Jump to content

JackHammer89

ED Beta Testers
  • Posts

    217
  • Joined

  • Last visited

Everything posted by JackHammer89

  1. I've been inputting the squawk on M3 then if you press the MC button on the right-hand side of the scratchpad M4 lights up in the SRS overlay. No idea if that's correct, but that's how it seems to work in/with SRS anyway.
  2. this is also desynced through MP, Pilot and WSO must individually change "man AM" on UFC.
  3. Great mission Sedlo! Harrier coordinates are HH MM SS rather than decimal seconds, luckily I have a coordinate conversion kneeboard, so I was able to convert them. Looking forward to more!
  4. I found this too, if you use a waypoint and desg to it LSS won't work until you've slewed a little off the waypoint and designated by TDC. Then if you LSS it should work.
  5. Hi, I used the comms>F8 menu to bring up the bomb code change thingy as a WSO in MP. At first, I thought it didn't work at all, then I noticed the "pop-up" is all the way in the front seat and I can't interact with it, my pilot cant see it even though I can. Is this a current limitation of multicrew, is the plan to fix it?
  6. Not sure if this a bug or a feature of the F15E, but yesterday when entering 54Y into scratchpad on UFC in A:A mode, then TCN pushbutton display read 117Y. As an experiment I then in put 117Y and the readout displayed 54Y. Is this a feature of A:A tacan in the jet, or something weird?
  7. When using cougar or winwing MFDs for the ON/OFF rocker switches for the MPCDs and MFDs in the WSO seat (haven't checked the pilot seat yet) the switch visibly stays in the ON position i.e. doesn't re-center as it does when actuated with the mouse/cursor. Everything still works, so it's not major. I just noticed it the other day. Will try to get a track this evening. null
  8. Best you can do is use MOOSE and the AIRBOSS script. Specifically has a Tarawa plug-in that is actually pretty good. The Tarawa comms, in the base game, are broken at the moment.
  9. You have to hit the pickle button? /S To drop multiple bombs via ripple you need to press and hold the pickle button (not the trigger) until the last bomb is released, it could be that.?
  10. I wonder if it would be possible to select the "seeker band" from kneeboard in a similar fashion with which we set laser codes from GBUs and APKWS? Restricting it to somewhere like the ME would be really annoying for MP servers, dynamic missions etc. EDIT: Great work on putting together this report, I hope it gets picked!
  11. I seem to remember there's a kneeboard that has ship information, not one of reflected's mission kneeboards, but an F14 one. Somewhere near the trapsheets etc. Whether it includes info about BRC I do not know
  12. I struggled with this mission also, and have yet to complete it (may have rage quit and still be sulking) Things to think about when using freefall or "dumb" munitions: Dive profile - As it's an urban environment, from your description, I think I'd prefer a steeper dive of 30-45 degrees. This should stop the target from being obscured by a building during the beginning of the dive when you're lining yourself up. Although I remember the cloud cover making this difficult and I think I had to fudge the 30 degree dive numbers to make it work as "official" entry height is 8200ft AGL which has you in/above the cloud deck. I also like to fly a 10-30 degree lateral offset to the target so that the target is roughly between the dashboard and the canopy, rather than having it hiding under your nose where you can't see it. This technique needs a bit of geometry to line up the final attack heading at the roll-in, although it might upset the JTAC scripting. Wind direction and strength - this can cause bombs/rockets to sheer off course but can be overcome by making sure you're as close to 500KTAS when releasing. If you;ve been given an attack heading by a JTAC then you're stuck with it anyway. Release type - I'd try and capture the vehicle on dmt on the run-in from the IP and drop with CCRP, failing that I'd designate nearby and switch CCIP using the target diamond as a fixed point from which to find the target and give the mission computer an elevation value. Weapons and fuzing - this is a hard one... I've killed tanks up to the "top tier" Red tanks with 30-degree dive, Mk20 - QTY 2, MULT 2, INT 80. This delivery gives quite a tight grouping of the submunitions, although if it's super close (<200ft?) to friendlies that might be a bit risky. Weaponeering charts I've seen recommend 4-6x M82 for "hard" targets, which I assume a tank is? Whereas for Mk20 30 degree dive recommendation is as mentioned above. So in conclusion you're operating at ~6000ft AGL (danger zone), so should be running about at 450KTAS. I'd opt for Mk20 - QTY 2, MULT 2, INT 80, a truncated 30 degree dive with a roll-in distance of 4nm, 450KTAS entry speed, release altitude of >3500ft agl and minimum alt 1500ft AGL. Plan for CCRP, but be ready to switch CCIP. Probably still really tricky, but that would be my armchair pilot tactical assessment.
  13. Try diving from 12600ft agl, 3nm from target, roll-in to a 30 degree nose down, aim for 550 KTAS in speed (for forward firing ordnance, also that should keep your throttle open enough), pull up by 3000 feet AGL.
  14. I did some 30 degree dive testing with 2 bombs per drop. Killed T90s to BRDMs. I will note that CCRP seems to be not working properly as mentioned above. CCIP worked as intended. So I'd go with CCIP at the moment. For a 30 degree dive dive entry - 12600ft above ground level 350 KTAS entry speed Roll in (begin dive attack) - 4 nm from target aim for flight path marker at -30 degrees You should be lined up on target at 8000ft agl Bomb release 6000-3500ft and 500 KTAS Recover dive by >35000ft Recommended weapon config - Q 4, M 2, I 80 - medium targets <50m spread. MK20 30 degree dive.trk
  15. Hello, 8000ft should be more than high enough to get the canisters open, I seem to remember that the 2 fuzing settings stand for, Pri (primary) is an altitude that the canister opens at (it's a defined altitiude and cant be changed in the AV8B), and OP (Optional?) is a time after release (1.2 seconds) that the canister opens. Releasing the MK20 @ 8000ft may be too high causing too much spread. They seem to be more subject to wind than the "standard" bombs once the canister are open. I would suggest using a 30 degree dive, dive from 12600 agl, release the bombs at 6000ft and 500KTAS (for freefall munitions). Depending on the target I'd probably go quantity 2, multi 1, interval 81 to 100. I'll also go and test the MK20s and see how I get on.
  16. That would explain our exploding rocket runs a few months ago
  17. I've seen the heading caret adrift 6 degrees from the actual tacan. I'll try and get a track.
  18. Latest update to the ASL (when in GAUT etc.) seems to have fiddled the Bomb Drop Cue line. It is now right above the VVV. Will provide track when able. Track File added Bomb cue line.trk
  19. The RWR shows firecan radar (used for KS19, s60 gun batteries) as "UK". Shouldn't need a track, but happy to provide one if needed. Track added FIreCan Radar.trk
  20. The lights themselves brighten and dim, but they do not cast any light into the cockpit.
  21. Dear Ground Pounder Sims, I'd just like to extend my thanks to you and your teams' efforts with this campaign. The level of depth and thought into the missions, the scenario and the capability of the AV8B are outstanding. AV8B campaigns have been few and far between and after the prelude of Ottoman Courier, by BD, I was itching for a campaign with the same level of immersion, and this campaign fulfils this need. You and your team should be proud of what you have accomplished. Yours gratefully, Atomic (4+ year harrier main)
  22. Here's a track seems intermittent, but the 3rd attempt to fire an LMAV shows the bug lmav bug track.trk
  23. Hi all, So today I was working Shooter-Cover AGM-65E with my buddy and ended up with trashed seeker heads. It seems that when you fire a maverick the next one (if carrying multiple) is auto-selected (great!). The problem seems to me the missile is auto-uncaged (seeker head seeking laser), so that when you then are pulling G to turn off/onto attack heading the gimbal gets damaged (?)/stuck. The only way I found to undo this was to deselect the maverick and then re-select to spin the seeker gimbal backup. I think the correct process would be auto-select the next maverick, maverick remains caged until the player uncages. I'll try and produce a short track (mine was 1.5 hours long so probably not much use). Peace out, Atomic
  24. I've definitely noticed the TPOD getting "lost" when obscured and at gimbal limits and then when it returns to the "target" location, which seems to usually be the wrong place.
×
×
  • Create New...