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| Download | Skins | Discord | Youtube About Chiller Juice Studios and Update v2.4 We are a group of aviation enthusiasts who have a passion for U.S. naval aviation. For the past five years, we have attempted to recreate the FA-18E/F and EA-18G within DCS World, utilizing Eagle Dynamic's FA-18C systems and flight model. Update 2.4 completely overhaul the visual effects lighting, animations, weapon configurations, external model, textures, and many other new features. Feel free to checkout the full changelog down below. Special thanks to @SkateZilla for joining the team to help us release this update, it wouldn't have been possible without his support! v2.4 Update Items.txt Features Full complement of Functional AA and AG ordinance Standalone slots (Doesn't replace FA-18C) Installed in Savegames/DCS/Mods/Aircraft FA-18E Super Hornet (Requires FA-18C) FA-18F Super Hornet (Requires FA-18C) EA-18G Growler (Requires FA-18C) AI Aerial Refueling FA-18E/F FAQ 1. Is the mod standalone or based on the FA-18C? The mod is based on the FA-18C you must buy the Official Module, But it does not replace the FA-18C. 2. Are liveries included in the download? No, we decided to save space and include the liveries on userfiles, or in our discord. 3. Is there a paintkit? Yes! Here 4. Do all the weapons function the same as the FA-18C? Yes! The mod uses ED FA-18C system code, which means every system and weapon that works on the FA-18C works with our mod. 5. Will the FA-18F and EA-18G ever have multicrew? Possibly. The IDF team's fantastic Sufa Mod has shown the community that it is possible to add multicrew functionality to ED aircraft. However, our team is preoccupied with career obligations, and this task would take a substantial amount of work. 6. Will the mod have a new cockpit? The mod currently uses ED's FA-18C cockpit, with an artificial UFCD overlay. However, this may change in the future. 7. Does this break integrity check? Not anymore. It is now installed within Savegames. 8. Does this mod have more pylons than the FA-18C? Technically yes, but limited. We are limited by ED's FA-18C system code, so we can only have a certain number of weapon stations that can only employ certain weapons. 9. Is the mod OVGME compatible? Doesn't need OVGME with Save Games install 10. Why isn't this mod standalone? Please reign in your expectations. We are not a professional studio full of dozens of paid programmers and modelers. We are a team of like-minded individuals who create DCS content on our free-time, without any profit. Join Our Discord!
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Older HARM's in DCS would be great addition, they have similar guidance, but worse kinetic performance make them more fitting into Cold War scenarios, both as player modules, but also for AI planes. Range diffrence to current 90's HARM C is substantial
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Bye Phant
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when i do an acls landing, i cant get the guy to say "say needles." i connect to link4, i turn on icls and tacan, i press acl on the hsi, i contact the atc and say "commencnig"and "platform", but i just cant get the guy to say "acls lock on" and "say needles."
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BOLD CHEETAH (current version 2024-12-04) version - 2024-12-04 - Updated all missions with new fog/visibility settings - fixed mission 6 (when landing, F-18 blocked landing area) - added Supercarrier yo take advantage of deck crew version - 2024-08-18 - Updated Mission 9: The radio transmission logic in DCS has changed/broke FM radio communications. I've had to replace radio transmissions with "Sound To" triggers. There is a chance some audio may not play if two simultaneous transmissions occur. I've also changed the design of both versions as well. version - 2024-07-22 - Adjusted scripts to account for DCS changes to the scripting engine. - Added IMMORALITY option and Easier Adversary option. version - 2024-06-15 - Mission 9 - Tweaked Scripts version - 2024-06-14 - Mission 5 - adjusted condition to proceed after bunker hit. Mission 7 - Fixed broken refuel trigger. Mission 9 - adjusted MANPAD effectiveness. Version - 2024-06-02 - Fixed bug mission 2 where triggesr would not progress after target 1 hit. Version - 2024-05-20 - Adjusted JDAM and LGB to have US Navy skins, adjusted loadout mission 1. Version - 2.9.A001a - Updated Oct. 26, 2023 - Mission 04 - Fixed Briefing - Mission 12 - Fixed trigger so certain aircraft are not invulnerable. Version - 2.9.A001 - UPDATED OCTOBER 19, 2023 - Unlimited Fuel for AI Wingmen, Scritps/Triggers updated, Silenced Wingman in Mission 3 (eliminate spam) Welcome to Bold Cheetah, a realistic and challenging 13 mission campaign for the DCS F/A-18 Hornet that will test both your and your aircraft to the limits. DOWNLOAD LINK: https://www.digitalcombatsimulator.com/en/files/3326679/ Before we get into the details, there are some requirements that you need to be aware of before downloading and flying this campaign. • You MUST own the DCS F/A-18C Hornet Module • You MUST own the DCS Persian Gulf Map ** YOU MIST OWN THE DCS SUPERCARRIER TO OKAY THIS CAMPAIGN! ** Mission documents are included in the zip file. Please read the Bold Cheetah Campaign overview for more details on installation. ******************** Bold Cheetah is designed for a player who is proficient in the use of the DCS F/A-18C Hornet module and its weapons systems. You will also require knowledge of US Carrier operations and how to conduct operations off both aircraft carriers and land bases. Examples of challenges you will need to be able to perform include: 1. Case 1 and Case 3 operations, day and night 2. Ability to meet time over target requirements 3. Dynamic re-tasking in a fast-paced combat environment 4. Advanced targeting pod and weapon system employment 5. Formation flying. In addition, familiarity with US military terms and abbreviations is helpful to understand what is happening once in flight. A glossary of useful terms is located at the end of this guide to help you out. ******************** INSTALLATION This campaign is designed and tested for DCS the latest Open Beta version.. I will endeavour to keep it updated as new Open Beta versions are released. I highly recommend players use the Open Beta version of DCS to get the most from this campaign. This means it will not work well on any version of DCS that is not the latest. Unzip the contents of the download to your C:\Users\YOURNAMEHERE\Saved Games\DCS.openbeta\Missions\Campaigns\en folder. Since there is not currently an Iranian F-14 skin in game, I have used the amazing IRIAF Blue-Grey skin by Sadjad_Vosoul, which can be downloaded here: https://www.digitalcombatsimulator.com/en/files/3304485/ Download and extract that file into your C:\Users\YOURNAMEHERE\Saved Games\DCS.openbeta\Liveries\F-14B folder. If you do not have a folder named F-14B, then you can create one in that location, then extract the contents. If you do not do this, the Iranian F-14 in-game will visually appear to be an American Tomcat. Once you download and install the campaign and skin, you will find it in the “My Campaigns” section listed as F/A-18C – Bold Cheetah. ******************** SITUATION UPDATE JUNE 1, 2013 The USS Abraham Lincoln and its task group have taken up station in the Gulf of Oman, and will soon commence air operations in support of the invocation of Article 5. The objective of our presence is to deter the Iranians from any military expansion in the region, and to show our allies that we are here for them. Our goal is to provide support to the UAE governments in fighting the growing insurgency on the peninsula. US, British, Canadian and French special forces are now on the ground, helping advise the UAE military in counter insurgency strategy. The air wing will provide assistance to this effort, including Close Air Support over and on UAE territory, and air defense of UAE and Saudi Arabian airspace. At this time, we will not be commencing any military action against any regular Iranian military force, nor will we violate the 12-mile Iranian territorial waters or 12-mile airspace boundary. However, we will be ready to strike, if and when called upon. It is hoped that once the regime in Tehran gets a taste of our presence in the region, cooler heads will prevail and they will de-escalate. ******************** More information is included in the Docs folder inside the .zip file. ******************** Author’s Note As you may know, the release of Bold Cheetah has been delayed for quite some time. In fact, the campaign has been completed for well over a year now, but due to some real-life challenges I had to put off submitting it as an official, 3rd party developer. These challenges are continuing, and I foresee them continuing into the near future. This situation has, unfortunately, caused me to pause my pursuit of releasing Bold Cheetah as a 3rd party, paid DLC. At the same time, I’m aware that I’ve been promising it’s been “coming soon” for far too long. I have decided to release the campaign, for free, into the User Files section of the ED website. I started working on Bold Cheetah back in 2018 and finished it up in 2021. It’s been a lot of hard work, and I’m really excited for you to finally enjoy it and I look forward to your feedback. Sedlo ********************
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Overview Thanks for checking this out. Constructive feedback is absolutely welcome as I’m always looking to improve upon the content I share. Thanks in advance. I make these mini-campaigns for my small group of friends. What started out as a single mission for the Hornet (search Jupiter’s Javelin in files section) turned into several MP campaigns and countless hours of fun for the group. If you haven’t experienced DCS in a fully COOP (PvE) environment, I’d suggest you’re missing out on some real magic. I’d be remiss if I didn’t credit 2 content creators as “spiritual influencers” to my initiatives. They’d be @Dagobert666 and @Jenson. These guys paved the way for my initiatives over the years with MP campaigns themselves. Both are outstanding (one for Hornet, the other the Apache). Thanks to both for their hard work! Download Get the first mission here [https://www.digitalcombatsimulator.com/en/files/3345275/] Details First and foremost, this is designed for Multi-Player. Yes, you can play this solo if you want. The storyline follows a fictional set of events taking place in Afghanistan in 2012. As a member of VFMA-323, you’ll fly “realistic” sorties from Kandahar in the Hornet. I take liberties with some of the story elements in an attempt to keep missions fun, immersive, yet not completely impossible to complete. Most missions take 60-90 minutes to complete. They aren’t overly milsim and are approachable by most intermediate Hornet pilots. Mods and Scripts I abhor mods. For years I wouldn’t even download a mission that had a mod required. Its really a shame, because there are many hugely talented mod makers out there. Alas, I find the juice is rarely worth the squeeze when it comes to mods as many struggle finding/installing/maintaining. IF I choose to include a mod in a mission, it’ll be for a darn good reason. I pledge to keep this campaign as mod-free as possible. I do deploy the splash damage script from @stevey666 in these missions. I like the eye candy and have configured his script to my tastes. If you want to change the settings, or simply remove, it’s the first line of the “initialization” trigger at the top of the triggers list in the ME. Missions Mission 01: Guardian Angel [v1.02 -- June 16, 2025] - https://www.digitalcombatsimulator.com/en/files/3345275/ Mission 02: High Noon Scramble [v1.xx – ] under MP testing/development Maintenance I'll keep this OP updated with new missions. I'll also maintain a FAQ post below. Enjoy!
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[Designer's Notes] 1. Hawk 1-1 (Player 1, Tail # 211), is the mission commander for every mission, and must be selected to trigger designed events. 2. Cold start time is limited for some missions, it's highly recommended that the server remains paused until all players are seated and ready. 3. Please keep the original weapon loadout as some mission triggers will only be activated by a specified weapon type. 4. Please read the briefing material carefully in each mission pack. Please follow the flight waypoints, otherwise, some events might not be triggered. 5. It requires at least 4 players to complete most of the missions. But it's recommended to play with 4 or more players. Hawk 1 Flight is usually designed for primary objective, Hawk 2 Flight is for secondary objective, whilst an hot-on-ramp Hawk 3 flight with AA loadout doesn't carry any specific tasks but just in case more than 8 players want to play the game, feel free to change loadout and goals for Hawk 3. 6. For CAS missions, the in-game JTAC will ask you to depart after current group of targets are destroyed, but you could re-contact the same JTAC for the next assignment untill all groups of targets are destroyed. 7. All Air Force missions support maximum of 20 players, current simplified F-15C (FC3 module) will be replaced with full-simulated F-15C once it's released from ED. Although these missions don't have voiceovers, it would be more immersive if one player join as the Air Operation Controller to coordinate different flights/packages with different aircraft, especially when more than 2 flights (8 players) are in the game. [Navy Mission List - F/A-18C] Mission 01 - Sunrise [Runway Attack] Mission 02 - Phantom Vanguard [DEAD] Mission 03 - Behind Enemy Lines [TARCAP] Mission 04 - Nocturnal Predator [Precision Airstrike] Mission 05 - Timed Eclipse [Pinpoint Strike] Mission 06 - Arrow Rainstorm [Anti-ship Strike] Mission 07 - Cloudtop Foxtrot [Pinpoint Strike] Mission 08 - Sentinel Shield [BARCAP] Mission 09 - Death from Above [On-call CAS] Mission 10 - Prom Night [Deep Strike] Mission 11 - Act Lancet [Pinpoint Strike] Mission 12 - Twilight Guardian [Escort] Mission 13 - Scrap Valley [Pre-plan CAS] Mission 14 - Alert Five [Intercept] Mission 15 - Wild Weasel Day [DEAD] Mission 16 - Road On Fire [Interdiction] Mission 17 - Dawn Raiders [Deep Strike] Mission 18 - Storm Knight [Deep Strike] Mission 19 - No Time For Caution [Carpet Bombing] Mission 20 - Street Battle [On-call CAS] Mission 21 - Valiant Aggressors [Fighter Sweep] Mission 22 - Fortress Breaker [DEAD] Mission 23 - Moonlight Raiders [Deep Strike] Mission 24 - Operation Opera [Deep Strike] [Air Force Mission List - F-16C, F-15E, A-10C, F-15C] Air Force 01 - Second Wave [CAP/SEAD/Bombing] (Day 01) Air Force 02 - Tidebreaker [CAP/Pinpoint Strike/Interdiction] (Day 04) Air Force 03 - Une Entrée [CAP/Fighter Sweep/CAS] (Day 10) Air Force 04 - Steel Hunters [CAP/Preplanned CAS/Carpet Bombing] (Day 13) Air Force 05 - Under Grey Veil [CAP/CAS] (Day 16) Air Force 06 - Rainhammers [Deep Strike] (Day 19) -------------------------------------Original Post Below------------------------------------ Hi guys, I just made a 2-8 multiplayer hornet COOP mission, it's a simple runway attack under Prowler's (S3B as EA-6B) EW cover. It has detailed mission briefing in pdf inside the download package. Operation Hormuz Mission 01 (digitalcombatsimulator.com) I planned to make a series of mission as a whole campaign, it doesn't have much thrilling plots or challenging tasks, but mainly focuse on following briefing instructions, fly tactical formation and basic weapon handling in an "as-real-as-possible" battlefield environment for multiplayer COOP. Hope you enjoy it. Welcome for comments, and please give feedbacks if there's any bugs, thanks.
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So i've had quite a few issues even getting started in this campaign, Yesterday i tried to fly the second mission. I input the code given to me at the end of the first mission and a briefing picture is displayed, great. so i continue on the mission fly over the point it tells me to and it says wait for AWACS to contact you and i do. it tells me i need to authenticate a code to progress through the mission. it gives me the code Charlie-Delta-Alpha so i go into the AWACS menu to authenticate the code the menu has a bunch of phonetic code ex Sierra Lima Zulu etc. but the menu is completely missing multiple letters. Alpha, Charlie, Juliet, Mike, Romeo, and Uniform are ALL missing. i have no idea what im supposed to do to progress when the code im supposed to input is not even in the menu for me to do so. here's a link to see what im talking about here https://medal.tv/games/dcs-world/clips/jY6iJUvCYUR9oXoTn?invite=cr-MSxTVm0sMjg1Mzg1NDU3
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Thrustmaster mods --------------------------------------------- F/A-18C (Hornet) grip upgrades OTTO P1 push buttons | OTTO T4 trim switch | OTTO T5 sensor control switch F-16C (Cougar) grip upgrades OTTO P1 push buttons A-10C (Warthog) grip OTTO P1 push buttons | OTTO T4 trim switch | OTTO T4/T5 hat switches for TMS/DMS/CMS A-10C (Warthog) throttle NEW--> Full mil-spec switch upgrade [OTTO, Cutler-Hammer, Honeywell, Mason] --------------------------------------------- Just a heads up, guys - the friendly engineers at Thrustmaster made it easy to swap their stock TM buttons with OTTO buttons to massively improve the clickity on the new Hornet grip same as what you can do on the Warthog grip. I opted for the 2.5 lbs actuation force for the pinkie and full 4 lbs for the pickle button. OTTO product numbers are P1-11111 and P1-11121 respectively: Here we go mashing buttons on the grip like a fool. No trouble reaching anything. Disassembly of the grip is pretty straightforward but you will run the risk of bricking it and you will probably void your warranty. First remove the paddle lever by unclipping the c clip and pushing the shaft pin out. There’s a spring in there and a small washer on the shaft. Unscrew the three hex bolts in the handle and pop the cover off. One of my bolts wanted to stay in the grip. Unscrew the PCB and push it out of the way. Unscrew the neck part that’s held in by a single bolt that also holds the ground wire and a small lock ring. Disconnect the pinkie button connector from the PCB and pop the button out through the front by pushing in the tabs on either side. You may need to rotate the button in place with pliers to be able to access both tabs. Cut the wires, strip the ends and solder them onto the OTTO button. You’ll want as much wire as possible for the new button as it can get a little tight in there. The OTTO button has a smaller diameter than the TM button so wrap some electrician’s tape around it; press it into the grip and connect it to the PCB. Fasten the neck part and PCB back into the grip and move on to the top part. Unscrew the two outer screws in the top part and pop the plastic top back and rotate it out of the way. The pickle button should be easy to pop out by pressing the two tabs in. Note that you have to cut the wires before removing this button, unless you want to try to disconnect it at the main PCB and re-threading the wire back down the neck of the grip. Replace it with the OTTO button same way as the pinkie button: leave as much wire in place in the grip as possible and use electrician’s tape to make a tight fit. You could file down the contacts or remove some plastic backing in the grip at this point if you want to set the OTTO button as deep as the stock button. I didn’t do it so mine sits at a very slight angle. Be careful not to pinch the flimsy wires and screw the top part and cover back on the grip. The paddle lever goes on last and it can be a bit tricky to get the spring seated correctly. Upgrade complete! Here's a short video showing how to get the paddle lever spring back on: In terms of difficulty I’d say this is easier than modding the Warthog since there’s fewer buttons to mess with. I suppose you could change the spring or the tact switch on the Hornet paddle lever but it’s not going to be as much of an upgrade as what’s possible on the warthog with a P1-11122. Compared to the Cougar though this is a walk in the park. Seriously. Don’t mess with the Cougar like I did. It takes a lot of Dremel grinding to fit the OTTOs in there and the result is not going to be as neat as what’s easily possible on the Warthog. Also, the new pinkie switch gets in the way of the paddle switch since they’re much closer together. Well, good luck if you decide to mess with your grips!
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Sadly since the latest saved game DCS Update as of Wednesday the 19th of March when i jump into the cockpit of my SuperHornet I get the dreaded "DCS Has Crashed" window, now I know it may well be another mod but I'm not running Anubis C-130J or the UH-60 mod, only other mods were High Digit Sams, Sam Assets Pack, Bnadit648 weather mod and Nightstorms CFT Mod, I will try the Superhornet as the "only" mod to test a conflict with these other mods.
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Hey guys, selling my almost brand new winwing PTO2 combat panel. I'm in Australia. Im selling it for $100aud off the Australian retail price - $220 aud. Selling it because I've decided to build a replica hornet cockpit. More info here: https://au.winwingsim.com/view/goods-details.html?id=542
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Currently the F/A-18C binding options for the radar elevation is setup like the real jet, where the position of the axis controls the slew-rate of the antenna elevation, I applaud ED's choice to do this as it works great for people that have HOTAS setups specifically tailored to the hornet. However, I very much would appreciate it if ED could add a second axis bind to treat the antenna elevation axis as an absolute position, like the viper and other modules. For people who do not have antenna elevation axes with a sprung center, the current iteration is very difficult to use; this would remedy the issue. Furthermore, I think the current iteration potentially creates a fair amount of issues where newer players (without the sprung-center radar control) do not notice their radar slewing up into the heavens or full down and end up wondering why their radar cannot find any targets. Cheers.
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Hi everyone, and happy 2025! I was scripting a mission, trying to get a SEAD group of F/A-18C controlled by the AI to suppress a SAM SA-10 site, using both ADM-141A decoys and AGM-88C HARM missiles, while I was occupied bombing some vehicles out there (yeah, the easy part for me...) When trying different weapon loadouts in the AI SEAD group, I think I found something wrong: if the weapon loadout is mixed (and with that I mean the loadout includes both decoys and HARMS in the same aircraft, regardless of any other weapon) decoys do not behave as expected or the group does not attack the target at all. I have prepared a set of examples (see attached file). Sit down in the spanish F/A-18 and watch the canadian colleagues do the hard job in the following scenarios: Mission 1: Pure decoy loadout / Waypoint orders: attack only with decoys. This works fine: the guys launch the decoys in the target direction. Mission 2: Mixed loadout (HARMs & decoys) / Waypoint orders: attack only with decoys. This does not work: the F/A-18s do not perform any attack at all, and continue with the flight plan to the next waypoint. Mission 3: Mixed loadout (HARMs & decoys) / Waypoint orders: attack with auto weapon choice. The F/A-18s attack the target, but they launch both decoys and HARMs at the same time (therefore the decoys arrive terribly late to the show). Mission 4: Mixed loadout (HARMs & decoys) / Waypoint orders: attack only with HARMs. This works fine, only HARMs are launched. Mission 5: Pure HARM loadout / Waypoint orders: attack only with HARMs. This works fine, although some planes release all their missiles while others keep a couple onboard (I guess this must be right depending on the target). Mission 6: Pure HARM loadout / Waypoint orders: auto weapon choice. This works fine, although some planes release all their missiles while others keep a couple onboard (I guess this must be right depending on the target). From my humble point of view, the right behaviour should be: When having a mixed loadout, and when instructed to launch decoys, the AI should launch the decoys at the target instead of doing nothing. When having a mixed loadout, and when not specifying the weapon of choice (AUTO) the AI should launch the decoys at the target first, and then launch the HARM missiles later, so they could arrive more or less at the same time at the target (maybe some expert can provide more options here, but it is clear that launching everything at the same time is a nice way to waste the decoys). Hope you can try it as well and shed some light. It will be wonderful to be proven wrong, but I think this is a classic bug Thanks in advance! Decoy_tests.zip
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After the last update (2.4) the game crashes or does not start. I put the hole folder in my saved games folder since there is not an OVGME ready version. Any idea? Thanx!
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Hey to all I tried the latest update and when the aircraft spawns on sixpack, when I try to taxi I always collide with my wingman despite that I have reasonable distance from him. Moreover, I tried to spawn on an elevator but when I spawn I crash with the AI aircraft next to me or even with my wingman if he is next to me and the aircraft falls in the sea. Any idea?? Thanx!
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I did not trap on this pass. I did not get WO from LSO. I did my own WO. In fact, after ball call, I gor no LSO calls. I get this chronically. Supercarrier just does not show ball, no LSO WO, no LSO calls at all so I have no clue what to do , except go around. OK I am probably high, but the ball should show this to me, and LSO "YOU'RE HIGH" or similar. But I get none of that. I feel cheated. Like Pvt. Pyle in FMJ.
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These are quick and simple F/A-18C weapon practice missions. They are designed to get you quickly in a position to practice the use of a particular weapon. There are multiple targets generated randomly so normally each flight should be different. There are now 22 missions, but I will be adding to these as time goes on. 1 GBU12 laser guided bombs, Target located and lased by JTAC, Day time. 2 GBU12 laser guided bombs, Target located and lased by JTAC, Night time. 3 GBU12 laser guided bombs, Target located by JTAC using IR beam only, Pilot to locate and self lase, Night time. 4 AGM65E laser guided Air to Ground Missiles, Target located and lased by JTAC, Day time. 5 AGM65E laser guided Air to Ground Missiles, Target located and lased by JTAC, Night time. 6 AGM65F IR guided Air to Ground Missiles, Target located by JTAC using IR beam only, Pilot to locate and designate using TGP and Mav screen, Night time. 7 Cannon attack on Unarmed Convoy, Target located and marked by JTAC (WP), Day. 8 Cannon attack on Unarmed Convoy, Target located and marked by JTAC (WP), Night time. 9 Cannon attack on Armed Convoy, Target located and marked by JTAC (WP), Day. 10 Cannon attack on Armed Convoy, Target located and marked by JTAC (WP), Night time. 11 Hydra 70 Rocket attack on Unarmed Convoy, Target located and marked by JTAC (WP), Day. 12 Hydra 70 Rocket attack on Unarmed Convoy, Target located and marked by JTAC (WP), Night time. 13 Hydra 70 Rocket attack on Armed Convoy, Target located and marked by JTAC (WP), Day. 14 Hydra 70 Rocket attack on Armed Convoy, Target located and marked by JTAC (WP), Night time. 15 127 Zuni Mk24 Rocket attack on Unarmed Convoy, Target located and marked by JTAC (WP), Day. 16 127 Zuni Mk24 Rocket attack on Unarmed Convoy, Target located and marked by JTAC (WP), Night time. 17 127 Zuni Mk24 Rocket attack on Armed Convoy, Target located and marked by JTAC (WP), Day. 18 127 Zuni Mk24 Rocket attack on Armed Convoy, Target located and marked by JTAC (WP), Night time. 19 Mk84 2000llb Dumb Bombs on Chemical Plant, Located by JTAC with no mark, Radar only no TGP, Rain Overcast with Fog very poor vis, Day. 20 Mk84 2000llb Dumb Bombs on Chemical Plant, Located by JTAC with no mark, Radar only no TGP, Rain Overcast with Fog very poor vis, Night. 21 GBU31 2000llb JDAMs on Chemical Plant, Located by JTAC with no mark, Radar only no TGP, Rain Overcast with Fog very poor vis, Day. 22 GBU31 2000llb JDAMs on Chemical Plant, Located by JTAC with no mark, Radar only no TGP, Rain Overcast with Fog very poor vis, Day. Available from the User Files here : Badger633 F/A-18C Weapons Practice, Multiple Quick Missions. 16 Dec 24. NOTE: Be sure to set in settings, sound as in helmet and easy radio off. When this is the case the '\' key will only work on the ground. If you are using Radio 1 (Pri) the standard binding is 'LCtrl + /' If you are using Radio 2 (Aux) the standard binding is 'RCtrl + \' . If you do not use these bindings you will not be able to communicate. Check that these are your current bindings in the controls menu under HOTAS. Enjoy Badger633
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My search skills must be rusty. I can find skins, I cannot find the actual mod to download. Any help would be greatly appreciated.
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The new update is awesome and im loving the new plane directors, but Supercarrier has acquired a few bugs. First of all, IFLOLS has stopped working on Case III landings. I have repeatedly tried Case IIIs to test it, and I have noticed that: I. IFLOLS is quite simply off during most Case IIIs; II. On the occasions where it does actually turn on, it does so WAY TOO LATE, well under 1nm. At this kind of distance you might as well not bother turning it on. As anyone might imagine, this makes Case IIIs harder and is simply unrealistic. Also, I might be doing something wrong, but the Tomcat simply cannot go through cold starts on Supercarrier with the new deck crews. The initial "grape" that authorizes startup after the first salute does not react to the salute at all, and you also cant tell the crew chief to connect ground power or external air, making it impossible to start the Tomcat. Lastly, I dont know if I can even report this on the same topic, but I have noticed that on some missions you cant pre-edit the loadout on the mission planner before the mission. I noticed this when trying to play the "SC Cold Start" for the Hornet on the Caucasus map: every time I changed my flight's loadouts and skins and left the mission planner, it reset to default
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Hi, I encountered a few bugs in the F/A-18 training mission named "HSI Overview and TACAN-ADF Navigation". 1) After pushing the HSI push button, VEC push button is highlighted without any explanation and - I believe - any meaning. 2) After the ADF explanation, one is asked to push the TCN push button which is claimed to be boxed afterwards. It is not boxed after this, this might be related to #3. 3) A few moments later, one is asked to enter 67X into the UFC, press ENT and spacebar afterwards. After doing so, the explanation continues to refer to things that should be visible on the HUD and HSI but they are NOT visible. They only become visible once the TCN push button is pressed on the left DDI. If the actual behavior is correct, the solution is to add the additional TCN button press. Thanks.