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Everything posted by Robin_Hood
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Pretty sure you can make additional skins without overwriting old ones, using the Liveries folder (either in DCS World/Bazar/Liveries, or in Saved Games/DCS/Liveries). Make a description.lua that will call the texture file(s) that you need. These texture files will have to be added via a mod. If you don't know how to do that, ask away :)
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I know this is an old thread, but since it didn't got a definitive answer, I'll put it in here for others who might come across the same problem, as have I today. The problem is with the setting of the AWACS. The Invisible action should be placed before the Orbit option, or it will be ignored. The Immortal action will probably be ignored too. Not sure if it's intended, but apparently when it comes to the Orbit action, the game stays there (as long as it is orbiting I imagine) and ignores the others. If you push those actions up, and let Orbit be the last one, it should work. This will not work: But this will work:
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I have the same experience. It used to work as a toggle, though.
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Entropy has posted his POV of the whole thing (sunday) on Youtube here: It is not the POV of the JTACs, obviously, but he does work with us during the course of the video.
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Indeed there is an oil field around there. There should be an oïl refinery in Tuaps I think also, but it is not present in game. IIRC, it should take up almost all of the southern bank of the river.
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Sure, but this is probably not what we are seeing here (those kind of errors would be more random). I am under the impression that the designation is inaccurate. I tried designating a target from ~4 miles in a 20-30° dive, and when coming closer and closer, I can see that the impact point is behind what I designated. I don't know if this accounts for most of the problem, or if what I am seeing is inaccuracy of the cross placement in the HUD (wasn't it supposed to go, BTW ?), but it could count for something.
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Sorry, I can't make it for 1700Z; 1800Z, possibly.
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I would be interested as well, to flesh out my knowledge in this regard. Question : I understand from your OP that this will be 1 theory lesson session, followed on different days by 2 events to put it in practice (3 separate days on the whole) ? I normally fly @1900Z, but could probably make 1800Z if needed.
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Yes, indeed, these were not entirely finished and polished, but I plan to add the version used next time (indeed I did just that on a previous similar undertaking). I may make a quick test for ITR (which is much quicker to do) just to see if it has changed a lot in this regard (although I expect that STR has changed more), but I have halted the tests at the moment. I am waiting for the FM to stablilise a bit (last changelogs had FM changes), although I don't really expect the FM to stay the same after my next series of tests anyway (fine tuning a FM being a long process).
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I think this is as good a place as any to put this. Here are some charts that I did for the DCS Mirage 2000C. It shows the maximum instantaneous and maximum sustained turn rates. Please note: I only did one configuration ; I did 20kft but haven't made the full E-M chart yet, so attached is the turn rate only ; also these were made in march and therefore obsolete (I should do them all over again with the latest FM changes), but nevertheless I think they are a start. Everything comes from in-flight testing. Here we go, I hope you find it useful.
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Problem is, the KC-135 we currently have is boom-only. I hope ED will have us a probe-and-drogue compatible KC-135 with the F/A-18C, at least, if none has come out yet. The best would be to be able to choose which configuration in the payload screen: boom only, boom drogue adapter, or MPRS (Multi-Point Refueling System).
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[REPORTED]MLWS not detecting Stinger/Igla missiles
Robin_Hood replied to Rex854Warrior's topic in Bugs and Problems
I just tested it in the latest release, and it seems fixed there at least. I have tested with these exact units : - Russian Igla-S - Georgian Stinger - Georgian Igla All gave a launch warning - track attached. To be fair, though, the very first time I tried, against Igla-S, I didn't have a launch warning. But I don't expect this kind of system to be infallible. MANPADS MWS.trk -
Thank you for your researches! It clears up the mystery a little bit.
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This, probably. Pressing Shift while DCS starts-up will give you the activation prompt. I get it constantly (because I'm often writing stuff somewhere else while starting DCS).
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Hi all, I have what would seem to be a simple question: in the sim, Germany has two Roland vehicles, the Roland ADS and the Roland Radar (or Roland EWR). I am wondering, anyone know where to find more information about that search radar ? Name, designation or something ? I haven't been able to find a single picture matching it, or reference to it. The closest I have come is some sites mention the CORAD (Coordinated Roland Air Defense) system, that may use a surveillance radar, but no info on that radar. I'm kinda curious what is this strange beast.
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Alright, so apparently, it was the barrels_reload_type copied from the stinger that makes DCS crash at startup, unless it is directly in the missile.lua. Without the line (jsut as in your mod), the LN definition works in the external file. Thanks a lot for the mod and the help! BTW I noticed you used a wsType that seems to be already attributed to the R-4R ? Well, if it works, that's good. I wonder if it breaks the other weapon using the same ID. And, may we define new IDs ? I think I'll try.
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Thanks, I'll take a good look at it !
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Hi all, I am trying to fiddle a bit with ground units and their weapons, and I am slightly stuck on a few different things. I'm hoping some of you might help. Somewhat surprisingly, there seems to be much more information here on how to make aircraft mods than ground unit mods, although the latter is probably much easier. Also, I have found very few mods that actually add ground combat units, and all I found use existing weapons. First of all, does the function declare_weapon work for tech, or ground unit weapons? I have read conflicting thoughts about that. The second thing is this: I have made a tech mod, using (for the moment) various existing things in the game, and trying to fiddle around with the weapons. The purpose is, ultimately, to add a little variety in weapons, such as Mistral or Redeye MANPADS, but mostly to understand better how it works, possibly for future addons. I have been able to define a GT.WS[ws] in the .lua, and using a GT_t.LN_t data from the missile.lua, but the thing is, every time I try to define the LN data outside of the missile.lua file, DCS won't start. I have tried the exact same code inside the missile.lua and in a .lua file called by the mod's entry.lua, and the latter doesn't work. Is there another way than using the missile.lua? My third problem has to do with going a bit further. I gathered that the LN data specifies the next level of definitions (and actual projectile) by the .type_ammunition and/or .name_ammunition, but I haven't been able to find where these are defined. I know they are tied with an ID number given in wsTypes.lua, but that's about it. I have also tried declaring a new weapon with declare_weapon, but the thing is, sure it can give me a name to use in missile.lua, but it doesn't give me an ID number for type_ammunition. I tried giving the name and omitting the ID, but DCS crashed on mission load this time (vs. on startup for everything else). EDIT: Okay, I have managed to make it work, I think, by attributing an unused ID for type_ammunition and in the weapon declaration (8 for R-23). I am still wondering if there is a better way.
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open beta v. release version of DCS...which is most used?
Robin_Hood replied to fitness88's topic in DCS 2.9
Here: https://forums.eagle.ru/showthread.php?t=114030 Basically, DCS_Updater.exe update @openbeta will switch your install from whatever branch it is in, to the Open Beta one. Same with @release and @openalpha -
Keep ECM on or off after missile launch (during defensive)?
Robin_Hood replied to JazonXD's topic in DCS 2.9
I did a few more tests, and indeed it works to a certain point. It seems to reduce the range at which the radar detects you, and/or tracks you. It depends widly on the systems, though, and not necessarily in the way you might think. Nothing is gained against an SA-3 (!) or an SA-10 (more logically), and very little against an SA-6 (it will react a little late and shoot you about 2 NM (~10%) closer), but it works rather much better against an SA-11, reducing its range by about 5-6 NM (~25-30%). I was also a bit surprised it seems to work also with the shorter-range ones : about 1 NM (~15%) vs SA-8 and SA-15, and .5 NM (~10%) vs SA-19. Since I had done my initial tests vs SA-3 and SA-6 (and maybe SA-10), no wonder I didn't notice any difference. Now I did these tests with a Mirage 2000, not sure if results will be different with another aircraft. It's not very straightforward to do these kinds of tests because the IA does not always react the same way, and there are other factors that come into play (such as how many time it takes the missile launchers to get into firing position and such). In my tests they don't really do that (IA on Excellent). The only thing is some systems have to keep a lock for some length before shooting (up to 20-25 seconds). -
Keep ECM on or off after missile launch (during defensive)?
Robin_Hood replied to JazonXD's topic in DCS 2.9
Hmm, I did some tests recently and didn't notice any difference in SAM range with or without ECM. I'll try again and report. -
How about the Rémanence switch, do you know what it does ? It certainly sounds like kinda that (increasing the time a contact is displayed on the screen - at least that's what comes to my mind).
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:doh: I didn't know that! So in A/A2 mode (or even A/A1), hit the ACQ button at any time to initiate a boresight lock (as with the DG), without regard to where the TDC is? So a good way to fight would indeed be in A/A2 mode: Press ACQ => sight in A/A2 mode Press DG => sight in A/A1 mode Press DM => sight in MSL mode With the MSL mode used for "long range" intercept.
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Is Belsimtek going to release some performance charts
Robin_Hood replied to Quinto's topic in DCS: F-5E
Actually, I'm suspect that most of us only have the 1978 version that is uploaded in the user files. EDIT: Well, my bad, actually the 1990 version is also there: https://www.digitalcombatsimulator.com/en/files/2021504/?sphrase_id=5345260 -
No, going from PCM to [] will always leave your ECM emitting, until you turn it off. The HOTAS switch acts as a toggle, not a 2-position switch. Except the current implementation is not option 1. It will have to be changed.