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The main gun used on the Samuel L Chase (Arthur Middleton-class attack transport) carry 4x 3"/50 (7.62 cm) Mark 22 and a 1x Mk22 3in/50 The problem with DCS is that there seems to be a "standard" shell for all of them, with an anti-aircraft function that doesn't fit with reality. On fact, the SLC has only a bar with 40mm cannon ammunition The 3"/50 (7.62 cm) Mark 22 has that ammunion: AP Mark 29 Mods 1 and 2 HC Mark 27 Mod 1 1 AA Mark 23 Mods 1 and 3 1 AA Mark 27 Mods 1 and 4 1 AA VT Mark 31 Mod 1 Illum Mark 21 Mods 1 and 3 Illum Mark 24 Mod 1 Illum Mark 25 Mod 1 About AA ammo: The AA Mark 23 and its associated Cartridge Case Mark 3 were considered to be obsolete by the end of World War II. HC Mark 27 and AA Mark 27 were the same projectiles but assembled with different fuzes. These 3" (7.62 cm) HC rounds were unique in that they were the only ones of that type issued by the USN that did not have a base fuze in addition to a nose fuze. Mk22 3in/50 ammunition: AAC Mark 34 Mod 10 AAC Mark 35 Mods 1 to 12 AAC Mark 47 Mods 0 and 1 AAC Mark 49 AAC Mark 52 AAC Mark 56 Common Mark 32 Mods 1 to 4 AAVT Mark 31 Mods 1 to 11 Special Common Mark 38 Mods 1, 2 and 3 Special Common Mark 46 Mods 1 and 2 RAP Mark 57 2a Illum 3a Marks 27, 30, 44 and 45 WP Mark 46 Chaff Mark 78 Projectile Description: Special Common had a windscreen with a thin hood and the body was strengthened to enhance its armor piercing qualities. Postwar, some Special Common were given a dye bag for spotting. Available colors were blue, green, orange and red. Common Mark 32 had a windshield but no cap. AAC Mark 35 and Mark 49 projectile bodies could be used with Point Detonating (PD), Mechanical Time (MT) or with proximity (VT) nose fuzes. When issued with MT or VT fuzes they were considered as being AA rounds, but when issued with PD fuzes, they were considered to be HC rounds. Changing the fuze also resulted in slight changes in the total projectile weight and burster weight. For example, the Mark 35 with a PD fuze weighed 54.3 lbs. (24.63 kg) total with a 7.55 lbs. (3.42 kg) burster. Controlled Variable Time (CVT) fuzes were introduced post-war. AAC Mark 35 could also be issued as B.L.&P. or as B.L.&T. for target practice. Projectiles that used MT or PD nose fuzes had an instantaneous contact type base fuze while a blind plug was used in place of the base fuze for those projectiles using VT nose fuzes. The AAC Mark 47 was designed as a heavier projectile using new, lighter weight fuzes so as to maintain the same overall projectile weight. However, the fuzes never appeared, so only a few thousand of the Mark 47 projectiles were manufactured. Window and White Phosphorous (WP) rounds were available, many as special Mods of the Illumination Mark 30, Mark 44 and Mark 45 projectile bodies. Chaff rounds were available for jamming different radar types. Chaff Load Mark 15 was for X-band while Chaff Load Mark 21 was intended for S-band. Chaff projectiles used a MT nose fuze that triggered a small ejection charge and the loads were dispensed through the base of the projectile. About ammunition: Outfits listed are the design figures. Pre-war destroyers normally carried about 100 to 150 rounds per gun plus 100 - 120 illumination rounds per ship with the balance carried in magazines on Destroyer Tenders (AD). After 1940, outfits for most destroyers were increased to the design figure plus about 200 illumination rounds per ship. As the war went on, ammunition stowage on new designs was increased where possible. Some examples: Late war Fletcher (DD-445) class carried 525 rounds per gun in magazines plus 50 ready rounds per gun (these totals may include illumination rounds). The A.M. Sumner (DD-692) class carried 352 rounds per gun in magazines plus 50 ready rounds per gun. The A.M. Sumner class also carried 292 illumination rounds per ship in magazines plus 48 ready illumination rounds per ship. This was same capacity for the Gearing (DD-720) and Robert H. Smith (DM-23) classes. This large increase in ammunition weight over the design figures resulted in destroyers losing two to four knots in maximum speed from the design specifications. However, the stowage for pre-war destroyers could not be so greatly increased. For example, the Farragut class destroyer USS Aylwin (DD-355) had about 250 rounds per gun in magazines plus 50 ready rounds per gun in 1944. The rebuilt USS Selfridge (DD-357), which had traded her eight SP guns for five DP guns after receiving torpedo damage in 1943, carried about 43 ready rounds per gun and 260 rounds per gun in magazines. She also carried 22 ready illumination rounds per gun and 85 illumination rounds in magazines. By 1945, the new battleships in their magazines carried 500 rounds per gun, primarily AA Common and AA VT, plus 40 special types per gun. In addition, they had 55 ready rounds per gun. The older battleships that had replaced their mixed secondary batteries with a uniform battery of 5"/38 (12.7 cm) guns were able to store roughly the same number of rounds of ammunition as they had for the older guns. For example, USS Nevada (BB-36) during the Normandy operations in 1944 carried an outfit of 7,426 AA Common rounds (equivalent to 464 rounds per gun) vs. 4,830 5"/51 (12.7 cm) rounds and 2,400 5"/25 (12.7 cm) rounds. Ready rounds for all ships with base ring mounts were stored in the upper handling rooms which were located directly beneath each mount. Ships with pedestal-mounted guns had their ready rounds in splinter-proof boxes located near the guns. Outfits for most ships during the early part of World War II consisted primarily of AA Common plus illumination rounds. As noted above, changing the nose fuze type allowed these rounds to be used as AAC or as HC. The Porter (DD-356) and Somers (DD-381) classes as originally built with SP guns carried mostly Common rounds, but they did carry a few AA Common rounds which were intended for use against torpedo bombers and other low-flying planes. Starting in late 1942, AA VT projectiles were introduced and became increasingly available as the war went on. By the middle of 1944, most front-line ships had about three AA VT rounds for every one AA Common round. The usual practice was to fire this ratio at attacking aircraft. The smoke puffs created by the time-fuzed AA Common rounds allowed the fire control officers to assess and correct the accuracy of the firing control solution and also provided target guidance for the gun crews of the shorter-ranged 40 mm and 20 mm AA guns. VT fuzing reduced roughly in half the number of rounds fired per aircraft shot down. A notable success with VT ammunition was that of USS Abercrombie (DE-343) which shot down a Ohka (Baka) rocket glider bomb in May 1945, firing only two rounds. From: http://www.navweaps.com/Weapons/WNUS_5-38_mk12.php http://www.navweaps.com/Weapons/WNUS_3-50_mk10-22.php
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Mission Start Issues, Show stopper for air-start missions
BIGNEWY replied to LeCuvier's topic in Bugs and Problems
great to hear you solved it. enjoy -
When I use Sniper and zoom on the airport the lines are dotted and these dots are moving. I am aware that the image quality shouldn't be very good but the objects shouldn't be pixelated so much. They should rather appear as blurry and with a grain effect
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Mission Start Issues, Show stopper for air-start missions
LeCuvier replied to LeCuvier's topic in Bugs and Problems
Thanks for checking. I reviewed on my end and it was a binding to the airbrake. -
Sorry, not at this time.
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I have the same issue. The same modules in-game, have the correct text. This is only a launcher issue (for me).
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Changes to the behaviour of net.dostring_in()
Special K replied to BIGNEWY's topic in Scripting Tips, Tricks & Issues
I am using exactly that in my bot, which is running on some 550 servers these days. And there is no issue at all in doing it, people just need to add the 2 lines. If your server is either using my bot or running on one of the big hosters like Fox3 or MasterArm, you are good already also. So it will affect self-hosted servers, yes, but again, just add 2 small lines and you are happy.autoexec.cfg There would be the need to do it at 2 places, because you need to either do it in the GUI for clients or in the WebGUI for servers. And yes, that is an option. We do not have this option for anything in MissionScripting.lua also since ever (which does not make it better, but just as a reference). The majority of people will just not need it at all. -
Aha. I see. thx
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Hi, no, it would not be correct for the F/A-18C we have modelled. thank you
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Sorry for the stupid question but will the F-18 also get the new simulated TGP ? Like the ATP for the F-16?
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ZACHI started following Hornet & Viper HUD Edits + info how to tweak to preference
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Changes to the behaviour of net.dostring_in()
eekz replied to BIGNEWY's topic in Scripting Tips, Tricks & Issues
By the way, why wouldnt you just add a checkbox in DCS menu that would do the same thing as autoexec? The problem is that it seems nobody accounting the fact that majority of users won't bother going to cfg files and editing them. Want an automatic spawn? go donwload and install the script, want a mission to work? - edit .cfg.. etc. Users are not coders, and have better things to do thant editing files in order to try something new. Give some love to UX please, that's what DCS needs for years. Despite being probably on of the best products outhere in terms of APIs, scripting, it severely lacks in UX/UI -
FPV Quadcopter Drone [v0.9.0 beta]
Tanuki44 replied to nibbylot's topic in Flyable/Drivable Mods for DCS World
Waiting for the authorization of Nibbylot, for the publication of the submod, there are two grenades or a mortar shells or two lazy smoke bombs Submod Features v1.0 *********** Add HUD with vertical view for dropping with Velocity Vector, Slip Indicator, Ground Speed, IAS, Altitude, Heading, Bank Add Camera View inclinable 0 to -90° Add 'LOW Battery' alert if <= 10%, red flashing Add 3x ammunitions droppable Add SunVisor Add NVG view Improved ground stability The angle mode is selected by default at startup Advice At start, the engines must be started with the lowest power level. Zip archive is OVGME compatible -
I did myself a comparison and I do not see any error here, very accurate simulation. There are of course scenarios we cannot compare due to lack of reference material.
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Moin zusammen, ich weiß nicht wieviele wirklich den CH-47F fliegen, aber da es noch keinen Thread hierzu gab, wollte ich den Schritt mal gehen. Ich habe mich in den letzte Tagen viel mit dem dicken Ding beschäftigt und bin echt begeistert. Das Flugmodell ist zu Anfang gewöhnungsbedürftig, gerade durch das AFCS, aber wenn man das erstmal verstanden hat fliegt sich das dicke Ding unfassbar gut und vor allem einfach. Leider finde ich, geht die Entwicklung echt langsam voran, aber ich bin froh um jeden Patch der neues für den CH-47 liefert. Und man merkt deutlich dass das Ding noch recht weit am Anfang steht, kaum ein System ist annährend fertig und wie schon geschrieben, es sind leider immer sehr kleine Schritte die gemacht werden. Dennoch ein wunderbares Modul wenn es ums bewegen von Fracht geht. Ich weiß nicht genau obs wirklich mit dem Patch gestern (23.07.2025) kam, aber das Ding kann nun MGRS verwerten.
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Mission Editor Request: AI Search zone types
Northstar98 replied to Tom P's topic in DCS Core Wish List
Yes would absolutely love to assign a trigger zone to be the zone the AI searches in, instead of being limited to a circle.- 2 replies
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- mission editor
- zones
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(and 2 more)
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Yep and even if you're not a texture artist - when using "X: COCKPIT PERFORM CLICKABLE ACTION" action on certain rotary switches, the modelviewer is useful for determining what the value should be for the selection you want without having to resort to trial and error.
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Welp...can't say you can't do a super hornet anymore...
Kang replied to CallsignPunch's topic in DCS Core Wish List
I'm sure the need to develop meaningful electronic warfare all around into the core of DCS makes the Growler prohibitively elaborate. That and its silly name. -
New B-52 loadouts crash dcs
Northstar98 replied to KevinAu's topic in Aircraft AI Bugs (Non-Combined Arms)
Reproduced. I don't have an issue the first time going into the loadout editor and running a mission. However, if I subsequently exit the mission, return to the mission editor and open up the loadout editor, I'm sometimes left with this: I am unable to interact with just about everything, though closing via the taskbar does cause "do you want to save" and "are you sure" pop-ups to immediately open, but clicking on them achieves nothing. The only way to close the game from this state appears to be via the task manager. -
Changes to the behaviour of net.dostring_in()
Kang replied to BIGNEWY's topic in Scripting Tips, Tricks & Issues
Yes, but hasn't that been @cfrag's entire point, quite exactly? -
need track replay George shut down timing
JaroGrozni replied to lead dispenser's topic in Bugs and Problems
Did you turn ON the APU before shutting down the engines?