Maverick forced TGP in loadout
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This may be true also for other blocks, but with BLK40 whenever I load up any maverick I get also Sniper TGP in loadout and it cannot be switched off. I don’t know if it is a feature, but I should be able to use mavericks also without the forced TGP, moreover when I use A or B version, which do not support TGP handoff, although TGP can be used in identifying and marking targets. Is this a feature or a bug? Can it be somehow deselected from user side? Thanks for answers.
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it was done so to ensure compatibility of training mission (in flight start) it will be changed in future version
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This may be true also for other blocks, but with BLK40 whenever I load up any maverick I get also Sniper TGP in loadout and it cannot be switched off. I don’t know if it is a feature, but I should be able to use mavericks also without the forced TGP, moreover when I use A or B version, which do not support TGP handoff, although TGP can be used in identifying and marking targets. Is this a feature or a bug? Can it be somehow deselected from user side? Thanks for answers.
It took some hundred user requests to be implemented this way quite some years now, well this is the first post-request ever to request removing this…
But anyway, RD gave the answer 4 all to be happy.
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No, there has been at least one other thread asking that this be removed before.
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Just dont use the TGP when using 65s. The TGP can be useful in A2A to VID contacts.
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In fairness, it is also an increase in weight and drag, and a decrease in allowed sym and rolling accel G. And allowed airspeed. There are certainly reasons to not want to take one. Although, with how poor the real mav sensors are, those reasons are generally not considered to overwhelm the perks of carrying a targeting pod on missions you would carry mavs on.
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In fairness, it is also an increase in weight and drag, and a decrease in allowed sym and rolling accel G. And allowed airspeed.
Unless I’m mistaken, only weight and drag are implemented in BMS 4.33, which means there’s little penalty implied by carrying a TGP now.
@Darkarrow : You can also modify the aircraft .dat file so that it doesn’t carry a TGP at all (it’s not difficult). It’s useful if you fly 80’s/90’s campaigns with blocks that didn’t carry TGPs at the time, but may be a bit cumbersome if you only want to get rid of the TGP from time to time, because you’d have to modify the file back and forth.
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I thought you mistaken, but a brief test reveals you are quite correct. I guess its not the worlds easiest thing to sort out the logic for what is realistically a complex interaction.
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Unless I’m mistaken, only weight and drag are implemented in BMS 4.33, which means there’s little penalty implied by carrying a TGP now.
you’re not mistaken, it is correct.
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Thanks for the confirmation.
Notice I choose not to carry a TGP when I’m on a mission where maximum performance of the aircraft may be required though, even if the game doesn’t quite demand it, as a consequence of the “realism first comes from the virtual pilot” motto that’s so dear to Dee-Jay. -
Really thanks to all the answers in this thread, I am fully aware that using TGP brings a lot of advantages. I was more thinking about the lines of simulating 90’s scenarios with older mavericks. I’ll look into the *.dat file
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The main problem is it spoils the look of the jet - I would rather die looking good
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…because as a friend once told me about skiing - “it’s not how you do, it’s how you look doing it”.