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breakneckPace

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Everything posted by breakneckPace

  1. Currently the same for me. I'll boresight both pilons in the air, then afterwards I'll TMS down on the MAV WPN page to make sure it's slewing to the TGP again, and it snaps to a position far away from where the TGP is currently looking.
  2. What I mean more so is if there's a way for someone in a Hornet to look up their number (if they have one) I get you can look up your own in a Viper, but if I'm flying around in a map I didn't make with some friends who only have the hornet, is there a way for them to look up their STN for me to add to my group? I'm not well versed in the hornet so I don't know if they have a similar method to looking up their STN. Or is there a way to look it up on the F10 map or something possibly? That's what I was trying to say.
  3. Open Beta 2.9 is updating the data link system and I'm super pumped for it and I'm excited to try it out. After watching Wags' latest video on the update, but not having had a chance to try it out yet, I have a couple questions that hopefully someone on here can answer if they've played around with it. what are the major differences between a "Team" member and a "Donor" member? Is it just that only team members can be re-assigned during flight? or is there more functionality to them being on a team vs donor list? Just to double check, when in the ME, can the flights in your "Team" list be any aircraft with now, as long as the data link is compatible? Meaning you can put a group of F-18's in your "team" list as well, or is your team restricted to F-16's and non-F-16's are limited to the 'donor' list? (I'm pretty sure I know the answer to this one already from the video, but just want to be sure) and 3rd question: is there any way that someone in flight is able to check what their STN number is during flight? For example, if I pop into a random multiplayer server my friend is in, and they're flying around in an F-18, do they have a way of looking at their craft, possibly in the F10 map or something, to find that 5 digit number for me to enter into my DED to make them part of my "team"? I'm assuming the server owner would still have to set all the numbers up ahead of time, but just curious to see if there's a way to find out mid-flight what number is assigned to you? Thanks for all the help. I'm excited to get out there and try this out.
  4. Tried it again tonight (after downloading the latest hot fix patch) and everything seemed to be working fine. Heck, I even managed to hit the target with both CBU-87's and CBU-97's. Thanks for fixing things ED (if they were broken even. I'm not totally convinced it wasn't user error)
  5. I've only tested with the CBU 97's so far. Next time I'm able to log in I'll give another bomb type a try. My issue wasn't with the deployment of the bomblets themselves (though I've seen the issue you're mentioning as well), but with the release timing of when the system told me to pull up for the toss. In 2.7 I was able to get the signal to pull up a few miles or so away from the target point, then be able to pull up into my toss angle and release the bombs (I even did this with CBU-97's, the bomblets maybe missed, but I could at least toss the bomb off the aircraft giving them an arc trajectory). Once getting 2.8, I would practically be at the waypoint when I got the Circle and horizontal bar telling me to pull up towards my release angle. By the time I hit the proper angle (say 30 degrees) I'd be over or past my target.
  6. Is anyone else experiencing issues tossing bombs (in my case CBU's) since 2.8 came out? it was working fine for me before the patch, now when I try to go lob some cluster bombs over some targets the timing doesn't seem to work out. My usual work flow is once I'm up in the air (or sometimes still on the ground) I'll enter the steerpoint/bombing location on the DED then head towards that location. I've got the CBU's set up correctly in the weapons page (I think) I usually go with a release angle of 30 degrees. all the burst altitude is set and everything needed to bomb correctly (when it was 2.7) Then heading towards the target at low altitude I wait for the release info to come up on the HUD. I was basically over the top of my target when I got the circle telling me to pull up to begin my climb towards release, which, would have missed since I was already over/past my target at that point. Has anyone else noticed this in 2.8? or am I doing something wrong (which is quite possible) All of which seems weird to me since it was working well (minus my ability to aim properly, but that's on me) in 2.7. I'm wondering if entering steerpoints while in the air the system isn't calculating properly when to start the climb or release the bombs?
  7. So after this latest update (2.7.17.19493) they added the ability to toss bombs which I'm finding to be a ton of fun trying to hit the targets and might be my new favorite thing for a while. However I wanted to drop some GBU-12's on a couple of targets at high altitude level flight in a mission I was flying the other night, (testing out the new automatic lasing feature too) and was having an issue with the bombs not releasing, and I was wondering if anyone else was experiencing the same thing? ~For some additional info~ before the update, what we'd see on the HUD, with 10 seconds out in CCRP mode the release bar would start to drop to your flight marker. start holding the weapon release button, and when the two met, the bomb would release, easy-peasy. with the latest update, when doing a loft drop, everything works as it should (I suspect) set your release angle, reach the flight path marker, pull up on the stick to match the guide, hold weapon release, and when you hit the weapon release bar off the bombs go. When I try to drop in level flight I'm not quite seeing the HUD markers the same way we used to. On the weapon page I'll set my release angle to 0 degrees, and fly towards the target in a level flight. When I was within 10 seconds, I didn't see the release marker start dropping like it used to. within a couple seconds of release I'd get the bar that shows your climb rate for a angled release instead. and once I fly over the release point, holding the weapon toggle, the bomb never released. I WAS able to put a release angle of 1 or 2 degrees, and at release point I'd pull up a little and the bomb would release, but this doesn't seem right, I imagine. (It was a GBU, so it was still able to be guided into the target, but I could see this causing you to miss with a dummy bomb) I'm wondering if anyone else is noticing this as well? Is there possibly another setting I need to use for the bomb to tell the system it's not a loft/dive drop? And if so, what are the settings? Or did I do something else wrong? Or is this something that just needs some fixing? (as an aside though, I'm loving the updates to the Viper, ED. Keep up the good work!)
  8. sort of on topic, I haven't tried it yet, but looking at the list, can harms target ships?
  9. OR! as an alternative (I say this part as a joke, please don't do this ED) to make it really realistic. Have us shut down the aircraft, climb out, and physically dial in the bomb codes before climbing back in and starting the plane back up again. hahaha
  10. right. I just figure, if at some point they're going to try to make them all the same (GBU codes at engine shut down, boresighting t-pods with maverics, ect...) maybe this one they could get ahead of the game!
  11. I'm not necessarily asking to change HOW the codes work. just to change the method in which their codes are changed. Basically I just don't want to have to do a full shut down of the f-16 just to change the code on the GBU to 1686 or something different than the default. That SHOULDN'T (as far as I know) change the other characteristics of the bomb.
  12. I'm not sure how the laser guided rockets work, that's something different. I'm just talking about setting the laser code for the GBU's. I'm not sure why it isn't something we could set in the re-arming screen.
  13. F-16 can NOT be set on the fly any more. With the current itteration, in order to change the laser code to something other than 1688, you have to be on the ground and shut down the engine before the code can be changed. I could be mistaken, but I thought I read somewhere that this is going to be how the other planes will handle the GBU code as well in the future. (in aiming for a more realistic experience, in real life the code is set on the bomb, not by the pilot in the cockpit) The issue is, I don't really want to go through the entire shut down process, arm my F-16 with some gbu's, change the code, then go through the entire start up procedures again. Particularly on missions (like in multiplayer or something) where you fly out, destroy some targets, then land and re-arm to go destroy some more. (and repeat if you don't get shot down)
  14. Sorry if this has been brought up before, I went through a few requests but couldn't find something quite similar. I was wondering if it would be possible (and if others might think it's a good idea) to be able to set the GBU laser code at the re-load screen when selecting your munitions. Since I'm mostly familiar with the F-16 module, that's what most of this is based off of. It's my understanding that in real life the codes are set with a physical dial or some sort of input on the bomb itself, and it's done before the pilot is even in the plane. Currently we have to completely shut the engine down before any codes can be changed. I get we shouldn't be able to do it mid-flight (it's not like the pilot can just step outside the plane for a quick fix at 20,000ft) but how about a compromise being we can set the code while re-loading, with the engine(s) still running? What do others think?
  15. I'm trying to set up a simple mission for my friends to join in the fun with me, where it's purely for some basics to teach them to get into the game. I want to have some enemy aircraft flying around that they can go locate, but I don't want them to activate until the players have left a trigger zone that surrounds the airport. (I imagine we'll be sitting on the tarmac for a bit running through the basic in's and out's of the jet and there's no need to risk the aerial targets running out of fuel while that happens) For simplicity's sake, it's only when one of the units from the group leaves the trigger zone, no need to make it when all 3 players are out, since we SHOULD take off somewhat close to the same time. So to me the setup for this seems relatively simple, here's what I've basically got happening: <triggers> 1 once, no event. <conditions> Part of Group out of zone - select zone surrounding airport <actions> flag increase (1,1) <triggers> 1 once, no event. <conditions> Flag Equals (1,1) <actions> group activate - aerial targets seems somewhat straight forward but here's where a wrench gets tossed into the mix. I've got 2 groups of jets we can occupy. a set of F-18's and a set of F-16's (depending on which one we're in the mood to fly) so at any given point there's at least some unoccupied 'client' based craft. It seems like this is breaking my trigger point. I'm wondering if DCS sees the unoccupied craft and considers it on the map somewhere, but just not at its spawning point. Does anyone know if there's some sort of setting I might be over looking that prevents DCS from 'spawning' at least in the data sense, the jet before someone occupies it? Just to make sure it was doing what I was describing I ran a test and had a client f-16 and a client f-18. the trigger set up so the flag would go off when the f-16 group was outside the trigger zone (not both, just for testing sake) when I start the mission and spawn in to the f-16, things work as they should and the enemy craft down activate 'till I've left the trigger zone. but if I start the mission and select the f-18 to spawn in, the flag immediately gets triggered and the enemy aircraft are activated. any clues as to what I might be doing wrong? or do I need to venture down the path of scripting to actually achieve what I want? Thanks in advance for the help!
  16. so far my solution to no having a steerpoint near my target is to create one during flight. (if you can get yourself enough time before getting to the target) To do this press "4" on the ICP to bring up STPT on the DED. Toggle up to get to a steerpoint that isn't being used (or you can edit an existing one, but you have plenty of slots, so I always just add a new one) press F10 to get to the map screen. if you look in the upper left part of the screen you'll get a set of coordinates that match where the mouse pointer is. You'll need to get these in a format that's similar to the the F-16, to do this press LALT+y twice to get the lat/long. find your target on the map, then use the coordinates and enter them on the DED. once you have your lat/long entered, a new steerpoint will show up, and you can use this as your base for your T-Pod. a few little notes when doing this: right now it's not working completely smoothly, but mostly it works great. I've found once entering my new steer point, I need to switch to a different steer point, then back to the new one to get the proper direction to show up in the HUD also remember when entering the new coordinates, it starts with the cardinal direction. (N,S,E,W) if you look at the number pad on the ICP, you can see the directions printed on there. so it starts with pressing "N" (or whatever direction) first, then entering the numbers. Also keep in mind, East/West coordinates start with 3 digits (even though it doesn't show up on the map like this) so if you see something on the map that says "E55,21.685" to enter this on the ICP you'd press 6 (for East) then 055 21 685 then "enter"
  17. Posting so I can remember to come back and find the answer too. I've been playing around with the mav's a bit since the latest update (early Nov). I've tried a few different configurations, both with multiple mavericks and single mavericks on each pilon. So far I've had no luck getting the ripple fire to work. like the OP said, it seems like the first maverick I have on target, forgets that target once I switch to the other pilon to lock on with the second Maverick. I'm going to keep playing, but so far I haven't had any luck rippling 2 mavericks off. quick edit: just tried it again and had success. what I did to make it work, with might or might not been in the GR video (I can't remember) I needed to have the T-Pod in Manual Handoff (I had it in Auto before when it wouldn't work). have TPOD SOI, find target, TMS up to get the Maverick to slew to the same spot, switch to WPN SOI, TMS up to lock on to target. Switch to other station, repeat for second Maverick. then fire away!
  18. I've gotten them to work pretty regularly. Though I HAVE had more luck with the D/G variants over the H/K versions. it's helped to set a waypoint near the target on the DED before engaging, that makes slewing the TPOD to the target much faster.
  19. I CAN get it to sort of work with "unit inside zone" the only issue is then the condition is super long with a long list of all the available units to fly separated by a bunch of "or"'s. (Since the mission is made up of a few different aircraft you can practice with, plus some multiples of them in case more than one person wants to practice with that craft.) then I have to do that multiple times for every additional pilot that might enter the zone. I was just hoping for a more simplified way to achieve this. just like a "player A enters the zone" then "Player B enters the zone" so forth and so on, that sort of thing
  20. Just for a follow up of some of the things I've attempted so far: I tried something that said: Trigger: Once - "part of coalition inside Zone - blue" It would increment a specific flag by 1. (in this case Flag 3, incremented by 1) Then have another condition that said "when flag 3 =1, activate a group." The SAM group in this case. Then another rule that said: Trigger: Once - "part of coalition inside Zone - blue": Flag Increase (3, 1) (in theory putting flag 3 to a value of 2) And a trigger that said when flag 3 = 2, Activate another ground group. so forth and so on. Something seems to go wrong though when I test it out. for some reason when I fly into the trigger zone, it's counting my being inside the zone more than once. and flag 3 automatically goes to a value of 2. (possibly higher, but I'm not sure. all I know is the second group of ground units gets activated as well. which I don't want)
  21. sorry, couldn't figure out a better title for the thread and it got longer than I anticipated. haha. So here's the basic run down of what I'm trying to accomplish. I've made a mission for myself and my friends to fly around in and do some various "training scenarios" and one of the locations is some ground targets. (Gotta learn how to use those new HARM's on the F-16. ) I've created a couple sets of ground targets that can spawn in a given area given the proper conditions. The idea is, and what I'm having troubles with, is I have a Trigger Zone that, once you've flown into the trigger zone a group of ground units (A SAM site in this case) will be activated that can be engaged. That part I can get to work, no issue. What I'd like to have happen after that is the tricky part I'm having issue with. I'd like to make it so when one of my friends flies into the same trigger zone, another set of ground units gets activated/spawned (in the same area for this map) Also generally pretty easy if it weren't for a little kicker: There are multiple aircraft that we can chose from to fly. (some days I want to practice the A-10, or F-18, same with my friend) I feel like I could maybe get it to work with a bunch of "or" conditions that just said, "F-16 grp, or f-18 grp or a-10 grp, or...ect" and do that for each possible jet we could fly, but it seems like there's got to be an easier way to accomplish this. What I'd like to do is some sort of like "pilot 1 enters the trigger zone" condition. then have like a "pilot 2 enters trigger zone" condition. so forth and so on for each of the humans that might be flying the mission. Activating additional preset targets each time a new pilot enters the trigger zone. Is there any way to accomplish this that I'm missing? Or is that starting to get into coding territory? Thanks in advance for the help!
  22. cool. thanks for the help everyone. I often forget about the kneeboard. :D
  23. Sorry if this has been covered already in another thread, I looked around but didn't see anything. (if it's out there, Mods feel free to delete or move this) since the latest update with the new functionality of the targeting pod, has anyone had any issues changing the laser designation of their tpod and bombs? Default is 1688 for both I believe, and just for kicks I tried putting them both at 1686. All the data looked right on the DED, got my plane lined up for a CCRP drop on the target, released the bombs and moments fired the laser, but the bomb didn't seem to change course at all, and just flew over the target. After the first miss, I went back to the DED and switched everything back to 1688 and went in for a second run. I did everything else the same and this time the bomb guided correctly to the target. Has anyone else experienced this? I know there's a limited range to laser codes that can be used, but I could swear I've used 1686 in the past with no issues. Am I wrong? is that number too far outside the range for acceptable laser codes? Or is there possibly a bug that needs to be fixed with the updated TPOD? Just curious if anyone else has noticed this, and if there's a fix for it? Thanks!
  24. I experienced a lot of the same issues with the TGP. I found having the targeting pod SOI on the MFD, if I move around the target, it doesn't seem to move on the HUD, so my CCRP target is constantly on the steerpoint (even though the targeting pod is point tracking a completely different area.) Making it impossible to attack a target NOT on the steerpoint. The ONLY way around this I've found so far is to make the HUD your SOI then you can move the CCRP target around. but its movement isn't as smooth as it would be if you slewed the target on the MFD as SOI. Also, pressing TMS aft will snap the targeting point back to the original steerpoint coordinates, weather HUD is SOI or MFD is SOI. I like that they're starting to implement moving the cursor without changing the Steerpoint, but at the moment I believe it's a little busted at the moment. Hopefully we'll get a quick hotfix for it
  25. I think most of these have been said already, but maybe not a bad thing to repeat them. :) I know it's been said already, but I'll +1 for non-circle trigger zones. rectangular maybe? or like a polygon tool to drawn your own? depending on how realistic it is, I'd like to see more airports have their TACAN and ILS info implemented and working correctly. Last I checked (which admittedly it's been a while since I've checked) the Middle East map only had 2 airports with working TACAN at the moment/time. I don't recall the Caucuses having that many either. but if that's realistic, then I'm more ok with it. I'd also love to have a mixed aircraft squadron/group. I get that for realism sake they should all be the same craft. However, For example, if I only own the F-16 and my friend only owns the F-18, it'd be nice if we could make them just part of one group, instead of needing to make two separate groups and set up two sets of waypoints, triggers, ect... not sure if this is even possible, but what the heck. Could a "player entering trigger zone" be an option? so when creating maps that have multiple people playing, have a trigger activate when a specific player enters the zone, regardless of what they're flying?
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