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currenthill

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Everything posted by currenthill

  1. I'm just finalizing a double asset, the Iskander-M with two 9M723 SRBM and Iskander-K with four 9M729 LACM.
  2. MIM-104 Patriot SAM 1.1.0 released! Changelog Version 1.1.0 Added minimum weapon range indicator in ME and F10 map Fixed the PAC-2 GEM/T anti ballistic missile performance Fixed the PAC-3 MSE anti ballistic missile performance Fixed the PAC-3 MSE hit-to-kill accuracy in general Fixed the alarm state interval for each MIM-104 asset Fixed AN/MPQ-65A radar emission azimuth Fixed AN/MPQ-65 and AN/MPQ-65A max altitude Changed the front of the AN/MPQ-65A radar surface Changed AN/MPQ-65A simultaneous targets to 16 Changed AN/MPQ-65A radar range to 140 nm
  3. At long range that's actually not that unrealistic. The PAC-2 is a TVM missile which depends on the STR keeping the lock on the target. When locked, the Tu-160 will enable it's ECM and break the lock, whereas the missile will self destruct. The Patriot system will then have to wait until the Tu-160 is in range to burn through its ECM system. You can always test this by setting the Tu-160 to have the ECM turned off always.
  4. Probably not in the immediate future. I have a lot of other assets that needs attention and the T-64BV works fine, except the conflict with an other mod. Yes and no. For HARM IDs you need my package since Nightstorm's package only contains the RWR. For RWR you can use Nightstorm's package, but it won't be as updated as mine in regards to my assets (by obvious reasons). For example the Nightstorm's current version are missing the Tor SHORADs. I release new assets rather often, that's why I'm keeping my own RWR list also. And you can of course combine the two lists yourself.
  5. RWR and HARM IDs 1.0.0 released! Changelog Version 1.0.0 Release version On my site you will now find a tab called RDR which will have the latest version of my RWR and HARM ID package. These install either with OvGME or manually into the program folder, just check the folder structure in the package. There are two files in it, the first one is the RWR definitions for my assets and the second one is the HARM IDs. I've tried the HARM IDs by manually adding the codes in the F-16 and it works. But I'm no Viper/Hornet pro, so you'll have to try it out. On my site you will also find an overview of all the codes per asset. The RWR definitions does not include the ones Nighthawk have added, it's only core game plus my assets. I have to think of a way to maintain this efficiently.
  6. Yep, that's what I usually do. But this one is different, since one of the main features of the Pantsir is its capability to fire while moving. So I can't rely on the red and green state, because that would make the jacks deploy while driving when engaging a target. So for the Pantsir I had to make them static. So, for those who want them statically positioned in a mission, just enable them in the ME according to the picture below.
  7. I'm almost done with the new MIM-104 Patriot release. One of the changes is a more correct front for the AN/MPQ-65A.
  8. It's the two states that every DCS unit can be in. Default is alarm state green, but when an enemy is detected (by radar, visual, datalink etc) it turns to alarm state red. It's the alarm state change that makes the unit turn on radars, flip covers etc. You can force the alarm state per unit in the ME. I always suggest putting SAM systems in alarm state red so that it's correctly deployed and ready to engage. Because all units have a alarm state time set, and for a SAM system you don't want to be deploying hydraulic lifts while cruise missiles are flying over your head. I try to make good use of the two alarm states for every asset I make.
  9. Pantsir SPAAGM 1.3.0 released! Changelog Version 1.3.0 Added minimum weapon range indicator in ME and F10 map Added prefix to asset names Changed max elevation for missile launchers Fixed issue with asset not engaging ECM enabled targets correctly Fixed dust and dirt effect position when moving Fixed turret rotation glitch when returning to green state Fixed EOS covers not closing when returning to green state
  10. Correct. I've just made a list of assets I will have to update.
  11. Tor SHORAD 1.1.0 released! Changelog Version 1.1.0 Added minimum weapon range indicator in ME and F10 map Fixed issue with asset not engaging ECM enabled targets correctly Fixed dust and dirt effect position when moving Fixed turret rotation glitch when returning to green state Fixed weapon bay doors not closing when returning to green state
  12. Hm, I've been looking into this ECM issue. And it's a great find by @patpatpowercat. The AI behavior is very strange in these cases, primarily the SHORAD type assets since the span between minimum and maximum range is very short. It affects aircraft equipped with ECM and when they turn it on, they more or less become invisible even down to eyeball ranges. The SHORAD assets works as intended if the targets aren't using ECM. The reason the DCS core Tor (for example) works is because ED use a very simple radar configuration for it, which doesn't use separate radar channels. This means it will fire two missiles, but only at one target at once. And even the older Tor M1 had two simultaneous channels, whereas the M2 has four. So that's not a good enough solution for me. So I'm going to have to do more testing and find some sort of workaround, since I'm pretty confident that the current configuration is done correctly (in theory I mean, since something hinders it from functioning as we want). I'll keep you updated.
  13. Thanks! I've tried it. And it's definitely an ECM issue. I'm going to look into this further to see what's causing it. Very strange.
  14. Strange. Could you maybe create a super simple miz-file where you encounter this issue. Because I just ran a mission with a single Tor M2 against one or two Hornets at 15 000 ft and the first missile/s were defeated with ECM, but the Tor would then re-engage and take them out. I ran this like 30 times without any issues.
  15. Thanks! There is no complete manual for it. But there is some documentation in the 'Documentation' folder. null You also have the kneeboard in the cockpit.
  16. Hey! Thanks for the suggestion. But I think my newly implemented naming convention makes it easy enough to find my assets in the ME. All my assets are then displayed together in the ME selection lists. I like the idea of adding CH to the packages though. And I'm well aware that I've not been consistent with the displayed names of my assets. I will make a decision and update them all to the same convention. [CH] <Asset name> <Asset type> [CH] Tor M2 SHORAD
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