Link 16 things you want in the next update
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Not that heavy, nor that draggy. It’s a 9G jet at that point, and depending on the config might also be a CAT I jet at that point.
It’s a 9G jet when they are empty, but they are still draggy. The jet is still not nearly as sporty as without the tanks. Like Mover said, if it had been a real fight between the Mirage and the F-16, he would’ve punched off the tanks.
Interesting story in the red eagles book. Regular F-14/15/16/18 pilots were given the chance to fight the secret migs in the Nevada desert during constant peg. They got briefed to fly to a certain location in the air and show up ready to fight, meaning don’t be carrying any external fuel tanks.
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can we have the bright option activated for the panel lights? The F-15E is very bright but the F-16 has only one level & two for the flood. Also would be nice to active tail & refueling lights for night missions to make the other jest more visible on ground in night missions.
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Set the standard Laser code to 1688, or fix the bug so that it shows 1511 on the loadout page.
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LGBs don’t/can’t show their codes - they don’t talk to the aircraft.
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x
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Cool and fancy. But cost perfo and ressources. Much more critical and important to do on the top of the list.
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My first post!
How about animated (two-position) service doors? Like EPU gauge door, JFS accumulator door etc… open at ramp start. They could switch to the closed position after the BIT is done.
Basic Crew Chief animation? Like at the start of ramp start it would be stationary behind the AC with the head-set on. After EPU pull would show Pin in Chiefs hand, switching to parade rest at chock removal…
Hand Signals could be incorporated into the Comms menu i would think. That’d be cool.No offence meant, but by chance are you coming from DCS World?
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LGBs don’t/can’t show their codes - they don’t talk to the aircraft.
the load out screen shows 1688, but as soon as you type in a number it shows that 1511 was already set.
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the load out screen shows 1688, but as soon as you type in a number it shows that 1511 was already set.
Do the LGB codes get dialed into the jet elsewhere and hard set? That would be convenient, but I’m pretty sure it’s not the case…I’m still thinking that the loadout screen shouldn’t show codes for stores, just for the laser. In any event when you type in a code it should override what ever was in there…starting to sound goofy all the way around.
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Do the LGB codes get dialed into the jet elsewhere and hard set? That would be convenient, but I’m pretty sure it’s not the case…I’m still thinking that the loadout screen shouldn’t show codes for stores, just for the laser. In any event when you type in a code it should override what ever was in there…starting to sound goofy all the way around.
I’m a FNG so I can be completely wrong but . . . The way I understood this is . . .
Ground Crew enters laser code in actual bomb prior to loading or takeoff. This can’t be altered by pilot in flight
Pilot has access to the onboard laser’s code which he sets to match the code that was entered in the weaponThe loadout screen is the “weapon” and you set the code to match that in the UFC/DED
My understanding was that the loadout screen and the plane were both set to 1688 by default requiring no changes from the user unless you were going to “buddy lase” and also in multiplayer where I suppose each person carrying LGBs would need their own unique code
Everything I just said could be wrong though
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I’m a FNG so I can be completely wrong but . . . The way I understood this is . . .
Ground Crew enters laser code in actual bomb prior to loading or takeoff. This can’t be altered by pilot in flight
Pilot has access to the onboard laser’s code which he sets to match the code that was entered in the weaponThe loadout screen is the “weapon” and you set the code to match that in the UFC/DED
My understanding was that the loadout screen and the plane were both set to 1688 by default requiring no changes from the user unless you were going to “buddy lase” and also in multiplayer where I suppose each person carrying LGBs would need their own unique code
Everything I just said could be wrong though
That’s a pretty good understanding, but what you’re leaving out is that the only thing the airplane “knows” is what is in the Laser because the weapons don’t talk to the aircraft - and that the Stores page should reflect that in all cases (if it reflects it at all - I would think it would only show in the FLIR page or the DED but I need to double check the mech; I guess it could show beneath the pod on the Stores page). So if the laser has 1688 set, the Stores page should reflect 1688 or whatever you set - at all times - even if the weapons are set to something else; the weapons shouldn’t show anything. The jet may hang onto whatever the last set code was, but only until you power on the pod/Laser. That’s the real bug - the page isn’t following the Laser. It can’t follow anything else…or it shouldn’t.
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So if the laser has 1688 set, the Stores page should reflect 1688 or whatever you set - at all times - even if the weapons are set to something else; the weapons shouldn’t show anything. The jet may hang onto whatever the last set code was, but only until you power on the pod/Laser. That’s the real bug - the page isn’t following the Laser. It can’t follow anything else…or it shouldn’t.
Ahhh OK I get ya . . . I wasn’t understanding the real issue. That makes perfect sense as you are correct as I understand it the plane can never know what the weapon(s) were set to and should only reflect what was entered manually (or through the DTC??) by the pilot. I know where to see/set this in the UFC/DED - Not having fiddled around with LGBs yet past reading the -34 (still getting MAVs and JSOWS proficient) I wasn’t aware the laser code showed on the MFD and that it would display incorrectly
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Do the LGB codes get dialed into the jet elsewhere and hard set? That would be convenient, but I’m pretty sure it’s not the case…I’m still thinking that the loadout screen shouldn’t show codes for stores, just for the laser. In any event when you type in a code it should override what ever was in there…starting to sound goofy all the way around.
The arming screen is the place where the pilot gets the bomb code to set his avionics for a correct release. Just like any pilot would get at brief or preflight.
It is the only way bms can set bomb code and it is just perfectly convenient.Pilot doing laser delivery should just ensure they record the bomb code before flying. I don’t see where the problem is?
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That’s a pretty good understanding, but what you’re leaving out is that the only thing the airplane “knows” is what is in the Laser because the weapons don’t talk to the aircraft - and that the Stores page should reflect that in all cases (if it reflects it at all - I would think it would only show in the FLIR page or the DED but I need to double check the mech; I guess it could show beneath the pod on the Stores page). So if the laser has 1688 set, the Stores page should reflect 1688 or whatever you set - at all times - even if the weapons are set to something else; the weapons shouldn’t show anything. The jet may hang onto whatever the last set code was, but only until you power on the pod/Laser. That’s the real bug - the page isn’t following the Laser. It can’t follow anything else…or it shouldn’t.
Define ‘store page’.
On the F-16 :
If you are talking about the DED page LIST -> MISC -> LASER, the 2 codes there are the Laser code and the LST code, both on the pod.If you are talking about the SMS -> CNTL page for LJDAMs (GBU-54 and the like), you can see and change the laser code used by the bomb there. It can be different from the pod code. It is initialized as the loadout page’s code but can be changed.
If you are talking about any SMS page for Paveways (so pure LGBs), BMS does not display a laser code there. The code used by the bomb is what you set in the loadout screen -IRL, that would be the code set by the weapon handling crew. There is no way to access the ‘true’ code set in the bomb in the aircraft.
I’m not sure what happens in the real F-16 there actually. On the A-10C you can set a code for each LBG as per what the weapon cards tells you… BUT, contrary to what happens in e.g. DCS, that does not change the code of the real bomb. -
Define ‘store page’.
On the F-16 :
If you are talking about the DED page LIST -> MISC -> LASER, the 2 codes there are the Laser code and the LST code, both on the pod.If you are talking about the SMS -> CNTL page for LJDAMs (GBU-54 and the like), you can see and change the laser code used by the bomb there. It can be different from the pod code. It is initialized as the loadout page’s code but can be changed.
If you are talking about any SMS page for Paveways (so pure LGBs), BMS does not display a laser code there. The code used by the bomb is what you set in the loadout screen -IRL, that would be the code set by the weapon handling crew. There is no way to access the ‘true’ code set in the bomb in the aircraft.
I’m not sure what happens in the real F-16 there actually. On the A-10C you can set a code for each LBG as per what the weapon cards tells you… BUT, contrary to what happens in e.g. DCS, that does not change the code of the real bomb.Yeah - you got it all. That’s all how it works. What I don’t recall is how an LJDAM fully works because in general I’ve never used a laser with one even though I could…personally, if I thought I were going to need to do something like that (like against a moving target, which is the only real reason to do that) I’d prefer to use an LMAV.
“Stores” are anything hanging under your wings or on pylons. There is a page that will show you your wingform and everything hanging on your jet - in my world it’s the STORES page, but I think in the Viper pit it’s WPNS or WPN…I also recall a jet where it was WEP page…I’ve been out of the Viper for a bit - RL has me distracted presently.
I’m going to have to check, but I think that in RL you are not able to change the code for any variant of LJDAM…I think - I could very well be wrong about that. That particular family of weapons does talk to the jet so it could be possible, and as I’m used to it has it’s own PGM page and I think that’s where I’d change it’s code (if I can). I’ve never played with LJDAMs in the Trainer. My turn to figure it out…
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“Stores” are anything hanging under your wings or on pylons. There is a page that will show you your wingform and everything hanging on your jet - in my world it’s the STORES page, but I think in the Viper pit it’s WPNS or WPN…I also recall a jet where it was WEP page…I’ve been out of the Viper for a bit - RL has me distracted presently.
That would be the SMS (Stores Management?) page I believe
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That would be the SMS (Stores Management?) page I believe
Right again, I believe - Stores Management Set. In my world the SMS page is a sub-level of a BIT (Built In Test) page, and the STORES page is the wingform status view.
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I think he means arming screen in 2D. There`s “laser code” there.
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….so - after some investigation, I believe BMS is doing what it should be doing re: LJDAM and laser codes. It looks a bit goofy, because one can change the code in the weapon - but as far as I can tell it has to be done in weapon programming and it won’t (and shouldn’t) follow what you do with the laser…which makes sense if you think about it a bit. If 1511 is the default, then that’s what will show initially, and that’s ok. Crew has to take action to set both the weapon and the laser to Mission briefed codes - which I assume can also be done in WDP(?) and is probably where one should do this.
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As has been previously mentioned. Laser codes are set in the arming window (where you can change stores for your jet), while in 2D, before you commit to 3D, works exactly as expected for me.