Rongor Posted July 24 Posted July 24 I remember how at some point ED implemented the TGP needing a full restart (manually chin station power off/on) after rearming on ground (since its counted as a new TGP). Now the AAQ-33 isn't affected by this. Landing with a working ATP and then rearming doesn't affect the AAQ-33 at all. It simply continues to operate just fine. I have no idea if this is intended to work differently for the ATP now (well thanks if it is, so we don't have to endure the ATP's 12 minutes initialization after each rearming) but in case ED has simply forgotten to apply the same logic as with the AAQ-28, I just wanted to give notice 2
ED Team Solution BIGNEWY Posted July 25 ED Team Solution Posted July 25 Looks like I am wrong so will delete my previous post. With the old AAQ-28 Litening the reboot was required. With the new AAQ-33 ATP it is not required. 1 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
darkman222 Posted July 26 Posted July 26 (edited) In general it is questionable while you rearm with the engine running in a few minutes in DCS then need to wait for the old TGP to reboot is a realistic combination at all. If the rearming procedure was realistic ( 45 minutes incl engine shutdown and restart ) a TGP boot would be required anyway because ground power does not power any of the TGP. Considering DCS rearming being a game mechanic that way, the need to reboot the litening TGP is not a realistic logic or addition to realism anyway. So its good we dont need to with the ATP. Edited July 26 by darkman222 2
RogueSpecterGaming Posted 5 hours ago Posted 5 hours ago (edited) On 7/26/2025 at 2:04 AM, darkman222 said: In general it is questionable while you rearm with the engine running in a few minutes in DCS then need to wait for the old TGP to reboot is a realistic combination at all. If the rearming procedure was realistic ( 45 minutes incl engine shutdown and restart ) a TGP boot would be required anyway because ground power does not power any of the TGP. Considering DCS rearming being a game mechanic that way, the need to reboot the litening TGP is not a realistic logic or addition to realism anyway. So its good we dont need to with the ATP. I guess for DCS purposes it doesnt really matter. But for those who want to simulate real world stuff here you go. If you hot refuel/rearm Avionics should be off. This includes ST STA, HUD, SNSR PWR switches, Avionics power switches, HMCS Sym INT, then Air refuel switch to open, RF silent, GND JETT ensure off, Master Arm Off. You will also turn the EPU off at which point the ground crew would install the EPU safety pin. Technically the way they had before wasnt right in the sense that it was essentially replacing the pod automatically which turned it off. But real world you would turn it off anyways. If we are lucky we will get the scramble option for the Sniper which allows the BIT to run in the background essentially. Edited 5 hours ago by RogueSpecterGaming 2 My PC: GPU-AMD 6800XT OC / CPU- AMD RYZEN 5800X OC / 32 GB RAM 3200Mhz / 1TB SSD / 2TB HDD / 500GB M.2 / Monitor: 34" Ultrawide Samsung 1000R Curve / WinWing F16EX HOTAS / TM Cougar MFDs / TM TPR Rudder Pedals / TrackIR5 / ICP
darkman222 Posted 2 hours ago Posted 2 hours ago 3 hours ago, RogueSpecterGaming said: If you hot refuel/rearm What do you mean? I guess in real life you would never rearm a jet with the engine running, would you? 3 hours ago, RogueSpecterGaming said: it was essentially replacing the pod automatically which turned it off. Yeah I think that was the issue too. It was how the rearmarment process was programmed which lead to the behavior that is luckily fixed now for everybody who flies on servers with quick landing, refueling and take off turn around gameplay.
RogueSpecterGaming Posted 1 hour ago Posted 1 hour ago 41 minutes ago, darkman222 said: What do you mean? I guess in real life you would never rearm a jet with the engine running, would you? Yeah I think that was the issue too. It was how the rearmarment process was programmed which lead to the behavior that is luckily fixed now for everybody who flies on servers with quick landing, refueling and take off turn around gameplay. We rearm jets all the time with engines running. That is the definition of hot refuel/rearm. Hot, meaning the engine is on. In combat situations it is called ICT (Intergrated Combat Turn). During that we rearm and refuel the jet at the exact same time. But the TGP would never get replaced during that because it sits too close to the intake. Just like if we wanted to reload the gun we would have to have the pilot shutdown because we would be too close to the intake. 1 My PC: GPU-AMD 6800XT OC / CPU- AMD RYZEN 5800X OC / 32 GB RAM 3200Mhz / 1TB SSD / 2TB HDD / 500GB M.2 / Monitor: 34" Ultrawide Samsung 1000R Curve / WinWing F16EX HOTAS / TM Cougar MFDs / TM TPR Rudder Pedals / TrackIR5 / ICP
darkman222 Posted 1 hour ago Posted 1 hour ago Thanks. I did not expect that. But what youre saying is, as the TGP is not replaced, it would stay on then. Which confirms that the behavior of the current rearming process is correct.
RogueSpecterGaming Posted 41 minutes ago Posted 41 minutes ago 37 minutes ago, darkman222 said: Thanks. I did not expect that. But what youre saying is, as the TGP is not replaced, it would stay on then. Which confirms that the behavior of the current rearming process is correct. Technically yes. But per the procedure the pilot is suppose to turn it off. My PC: GPU-AMD 6800XT OC / CPU- AMD RYZEN 5800X OC / 32 GB RAM 3200Mhz / 1TB SSD / 2TB HDD / 500GB M.2 / Monitor: 34" Ultrawide Samsung 1000R Curve / WinWing F16EX HOTAS / TM Cougar MFDs / TM TPR Rudder Pedals / TrackIR5 / ICP
Recommended Posts