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Rissala

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Everything posted by Rissala

  1. These can also be used for roadbase operations.
  2. I'm afraid that modular ship damage is still not even announced. IIRC, ED is planning on doing it.
  3. It makes no difference what coord format you use. And all sensor designated TGT/MKPTS are stored as precise anyways. This is evident when designating a point with anything, and then selecting precise. -> The precise coordinates are already there even though you designated with non-precise mode on. I had this thought initially as well, but with the FLIR and Active Pause evidence, the coordinate format factor seems unlikely.
  4. This might be related to this. Not sure.
  5. I see this as fast flickering when the 2 textures overlap. This has been an issue for as long as I remember on the Hornet.
  6. >I can also confirm that the JF17 and Viper do not share this issue. Which is extremely annoying...
  7. The visual issue was fixed some time ago. But the actual tracks that you see with the moving bracket designator are still misaligned above the cursor. Previous report: Pictures showcasing the issue: Track below. SA track misalignment.trk
  8. I made a track in the new patch relased today using FRZ and EXP3 I still got a 42 meter (139.75072ft) error from the middle of the 3 SU-25s (where I aimed) and to the impact craters. I hope this helps :) A-G radar shift.trk
  9. This is not possible currently. (Set at 1500ft) The rockeye can be a versatile weapon, but now it isn't. Edit: Just to clarify, the Rockeye/CBU-99 height fuzes work by setting the burst height on the ground. The HT setting on the plane just changes the attack profile based on the already set height. Therefore the Rockeye/CBU-99 is locked to the default 1500ft burst height limiting its versatility greatly...
  10. Merge the topics? Multiple tracks here.
  11. Yup, the SLAM will always need terminal guidance. Should be a clear issue. Maybe ED could implement an area that the weapon will hit in randomly just like with the artillery bombardment in mission editor.
  12. Thanks for linking. Hopefully ED will notice it and now that the Viper seemingly gets a working solution, they'll fix it for the Hornet as well. At the current state, with the designation drift and the bugged EXP frame update rates, the A/G radar is utterly useless for anything beyond GMT and SEA. Yup. I hope there will be a fix. Such a shame that a feature as beutifully modelled as this is completely useless now as the pilot cannot rely on it due update and movement issues...
  13. This seems like a bug that ED just will not recognise :(. It is honestly frustrating that the F-16 is going to get a workable solution.
  14. See the following thread's later posts. The EXP3 has been bugged ever since it was relased. It does not compensate for the movement between map refreshes. Sometimes you get lucky with a ~20 feet deviation but sometimes you get 100 feet + deviation, depending on the timing between the refresh and movement. I know that the radar is not supposed to be pinpoint, but this is not about that. There is a consistant error that ranges from mild to major relating to the movement and refresh. Linked above
  15. Oh didn't know about this. I always thought the height could be set from the MFD. If this is the case, ED needs to give a solution to this.
  16. False in game livery Unofficial correct livery (skin mod made by finns) IRL reference IRL reference Edit: This is for FiAF Hornets
  17. Rockeye/ mk. 20 fuze fails to initiate at set altitude. They usually always initiate at around 1000 ft. Arguably the best feature of the mk. 20 series bombs is that they can cover a large area if required and kill lots of soft targets in that area. Currently the weapon is way too focused and the setting does not work. In the track the fuze is set at 3000 ft, but the weapon initiates at ~1000 ft. Rockeye fuze.trk
  18. Removing Steam beta also works immediately.
  19. Can we have some more clarity with the bunker busting system currently in place? There seems to be no information on the real damage inflicted to bunkers with DLY and INST fuzes, and since virtually all missions in MP use some sort of bunkers, this information is important. This is even more important when the new penetration physics were introduced. (What is their effect?) For example, how well is the AGM-154 BROACH warhead modelled in DCS and what differences does INST and DLY do in it? Or are GP HE bombs' delay fuzes modelled in any way and what effect does it have against bunkers? Or what differences are there with command bunkers and ammo bunkers in terms of the damage model. Right now it feels like selecting a random weapon and pushing your luck with DLY and INST fuzes with different weapons against different bunkers...
  20. Yep I am aware of this script. My request was aimed to improve the vanilla version of the game. Since most servers do not use this script, it would be nice to get something that is a bit more uniformly adopted by servers and in SP missions. Also, sometimes a player has no idea if there is an IDAS script running on the server or not. Implementing new SAM logic would bring a bit more uniform experience for all since the core logic of your adversaries would be more similar.
  21. For mission creation, there could be a setting in the map/coalition selection that determines the SAM setting.
  22. Simple: - Basically current air defence logic. - Air defence units turn on when the threat is at a set radius from the system even though they do not have the information to do so. - Not very realistic Realistic: - An air defence group requires information for it to turn on. So the logic change is that either the system is always on (ALARM STATE red), or turns on when the information is recieved. - The information is supplied from a search radar in the same group as the air defence system. - There is a true/false setting available for all radars in a group, that can set select radars as the information source(s) for the whole group. - This information sharing can extend to other groups with the mobile command post unit. Example setup: 1x SA-6 battery 2x SA-15 1x EWR as the source. A plane approaches. The SA-6 and 15 are silent until SA-6 is close to the interception range. A cruise missile is launched at the site. SA-15s turn on at interception range. This logic is followed as long as there is a source of information for the group. (set in mission maker) For a site without a source and ALARM STATE green, the site could wake up when a threat plane is in visual range or when there is a casualty in the group. When a cruise missile gets in visual range, the site does not wake up as it is bold to assume that anyone would see it. There could also be a setting for what to do when source is destroyed: Go red, go vis only, or find a new source such as SA-11 Snow Drift. These are the first steps towards IDAS. The current sam logic is just plain unrealistic when the sites wake up without any information source. A lone SA-15 should never wake up to intercept a HARM at 60k ft. This makes air defence units better when they have a range source of the threats, but worse when they don't, just like irl.
  23. "Do you mean you tried to press A/A master too quick, with weight off wheels? " Yes, I wrote the instructions on the first post. You need to press the A/A switch when the wheels are in motion (but off the ground) for the bug to happen. If you cannot reproduce yourself you can watch the track. (latest OB) " I tried selecting Amraams before the wheels were completely up and... what you said. I was still able to fire the weapons without HUD symbology" You need to press the A/A switch to enter the A/A master mode. If you select a weapon while trying to reproduce this it seems it works fine. "Was someone 'vulching' above you during your T/O roll making you rush?" Yes . Our base was getting attacked so I just took 1 extra fuel tank and took off asap. (yes I did wait for the rearm) When you are in a rush you are in big trouble if the logic fails in your systems.
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