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LetMePickThat

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Everything posted by LetMePickThat

  1. We're working on a bunch or technicals for 2SAP, in case you're interested. Some have 14.5mm MG, some are equipped with ZSUs, some are suicide vehicles, etc.
  2. It really depends. For instance, here is the current S-400 layout at Hmeimim.
  3. The AGM-154A cannot be shot down by AAAs. This was tried multiple times to make sure it was not a one off, using the Shilka, SA-19 and my custom SA-22 Pantsir.
  4. Any news on this front? All point defenses are basically unable to engage bombs at the moment, making JDAMS or even GBUs more relevant than HARMs for SHORAD SEAD/DEAD missions... The only way around that I found for the various SAM mods I'm working on is to give the SHORAD system an optical sight with excellent performance to act like the radar when dealing with bombs, but that's far from ideal.
  5. Hey guys ! Does someone knows how to define a custom sound for a custom gun? I'm adding the gun as usual: local __LN = add_launcher(GT.WS[ws], GT_t.LN_t._2A38M); __LN.beamWidth = math.rad(90); __LN.ECM_K = 0.9; __LN.BR = {{connector_name = 'POINT_GUN_01'},{connector_name = 'POINT_GUN_02'}}; __LN.fireAnimationArgument = 23; __LN.sightMasterMode = 1; __LN.sightIndicationMode = 1; But then when I want to add a custom sound, I'm just unable to do it. I have two sound files in DCS.openbeta\Mods\tech\[mod]\Sounds\Effect\Weapons: As well as the two associated sdef files in DCS.openbeta\Mods\tech\[mod]\Sounds\sdef\Weapons: I'm trying to use the following line to add the sounds to the gun, but to no avail: __LN.sound = {cycle_shot = "Weapons/CustomGun", end_burst = "Weapons/CustomGunEnd"}; Any pointers to solve my issue? Thanks !
  6. I've noted there was some interest for more modern AShM, but this would have to be done in a separate mod. Also, ERO and I are currently working on something else.
  7. Ah, no, since it's a different weapon system type (SAM vs AShCM), it won't work. If you want to do that, I'd advise using one of the anti-ship cruise missiles of the game as a starting point.
  8. It's been a long time since I've installed the mod from Github, but if my memory serves me well, you just have one useless layer of folders and you're not exactly in the right place. Inside your "HighDigitSAMs-main" folder, you should have a "HighDigitSAMs" folder. This second folder should go in Mods/Tech. Please see below my own install, and try to replicate that folder structure. Tell me if it works. EDIT: the .lua file should be named "entry.lua" and not "_entry.lua", I'm just messing with my install here to try new stuff. Apart from that, both your install and mine should end up the same.
  9. We should definitely include that document with the mod itself...
  10. That line is just a leftover from the original file I modified. add_surface_unit(GT) is used to add the unit to the load list, but since HDSM uses another file for that the line is redundant and creates the "replace not allowed" message since the game tells you that it can't load twice the same unit. It has no consequence on the mod, and I planned to remove them for the next mod update when Auranis will release it. Removing said line should not impair the functionnality of the mod.
  11. It's roughly the same problem, although the Fateh-110 was on my list. Range, accuracy and other parameters are quite tightly defined.
  12. I've tried to, and failed. The Scud is using a dedicated .scheme file, and it has been quite hard to get it to work with longer-ranged missiles. I'd love to find a way to solve the problem, but no luck so far.
  13. This isn't relevant to the subject at hand, but AESA radars do sometimes have RCS-based discrimination features. Also, technically, aren't blade counting and other radar-return identification features a form of RCS discrimination?
  14. About the S-300PS, you could take a look at this if it really bothers you: We've replaced not only the 3D model, but also did a few tweaks to the radars and missiles themselves to make them behave more realistically.
  15. Yep, we're working on a bunch of Insurgency vehicles. We still have things to polish on them but they should be released shortly. You can expect AA versions (with 23mm and 14.5mm guns) as well as unarmed variants. ZU-23_pos is already available in the mission editor ("ERO ZU-23" under fortifications), it's just a revetment to protect a fixed ZU-23 gun:
  16. Hi all, I just published a small patch for the mod, including the following changes: - Fixed an issue where some radars could not be used with the Skynet script, - Fixed the GT.life value of all units to avoid the "spawn dead" problem, - Added a few weapon carts with Soviet/Russian weapons. As the latest update featured a fix for the static objec collision models, I'll see if/how we can use that to our advantage.
  17. Like the other missiles I mentionned. True, but for missiles that spend a significant part of their flight time above Mach 4, that's a bit annoying. Are you sure that the R-27ER still uses the old API though?
  18. Yes, true. However my original test was done with ED's R-27ER, so I doubt there will be any difference. Note that I'm not claiming that the R-27ER is too fast, I'm just surprised at the *very* high speed. It might be right, but I was wondering if there were some documents that could shed some light on the performances of the missile in real life. For comparison, the Super 530D is quoted at Mach 5, as are the AIM-54C and R-33. Apart from the R-37, I don't think I've heard of an air-to-air missile that fast.
  19. Sure do ! https://www.digitalcombatsimulator.com/upload/medialibrary/bda/xnncgbqcdftgat1awbmcegln17yf2c8m/R-27_Missile_Family.pdf
  20. Flight Level 500, 50 000 feet. https://en.wikipedia.org/wiki/Flight_level
  21. M2.1+, FL450+. The shot I used to illustrate the thread was from an FL500, M2.2 engagement.
  22. Judging by the boost/sustain times, this is in line with the new model described in the document I mentionned above (the new model boosts for 2s, the old model did so for 4s. I tried to find the relevant .lua file to plot the current zero-lift drag and lift-induced drag curves, but it was nowhere to be found.
  23. Hi all, A few months ago, ED released a very interesting paper about the aerodynamics of the R-27 family. This has prompted me to do some testing on the R-27ER, and I found that the missile could reach a top speed of almost Mach 6, depending on the launch condition. See below an FL500 shot during which the missile reached Mach 5.9. Is such a speed consistent whith what's known of the missile? Thanks ! R-27R-Mach58.trk
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