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smokes don't show up in the PCA?


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Guest deeplodokus
Posted

Hi,

 

Smokes don't show up in the PCA. I'm wondering if this is not implemented yet, or if in real life they don't show up there either?

 

Thanks.

Guest deeplodokus
Posted
Noticed this, too. You can still select them and fire toggles them on/off, but no label shown on the PCA. Also, you hear the Magic seeker tone when they're selected.

oh! alright, good to know. i'll probably prefer to operate them this way rather than the "smoke" button. but i'm kinda surprised, if it's not clear what a smoke shows up as, it wouldn't hurt to call it, say, "SMK" or "FUM", and modify it later if needed for a more accurate short name, rather than call it... nothing :) should that go to the bug section?

Guest deeplodokus
Posted

right! i gave it a try: i can operate the smoke from the PCA by selecting the "empty" bank on the lower buttons. however it will activate the smokes one by one (only did a test with 2 smokes: it activates one first, then both, then stops the first one, then stops the second one). i tried fiddling about with the weapon prep panel to try and activate both at the same time, but it did nothing, i guess that the weapon prep panel is perhaps not finished yet?

Posted

I think the smoke is treated as if they're Magic missiles (or rather, everything on the outer pylons is treated as if they're Magic) so the weapons release quantity wouldn't have any effect on them - only for A/G munitions since releasing two missiles simultaneously is unlikely to ever be useful or intended.

Posted
oh! alright, good to know. i'll probably prefer to operate them this way rather than the "smoke" button. but i'm kinda surprised, if it's not clear what a smoke shows up as, it wouldn't hurt to call it, say, "SMK" or "FUM", and modify it later if needed for a more accurate short name, rather than call it... nothing :) should that go to the bug section?

 

While we're at it, can we get "AM9" when Sidewinders are loaded? =P :thumbup:

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