imagine. (It was a GBU, so it was still able to be guided into the target, but I could see this causing you to miss with a dummy bomb) I'm wondering if anyone else is noticing this as well? Is there possibly another setting I need to use for the bomb to tell the system it's not a loft/dive drop? And if so, what are the settings? Or did I do something else wrong? Or is this something that just needs some fixing? (as an aside though, I'm loving the updates to the Viper, ED. Keep up the good work!)
  8. sort of on topic, I haven't tried it yet, but looking at the list, can harms target ships?
  9. OR! as an alternative (I say this part as a joke, please don't do this ED) to make it really realistic. Have us shut down the aircraft, climb out, and physically dial in the bomb codes before climbing back in and starting the plane back up again. hahaha
  10. right. I just figure, if at some point they're going to try to make them all the same (GBU codes at engine shut down, boresighting t-pods with maverics, ect...) maybe this one they could get ahead of the game!
  11. I'm not necessarily asking to change HOW the codes work. just to change the method in which their codes are changed. Basically I just don't want to have to do a full shut down of the f-16 just to change the code on the GBU to 1686 or something different than the default. That SHOULDN'T (as far as I know) change the other characteristics of the bomb.
  12. I'm not sure how the laser guided rockets work, that's something different. I'm just talking about setting the laser code for the GBU's. I'm not sure why it isn't something we could set in the re-arming screen.
  13. F-16 can NOT be set on the fly any more. With the current itteration, in order to change the laser code to something other than 1688, you have to be on the ground and shut down the engine before the code can be changed. I could be mistaken, but I thought I read somewhere that this is going to be how the other planes will handle the GBU code as well in the future. (in aiming for a more realistic experience, in real life the code is set on the bomb, not by the pilot in the cockpit) The issue is, I don't really want to go through the entire shut down process, arm my F-16 with some gbu's, change the code, then go through the entire start up procedures again. Particularly on missions (like in multiplayer or something) where you fly out, destroy some targets, then land and re-arm to go destroy some more. (and repeat if you don't get shot down)
  14. Sorry if this has been brought up before, I went through a few requests but couldn't find something quite similar. I was wondering if it would be possible (and if others might think it's a good idea) to be able to set the GBU laser code at the re-load screen when selecting your munitions. Since I'm mostly familiar with the F-16 module, that's what most of this is based off of. It's my understanding that in real life the codes are set with a physical dial or some sort of input on the bomb itself, and it's done before the pilot is even in the plane. Currently we have to completely shut the engine down before any codes can be changed. I get we shouldn't be able to do it mid-flight (it's not like the pilot can just step outside the plane for a quick fix at 20,000ft) but how about a compromise being we can set the code while re-loading, with the engine(s) still running? What do others think?
  15. I'm trying to set up a simple mission for my friends to join in the fun with me, where it's purely for some basics to teach them to get into the game. I want to have some enemy aircraft flying around that they can go locate, but I don't want them to activate until the players have left a trigger zone that surrounds the airport. (I imagine we'll be sitting on the tarmac for a bit running through the basic in's and out's of the jet and there's no need to risk the aerial targets running out of fuel while that happens) For simplicity's sake, it's only when one of the units from the group leaves the trigger zone, no need to make it when all 3 players are out, since we SHOULD take off somewhat close to the same time. So to me the setup for this seems relatively simple, here's what I've basically got happening: <triggers> 1 once, no event. <conditions> Part of Group out of zone - select zone surrounding airport <actions> flag increase (1,1) <triggers> 1 once, no event. <conditions> Flag Equals (1,1) <actions> group activate - aerial targets seems somewhat straight forward but here's where a wrench gets tossed into the mix. I've got 2 groups of jets we can occupy. a set of F-18's and a set of F-16's (depending on which one we're in the mood to fly) so at any given point there's at least some unoccupied 'client' based craft. It seems like this is breaking my trigger point. I'm wondering if DCS sees the unoccupied craft and considers it on the map somewhere, but just not at its spawning point. Does anyone know if there's some sort of setting I might be over looking that prevents DCS from 'spawning' at least in the data sense, the jet before someone occupies it? Just to make sure it was doing what I was describing I ran a test and had a client f-16 and a client f-18. the trigger set up so the flag would go off when the f-16 group was outside the trigger zone (not both, just for testing sake) when I start the mission and spawn in to the f-16, things work as they should and the enemy craft down activate 'till I've left the trigger zone. but if I start the mission and select the f-18 to spawn in, the flag immediately gets triggered and the enemy aircraft are activated. any clues as to what I might be doing wrong? or do I need to venture down the path of scripting to actually achieve what I want? Thanks in advance for the help!
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