Crielaard
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Everything posted by Crielaard
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F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thats what Im saying... You can lock the laservfrom the same distance. -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No need to test. You can lock it from atleast 12km away. Of not more. -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1. Open the GPS targeting system through the action menu 2. Click on the Set target button 3. Fly within 2.5km of the intended target and lock it up (Square) 4. Setup for your attack and release the bomb (no need to wait for the diamond) Step 3 kinda defeats the purpose of the JDAM though -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think the problem is that the GPS target get's only visible at 2.5km while Armor and aircraft will be visible way earlier. -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My findings: JDAM - The JDAM target still needs to be locked from 2.5km (Settings: 12000m view distance, 12000m object draw distance) - After the lock it works as advertised: 4500m Altitude, 8.0km Range = DIRECT HIT This is way better than the previous version though! nice. Suggestion: Isn't it possible to simply make the bomb home on the Position of the marker's 3D position, using a dubby object? This would even allow the player/pilot to type in a Grid, given by ground forces, rather than clicking a location on the map. HUD The HUD pitch ladders are still way off. Look at the 0-pitch ladder as you pitch up and down. You can see it shifting up and down from the horizon. This makes it unrelyable. The reason or this is that the ladders are projected directly on the HUD glass. Suggestion: The Circle and Gun-reticle displayed in the HUD when selecting weapons are in fact projected in 'infinity'. Which makes it a relyable reference! Is there a way to project the pitch ladders in the same way? That will make them perfect instantly! -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds promising! Going to give it a shot. :cool: -
The target needs to be in a narrow cone in front of you. Not sure how narrow it is. But putting the target in you HUD seems to work consistently for me. Gives very much the 'feel' of the ACM-20 mode of the F16's fire control radar.
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Why dont you just place an empty aircraft with a pilot next to it... Then make him board the aircraft when your trigger fires. Solved!
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F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure ifbI understand your question. Feel free to PM me. -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ill retry I did press "clear" ---------- Post added at 16:02 ---------- Previous post was at 15:25 ---------- *diregard this* ---------- Post added at 17:06 ---------- Previous post was at 16:30 ---------- OK I had a succesfull drop on the GPS: I can confirm izaiak's find that the lockon can only be achieved at 2.5km Even flying at 2000m of altitude I had to pitch my nose down to gain the lock. It is a work arround...but not ideal. After a good lockup I had succesfull BOC drops (Bombs on Coordinates) from even 3500 meters of altitude with over 700km/h @izaiak reference my guide to get an idea on how to get inside release parameters. http://www.armaholic.com/page.php?id=24729 I will expand and modify my guide with this JDAM system @creators: Very neat work! Suggestion to overcome the 2.5km problem: if the actual locking up is hardcoded in ArmA maybe instead make the GPS coordinate not disappear but make it possible to shift it's position. That way you can lock it up before it is actually place on top of the intended target. It would be even more realistic if you disregard the whole locking system and have the physics engine do all the work for you. i.e. you give the bomb a coordinate and you code it so that the bomb simply puts its nose at that coordinate. The physics will do the rest. -
If this was easily found on the website...I feel stupid now. Thanks a lot anyway!!
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THAT put a smile on my face. :D
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Im using buzzards and the Whipeout for a west. But obiously they wont be able to hear eachother. How do I overcome that, while keeping Opfor from hearing them. I.e. how do I equip buzzards with Bluefor radios?
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Yes like the Amase pod aswell. Funny that is these things can't distinguish a missile from a high calliber gun round. Atleast when I was arround, up close. RWR is neither 'all seeing' there are some major 'dead zones' atleast with the F16. ;) There is a reason that JTACs should (and will) call 'SAM launch' when it occurs. Laser detection is indeed a long implemented feature now days. Funny story: one of my collegues once scored a A-A kill with a laser guided hellfire (simulated ofcourse) on an italian jet. Seemed impossible but all evidence was there for a good hit. But we are kinda derailing the thread :p
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"Warning warning" is a systems or engine related call from the bitchin betty. Not related to incomming missiles. Some systems like the ones in RNLAF helicopters give a "Missile Missile" warning. Otherwise the Horn warning from the F16 should be easy to come by. On a side note. It's nonesense to have a missile warning with incomming heat seaking missiles. But thats nit your fault. ;)
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F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I didnt even relise the JDAM with GPS system works. Thought it was work in progress... When I put in a location in the gps system, it gives me the error "remove previous" -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
...what? :Oo: Haha I lost you. -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Whatever they did with it, it's broken. The GBU12's (called LGB12s) have this 5 degree cone you have to be in for a 'lock'. This also exsist with the JDAM but they made it a 1 degree cone or less. Which makes is only realistically possible on real close proximity. Furtherst standoff I was ever able to get a lock (for a split second) was 1200m But wait for the update! GPS guidance is comming! -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Being able to program coordinates with specific bombs would be cool and realistic. Indicators on which have been struck isnt really. (Unless its connected to difficulty mode, that would rock!) -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I got it. ;) So let's do a mini-course on flight instruments here on the forum: A flight path marker gives the actual vector of the aircraft's flight path. Which incorperates wind, derived from the INS (Inertial Navigation System). This is often mistaken for the velocity vector. The velocity vector is a term for the aircrafts direction of velocity through a static air mass. Thus, wind is not incorperated in this since wind is nothing more than movement of the air-mass it's self. With the INS inoperative, the system will be unable to know it's horizontal and vertical other than what it gets from the pitot-static system and AoA (Angle of Attack) indicator movement, so the FPM will merely be a visual representation of the AoA indicator. There for Velocity Vector is technically a bad term. ;) Looking forward to try this update! Great job again! I'll just PM whatever I find for you guys to do with it whatever you want. I don't want to be a public nitpick. :D -
^^ +1 If you can pull this trick off with the UAV turret opperators, you're the man! And I think it's good to have the capability to hand over more weapon authority to the pilot. I'm a realism freak myself and I know for a fact that how it is in Arma by default is NOT realistic. Nice little addon.
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F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Im sorry. I thought, since in the Flightsim community these are very well known parts of the cockpit, you guys would know aswell. Bad assumption from my end. Edited my post. -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Since there is no reply to my PM Ill post the problem with the HUD here. 1. The FPM should point exactly where the aircraft is going. So putting the FPM on the 0-pitchladder should give you a level flight. But it doesnt. The aircraft decents. So noe we have to place the FPM above 0 to maintain level flight. 2. This may be the cause of #1: The pitch ladder doesnt give you a correct visual representation of angles. This is most obvious with the 0-pitchladder; when you pitch up or down you see the 0-ladder moving up and down aswell, thhus not showing where the horizon really is anymore. So it works more like a See-through ADI rather than an actual HUD. This renders the pitch ladder basically useless. It's more like a See-through ADI now. P.S. I noticed the LEFs have allready been fixed with the latest update. Excellent. Acronyms: HUD - Heads Up Display FPM - Flight Path Marker ADI - Attitude Director Indicator LEF - Leading Edge Flaps -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah then we got that straight. :) I really have no clue what Arma's engine can and cannot do. -
F/A-18 Super Hornet and Su-35S Flanker E
Crielaard replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Incorrect Izaiak. Like with the F-16 (I have been in training for), the leading edge flaps increase the critical Alpha keeping the airfoil from stalling. In Fly by wire fighter jets the system gradually extends the LEF's as AoA increases. Obiously the LEF's will also extend in a Landing configuration. When does AoA increase? Yes when flying level and slow. AND In any turn. So in hard turns, AoA will increases tremendously. A non-fly by wire aircraft can therefor stall even at high speeds. You can even stall an aircraft by simply pulling the nose up hardenough. Pulling the stick, moves the elevator up, increasing AoA...passing critical AoA will stall the airfoil. So @Spartan: Yes, the LEF's should be animated with AoA. But it's done wrongly now. How it is done now (atleast last time I checked) as AoA increases the LEF's go up. Again: this is wrong. As AoA increases the LEF's should go down. Will PM you so we can get in touch.