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Posted
Just now, CrazyGman said:

One thing I still can't figure out is in helmet mode locking being somewhat inconsistent. I'll often have the target head on from far away, and it locks up right away, but up close on a mostly rear aspect target no less and fairly often it takes a looonng time to properly lock on.

I’ve had the same experience. The whole thing should be parallax corrected also 

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Posted (edited)

Testing it is also a bit of a pain....because if doing mission editor your heat seeking missiles aren't properly prepped at mission launch...they take about a minute or two to cool (I assume) before you can properly use them so. Often I have to wait until well into a AI fight before the missiles are even available to the helmet mounted sight

Speaking of which I assume the R-73s start to cool when master arm is turned on, and I was curious how long they stay cooled for?

Edited by CrazyGman
Posted
4 minutes ago, CrazyGman said:

Testing it is also a bit of a pain....because if doing mission editor your heat seeking missiles aren't properly prepped at mission launch...they take about a minute or two to cool (I assume) before you can properly use them so. Often I have to wait until well into a AI fight before the missiles are even available to the helmet mounted sight

Speaking of which I assume the R-73s start to cool when master arm is turned on, and I was curious how long they stay cooled for?

No you’re right, I think it’s 60 seconds to fully cool down. 
 

Funny you ask that, I have read no document that mentioned how long they cool. I’m sure if I looked in the right place I a could find but I wouldn’t be surprised if it’s like 2 hours. 

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Posted (edited)
3 minutes ago, AeriaGloria said:

No you’re right, I think it’s 60 seconds to fully cool down. 
 

Funny you ask that, I have read no document that mentioned how long they cool. I’m sure if I looked in the right place I a could find but I wouldn’t be surprised if it’s like 2 hours. 

One thing I might try is when using the helmet mounted sight i often have it in TWF, which is also front aspect, I wonder when dogfighting if I turn it to rear aspect it will lock on sooner. Because I believe it's suppose to effect potentially the seekers sensitivity. But I might be way off here

Edited by CrazyGman
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Posted
12 minutes ago, CrazyGman said:

One thing I might try is when using the helmet mounted sight i often have it in TWF, which is also front aspect, I wonder when dogfighting if I turn it to rear aspect it will lock on sooner. Because I believe it's suppose to effect potentially the seekers sensitivity. But I might be way off here

I KNOW it affects the information calculated on lock without range like with jammer or IRST with no laser/radar, and adjusts closure estimate for KMOD. 
 

I’ve been meaning to test its effect on IRST, I don’t see anything on the TP search screen, but I haven’t don’t any practical testing. Would be interesting if it effects HMS in some unique way 

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Posted (edited)
1 hour ago, CrazyGman said:

Testing it is also a bit of a pain....because if doing mission editor your heat seeking missiles aren't properly prepped at mission launch...they take about a minute or two to cool (I assume) before you can properly use them so. Often I have to wait until well into a AI fight before the missiles are even available to the helmet mounted sight

The moment your missiles have cooled hit ESC and 'Save Mission' - then you can load straight in again without waiting.

Or do an air start.

 

Edited by Lixma 06
Posted
The moment your missiles have cooled hit ESC and 'Save Mission' - then you can load straight in again without waiting.
 
That's actually a neat idea. Add a mission with player only, fly for a minute for cool down and save. Then you can edit the mission to your liking I assume. Excellent trick!

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Posted
1 hour ago, AeriaGloria said:

I KNOW it affects the information calculated on lock without range like with jammer or IRST with no laser/radar, and adjusts closure estimate for KMOD. 
 

I’ve been meaning to test its effect on IRST, I don’t see anything on the TP search screen, but I haven’t don’t any practical testing. Would be interesting if it effects HMS in some unique way 

Fwd or rear aspect has no noticeable effect from what i can tell in some tests I just ran in terms of getting lock sooner

Posted (edited)
50 minutes ago, Lixma 06 said:

The moment your missiles have cooled hit ESC and 'Save Mission' - then you can load straight in again without waiting.

It's not a good place to make fun of the new save game feature.

Or if you didn't know it won't work because the saved mission will spawn a new aircraft where you'll have to wait exact same time for your IR missile.

Edited by draconus
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Posted (edited)
52 minutes ago, Lixma 06 said:

The moment your missiles have cooled hit ESC and 'Save Mission' - then you can load straight in again without waiting.

Or do an air start.

 

All my missions are air starts. It still needs a minute to cool.

But the save mission trick might work, but would still make certain scenarios tricky, as you would have to play out a minute of game time before your engagement, at which point your target might be acting quite differently then you would want them too

Edited by CrazyGman
Posted
7 minutes ago, draconus said:

It's not a good place to make fun of the new save game feature.

Or if you didn't It won't work because the saved mission will spawn a new aircraft where you'll have to wait exact same time for your IR missile.

LOL I wasn't being sarcastic I promise - I didn't know the save mission thingy wasn't a 'save state' kind of thing.

Posted
9 minutes ago, Lixma 06 said:

I didn't know the save mission thingy wasn't a 'save state' kind of thing

It's WIP but it has a lot of limitations currently. Aircraft state (cockpit/systems) is not saved yet.

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Posted
It's WIP but it has a lot of limitations currently. Aircraft state (cockpit/systems) is not saved yet.
Right, so it doesn't actually work yet?

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Posted

I played alot around with the R-73s. I tried to engage ai ace MIG-23 with R60Ms and R-24s.

i was nose hot until i saw smoke of his R-24. Then i cranked around 20-25 degree, put the nose down and set up for HELM mode. As we were closing to each other i got the dashed circle from the IRST, but i was never able to launch the R-73. Even under 5 miles.

I repeated this, did the same, but this time i turned hot on him around 7nm. Same thing. No chance to release the R-73. It seems like a front aspect limitation to me. I dont know.

Another big unsolved mystery for me is, that I never ever heard the typical sidewinder growling tone in that airplane.

 

 

Posted (edited)
1 hour ago, Oberst Struppi said:

I played alot around with the R-73s. I tried to engage ai ace MIG-23 with R60Ms and R-24s.

i was nose hot until i saw smoke of his R-24. Then i cranked around 20-25 degree, put the nose down and set up for HELM mode. As we were closing to each other i got the dashed circle from the IRST, but i was never able to launch the R-73. Even under 5 miles.

I repeated this, did the same, but this time i turned hot on him around 7nm. Same thing. No chance to release the R-73. It seems like a front aspect limitation to me. I dont know.

Another big unsolved mystery for me is, that I never ever heard the typical sidewinder growling tone in that airplane.

 

 

If your doing a air start engagement your R-73 will need a full minute to cool and become ready to slave to the IRST after you start and the mission unpauses 

 So if you set up the airstart engagement close together in mission editor your R-73s won't work till well past the merge. For any other gameplay this a zero factor issue. Because you'll almost always hit master arm well outside a minute before engaging anyone...well at least hopefully.

Also like with the French magic missiles there is no growl that increases with pitch. Once the seeker locks on you get a lock tone and the pylon station number of the locked on missiles will show on the bottom of your hud

I've created a new topic for this in wish list, back to regular scheduled programing 😉

 

Edited by CrazyGman
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Posted
6 hours ago, CrazyGman said:

If your doing a air start engagement your R-73 will need a full minute to cool and become ready to slave to the IRST after you start and the mission

@NineLine Can you get in touch with the team to explain this behavior? Air start usually had all the aircraft systems ready. Master Arm is on at the start so what causes the wait? Does the cooling start only after selecting WCS mode, like Shlem?

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Posted
8 minutes ago, IvanK said:

Or after selecting outboard ?

You can have T or ET on inboards.

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  • ED Team
Posted
2 hours ago, draconus said:

@NineLine Can you get in touch with the team to explain this behavior? Air start usually had all the aircraft systems ready. Master Arm is on at the start so what causes the wait? Does the cooling start only after selecting WCS mode, like Shlem?

Hi,

R-73, R-60 and R-27T Require some time to spin out the gyroscopes to get into the duty regime. 

But I dont think it should happen in air starts, we will look into it 

thank you 

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Posted
Just now, BIGNEWY said:

R-73, R-60 and R-27T Require some time to spin out the gyroscopes to get into the duty regime.

I understand. When does it start? What triggers it?

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  • ED Team
Posted
Just now, draconus said:

I understand. When does it start? What triggers it?

Sorry just edited my message, it should not happen for air starts 

If you have a short track replay on Caucasus feel free to add it

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Posted
2 minutes ago, BIGNEWY said:

Sorry just edited my message, it should not happen for air starts 

If you have a short track replay on Caucasus feel free to add it

Ok, thanks, nevertheless, I'd like to know the answer.

I'll provide a short track later.

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  • ED Team
Posted
34 minutes ago, draconus said:

I understand. When does it start? What triggers it?

It starts on weapon system power on. You can toggle it by Weapon Supply Switch on the right side.

weapons on.png

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