#3506721 - 01/29/12 11:54 PM
Clearing an abort cue
|
Joined: Jan 2005
Posts: 15,827
Mace71
Dread pirate Mace
|
Dread pirate Mace
Veteran
Joined: Jan 2005
Posts: 15,827
Darlington, UK.
|
Just had an 'IAM LAUNCH ABORT' cue on both MFDs and don't know how to clear that so I can make another pass. Any pointers?
I know why it happened as I pressed the pickle button too early and then let go. IAM release confused me a little as it only had one line and the piper with the min/max cues in.
Antec 902 | Intel i7 920 2.66Ghz OC'd to 3.40GHz | MSI GeForce GTX 660 Black Knight 2048MB GDDR5 | Corsair 6GB DDR3 | Coolermaster V8 CPU Cooler | W7 64
"There is only one way to avoid criticism: do nothing, say nothing and be nothing." Aristotle
|
|
#3506975 - 01/30/12 12:45 PM
Re: Clearing an abort cue
[Re: Mace71]
|
Joined: May 2007
Posts: 191
Eddie
Registered Lunatic
|
Registered Lunatic
Member
Joined: May 2007
Posts: 191
|
If you have an aborted IAM (JDAM/WCMD) you cannot clear it as of v1.1.1.0. Prior to 1.1.1.0 is was possible to "re-load" the store using the procedure EinsteinEP linked to above, however this was unrealistic and not possible in reality so the implementation was changed.
If you do perform a quick pickle, you have 15 seconds in which to 'retry' the release after which time the weapon is hung and cannot be released. In reality this would then put you in an in flight emergency state (due to having a hung store), and after landing the weapon would have to be 'repaired' by the weapons techs before it could be used again on another flight.
There are vaious reasons why an aborted IAM cannot be 'reset' in flight, essentially it's due to the fact that once the pickle button is pressed a series of events occur between the aircraft and the weapon and within the weapon itself. Some of these events, such as the weapon's chemical battery being activated are not reversible.
Eddie
|
|
#3507143 - 01/30/12 04:59 PM
Re: Clearing an abort cue
[Re: Eddie]
|
Joined: Nov 2007
Posts: 3,674
EinsteinEP
Just a Noob
|
Just a Noob
Senior Member
Joined: Nov 2007
Posts: 3,674
Tucson, AZ
|
There are vaious reasons why an aborted IAM cannot be 'reset' in flight, essentially it's due to the fact that once the pickle button is pressed a series of events occur between the aircraft and the weapon and within the weapon itself. Some of these events, such as the weapon's chemical battery being activated are not reversible. Which is true of real life weapons as well! I knew this was intended behavior for DCS A-10C, I'm glad to see it's properly implemented. Nice!
Shoot to Kill. Play to Have Fun.
|
|
#3507410 - 01/30/12 10:22 PM
Re: Clearing an abort cue
[Re: Mace71]
|
Joined: Jun 2005
Posts: 16,082
- Ice
Veteran
|
Veteran
Joined: Jun 2005
Posts: 16,082
Philippines / North East UK
|
So we cannot re-set hung stores for all weapons? Or are some weapons exempt from this? And are you saying that once you get a hung store, that weapon is either coming back home with you, or the only way to get rid of it is to jettison it?
Also, aside from releasing the pickle button too early, what other factors can cause a hung store?
- Ice
|
|
#3507518 - 01/31/12 12:25 AM
Re: Clearing an abort cue
[Re: - Ice]
|
Joined: Nov 2007
Posts: 3,674
EinsteinEP
Just a Noob
|
Just a Noob
Senior Member
Joined: Nov 2007
Posts: 3,674
Tucson, AZ
|
So we cannot re-set hung stores for all weapons? Or are some weapons exempt from this? And are you saying that once you get a hung store, that weapon is either coming back home with you, or the only way to get rid of it is to jettison it? It depends on the weapon. Some weapons that have non-reversible processes that start sometime very shortly (within milliseconds) after the pilot hits the pickle button: things like starting a chemical battery, or puncturing a tank of pressurized gas. These weapons cannot be "reset" once the point of no return has passed. And yes, the only way to get these weapons off the wing in the air is to jettison them - unless you're really adept at wing-walking and have all the tools you need to detach the weapon from the rack! Also, aside from releasing the pickle button too early, what other factors can cause a hung store? Internal weapons failures, aircraft/weapon communications issues, and ejection system failures can cause hung stores, but I don't know if those are modeled in DCS: A-10C.
Shoot to Kill. Play to Have Fun.
|
|
#3507669 - 01/31/12 03:52 AM
Re: Clearing an abort cue
[Re: Mace71]
|
Joined: Nov 2007
Posts: 3,674
EinsteinEP
Just a Noob
|
Just a Noob
Senior Member
Joined: Nov 2007
Posts: 3,674
Tucson, AZ
|
To each their own, I guess. I'd love to have a lot more random "minor" failures, like a warning light bulb burnout, or hydraulic pump seize, or CIT sensor failure to find during a ramp start just to keep things interesting. Maybe a radio option for "Hey wrenchy, come fixit". Or a circuit breaker that just keeps popping out at random times. Something to make the jet seem even more real. Right now it's squeaky clean and perfect, even with the scratched paint. Having flown older planes IRL I guess I miss the fun in finding those hidden surprises, both on the ground and in flight.
Shoot to Kill. Play to Have Fun.
|
|
|
|