Midoxx Posted July 13, 2024 Posted July 13, 2024 Hi, On Mission 2 "Training" on Mk82 Snakeeye it is not possible to select the MFUZE - only EFUZE is available. With EFUZ only the bomb seems to do nothing at all. I´m new to DCS so I might also just miss something? Thanks!
ChillNG Posted July 14, 2024 Posted July 14, 2024 22 hours ago, Midoxx said: Hi, On Mission 2 "Training" on Mk82 Snakeeye it is not possible to select the MFUZE - only EFUZE is available. With EFUZ only the bomb seems to do nothing at all. I´m new to DCS so I might also just miss something? Thanks! I'm no expert on the new fuses but I would imagine it's as the mechanical part of the fuse can now only be set on the ground, leaving just the EFUZ setting in the cockpit.
Midoxx Posted July 14, 2024 Author Posted July 14, 2024 vor 16 Minuten schrieb ChillNG: I'm no expert on the new fuses but I would imagine it's as the mechanical part of the fuse can now only be set on the ground, leaving just the EFUZ setting in the cockpit. Thanks for your answer! I already tried to setup the fuse on ground - but the option is missing on the ground aswell. If I start an instant action and manually load the mk82 snake eye the option is there as usual - ground and while in air. Let me know if you need further feedback!
ChillNG Posted July 14, 2024 Posted July 14, 2024 15 minutes ago, Midoxx said: Thanks for your answer! I already tried to setup the fuse on ground - but the option is missing on the ground aswell. If I start an instant action and manually load the mk82 snake eye the option is there as usual - ground and while in air. Let me know if you need further feedback! Were you still be able to attack your target ok or did the bomb dud?
Midoxx Posted July 14, 2024 Author Posted July 14, 2024 vor 2 Minuten schrieb ChillNG: Were you still be able to attack your target ok or did the bomb dud? No, without the MFUZ the bomb seems to do nothing at all. It just falls to the ground and well. nothing.
ChillNG Posted July 14, 2024 Posted July 14, 2024 17 minutes ago, Midoxx said: No, without the MFUZ the bomb seems to do nothing at all. It just falls to the ground and well. nothing. Ah ok I'll do some checks, the latest fuse update might have caused some issues. Thanks. 1
5vn5n Posted July 15, 2024 Posted July 15, 2024 (edited) I also guess it's the fuse update, was hoping that 2.9.6 will fix it again,but doesn't look that way. On Mission 13 non of the Bombs worked for me, just the Rockets were fine... Problem with the Mk-20 Rockeye is also that since the update, there is no Fuze with an Height release for the Bomblets, only a fixed time. Maybe it makes sense to switch to CBU 99 in all missions. Edited July 17, 2024 by 5vn5n
Solution ChillNG Posted July 15, 2024 Solution Posted July 15, 2024 @Midoxx Ok so I've done some checks. It appears that the fuse needs reconfirming in the mission editor to make it compatible with the new settings. Thankfully its a very quick and easy fix. In the meantime while waiting for the next patch it's dead easy to do yourself from the re-arm menu at the start of the mission ( L ALT + '). Just click the orange fuse tab to open the menu and then click ok and then the fuse changes back to MFUZ and should work ok. 2
5vn5n Posted July 17, 2024 Posted July 17, 2024 @ChillNG Great to hear it will be fixed. What do you think about the Mk-20 vs Cbu-99 topic. Timer based release could make use of canister munition way harder than have it release at a defided height.
ChillNG Posted July 17, 2024 Posted July 17, 2024 26 minutes ago, 5vn5n said: @ChillNG Great to hear it will be fixed. What do you think about the Mk-20 vs Cbu-99 topic. Timer based release could make use of canister munition way harder than have it release at a defided height. Need to do some tests and see what works but I'll certainly consider it. 1
gutersnipe Posted July 18, 2024 Posted July 18, 2024 (edited) Hi I thought it may also be worth noting for the fusing issue temporary workaround. For missions that start in the air and where you can't use the re-arm menu, if you go into the mission planner before you start the mission, select your aircraft and then weapons and click the orange fuse tag and click ok, then that also works to fix the fusing problems. It also works for missions where you start on the ground and is quicker than the re-arm menu where you have to wait for re-arming to complete. Edited July 18, 2024 by gutersnipe 2 1
Hekktor Posted July 18, 2024 Posted July 18, 2024 14 hours ago, gutersnipe said: Hi I thought it may also be worth noting for the fusing issue temporary workaround. For missions that start in the air and where you can't use the re-arm menu, if you go into the mission planner before you start the mission, select your aircraft and then weapons and click the orange fuse tag and click ok, then that also works to fix the fusing problems. It also works for missions where you start on the ground and is quicker than the re-arm menu where you have to wait for re-arming to complete. Actually I tried this for the ccip bombing training lesson - and it did not work because you dont get the mfuze pb4 on the stores page - no clue why. I then selected an efuse to circumvent the problem... Also I spend half a day to figure how to use MK99 and Rockeyes but I am quite dissapointed, too... as stated above only the MK99 can be fitted with the FMU 140 wich has the capability to set a function hight (as it ever was in the game) only that it seems do not alter the "spray" pattern.. 500ft - 2600ft - all the same very small area of effect. You almost need a direct hit on target. With the Rockeye it is really weired - seem with that MK339 you can preset two timings wich open the cannister set amount of time after release.. But what setting to use? Guesswork until they release proper documentation... Tbh - I am not happy on how they introduced theses massive changes to core game mechanics...
Hekktor Posted July 19, 2024 Posted July 19, 2024 I dove further into that weired problem with the missing fuze selection and found a relative easy solution: save the mission payload and select it from the list! That way the loadout is properly loaded! Did a new topic in the FA18 Bugs part of the forum regarding this. Maybe ED can fix this, too... 1
Hekktor Posted July 19, 2024 Posted July 19, 2024 Regarding the FA18 cluster munitions either MK20 Rockeye with MK339 Mod1 fuze or the CBU99 with either the MK339 or FMU 140 with the hight function HT - atm I am getting better results with the MK339 using ccip mode. The area of effect is bigger thus one can hit more than one target. With the FMU140 I am getting a very narrow area of effect just beeing able to hit one target, no matter what hight I am selecting in the mission editor and stores page. You might want to test for yourself, I'm attaching a quick and dirty test/practice mission. Also I noticed, that when ever you select a target TGT either a waypoint or a designated one - it switches to AUTO mode from what ever mode you had selected before. I dunno if that is intended but when you want to use CCIP - remember to deselect any TGT! F18 CBU and fuze test.miz 1
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