Anonymous User Posted July 26, 2018 Posted July 26, 2018 (edited) The Mk82 Snakeye ballistics look good for both FF and RET modes, but the aircraft impact point computation is incorrect. I.e. AUTO mode, RET selected: weapon impacts designated point AUTO mode, FF selected: weapon impact long of target CCIP mode , RET selected: weapon impacts where HUD impact cross was at pickle CCIP mode, FF selected: weapon impacts long. It can be seen on "test2.trk" using CCIP..In the dive I switch between Mk82 Snakeye in FF mode, and a slick Mk82. The CCIP solution has a drastic change, as if the computation is for the RET instead of the FF mode as selected. (the ballistics of a Mk82 slick and a Mk82 Snakeye in FF mode should be essentially identical)test.trktest2.trk Edited July 26, 2018 by Anonymous User
Revelation Posted July 26, 2018 Posted July 26, 2018 Snake eye FF is still WIP. Win 10 Pro 64Bit | 49" UWHD AOC 5120x1440p | AMD 5900x | 64Gb DDR4 | RX 6900XT
Eldur Posted July 26, 2018 Posted July 26, 2018 For me even in RET they always fall long... trying low alt high speed passes. Works quite well in dive bombing though, but that's not how they're meant to be used after all. I have to pickle them when the upper end of the cross is just about to cross the target. I might record a track of this, but I'll have to ferry my Hornet to an airbase beforehoof since tracks involving wheel contact with a moving flight deck tend to be broken still.
Precog Posted July 27, 2018 Posted July 27, 2018 I have no problem my end. Make sure ALT is set to RDR. Made all the difference for me with the snakeyes. Check out my 'real world' video series [sIGPIC][/sIGPIC]
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