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Everything posted by Idle_Wild

  1. Going to bump this since it's a capability of the aircraft which seems to be missing?
  2. They should start integrating these mods with the main game so we can use them on multiplayer servers.
  3. Hi there, Can someone confirm the method to employ dumb bombs with the auxiliary gunsight? The manual does not detail its operation, it actually says the only method of releasing bombs in the mirage is CCIP or CCRP. But it has been stated to me that all aircraft have an "iron sight" method of releasing bombs, similarly to how you would with the F5. My method: * I loaded up with 8 x MK82 Snakeeyes * Switch on the auxiliary gunsight with the HAUSSE switch. * Set the depression for 150 with the HAUSSE knob which is approximately correct for 420k
  4. I updated OpenBeta maybe just over a week ago, and I've launched it today to find that it wants to download 22GB, which is 45GB unpacked, my current installation folder is only 45GB. Shirley some mistake? Seems like you have contributed 45GB of new content, or I'm entirely reinstalling the game for some reason?
  5. As per subject, the gun option seems to have disappeared from the stores menu when in A2G mode. I have not included a track file, because it seems unnecessary.
  6. If you fly at just under 100% engine power, and descend until you trigger the low-altitude-warning and the master warning light is illuminated. Then if you click the master warning button to silence the LAW. You get a repeated audible 'water' callout followed by a 'over temp' alert. Several of the lights illuminate on the right hand side near the engine info panel. To correct you have to reduce engine RPM for a few seconds, then the audible warnings and lights will cease and you can raise engine RPM back to previous levels. Track: https://drive.google.com/file/d/1wcj3n8h1NM
  7. I can't find a detailed operations manual anywhere and that's on their feature list. I also can't load a GBU-54 which is also on their feature list.
  8. All of that makes sense. Except it all appears to be talking about prior to engaging AFC, AFC capturing pitch/roll on engagement. Not AFC capturing roll forces while engaged. Is there anything which specifically confirms that?
  9. It's because the AFC behaviour changed. Previously AFC would ignore stick input up to a certain threshold, anything over the threshold would AFC would disengage. AFC would only retrim when it was initially engaged. So any incorrect deadzone settings which were allowing stick input were ignored, masking incorrect deadzone settings. Now, while active AFC accepts stick input up to a certain threshold, and retrims your pitch/roll angle based on that input. So if your deadzone isn't big enough, a slight stick input will cause AFC to keep retrimming in the direction of the stick input an
  10. I have to say I find the new system to be worse than the original. If you don't put enough stick pressure to disengage AFC, it retrims the aircraft for your new roll angle. I often find on approach to bombing the AFC will initally stay engaged, retrim me for some odd angle before disengaging and as a result I am usually out of balance on an attack run. I wonder if this is simulating real behaviour, I could understand trimming for roll when initially engaging AFC and you are banked at certain roll angle which is over threshold for straight and level -- you would need this functionality
  11. Thanks Luke, this seems to explain the behaviour for me too as to why the nose was drifting. I increased my deadzones by 3x from 3 to 10 and the autopilot works as expected. Apparently this was brought about through this observation: https://forums.eagle.ru/showthread.php?t=275178 And they fixed it in response, but omitted the behaviour change from the DCS release notes: https://forums.eagle.ru/showthread.php?t=279106
  12. Any stick input would disengage it. It's not working properly as it shouldn't be drifting like that at all.
  13. Nope, no stick pressure, deadzones set and working. It seems to trim the aircraft but doesn't hold attitude the nose just drifts.
  14. Hi there, Thanks for your reply however it doesn't seem to answer my question. QTY is set at 1, as can be seen on the stores page in the video. My question was how do I set QTY to a value greater than 1 for a single target.
  15. Hi chaps, Doesn't make sense to me that it would be too heavy. I can carry 2 x GBU16s/MK83s on a single pylon (used to be 3). That's 2000lbs so equivalent weight of the Baker. Trouble is if I drop two of the 16s on a hardened bunker it has no effect. Probably due to the baker having a shaped warhead? Would also be handy for ships as I'm finding it takes 4 MAVs to make a ship smoke (not kill). A full 5,000lbs ordnance of 10 x GBU38s will not destroy a ship either.
  16. No options on the ODU, switches under the left MFD have no effect. Could you elaborate on this process for me please, I'm using PP mode. I'm not sure I have a QTY option anywhere once the targets are loaded into CAS or selected on the ODU. Thank you.
  17. Here's how I use them. * Master ARM On * Stores, select LMAV * IRCOOL on, wait 2-3mins. * Uncage button -- This shows the IRMAV boresight on the left MFD. * Sensor select FWD -- This switches Seeker head reticle from INS -> IRMV mode and allows you to use the TDC to slew the reticle to the target. When in range the seeker head will automatically lock to the target (large reticle changes to small reticle). * Pickle button. No youtube video covers this approach and it's by far the easiest method to employ the IRMAVs. If you overpass a target and have to make a retur
  18. Idle_Wild

    GBU38 QTY

    Hello, How does one set the quantity of weapons to be released when using the GBU38? If I check the Stores page, I see the QTY listed, but no apparent way to modify it?
  19. What is a damage event? Which logs and where from?
  20. Any chance we will get the GBU-31(V)3/B on the harrier? It doesn't seem to carry any bunker busting ordnance at present.
  21. Version on Persian Gulf, look at the memory usage! Absolutely mental, what do we all have to go out and buy new computers with 64GB of memory to run this now?
  22. You've just put the price up on this bundle since yesterday. It was I believe $64.97, today it is $84.43. Well geniuses, while you're busy trying to rip your customer's off, what you failed to notice is that it's cheaper to buy them individually: Persian Gulf map is $24.99 Hornet is $39.99 Grand total $64.98 How about returning the bundle price back to what it was previously, or better yet, make it actually worth while buying it as a bundle and make it cheaper!
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