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LetMePickThat

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Everything posted by LetMePickThat

  1. It's roughly the same problem, although the Fateh-110 was on my list. Range, accuracy and other parameters are quite tightly defined.
  2. 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.
  3. 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?
  4. 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.
  5. 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:
  6. 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.
  7. 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?
  8. 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.
  9. Sure do ! https://www.digitalcombatsimulator.com/upload/medialibrary/bda/xnncgbqcdftgat1awbmcegln17yf2c8m/R-27_Missile_Family.pdf
  10. Flight Level 500, 50 000 feet. https://en.wikipedia.org/wiki/Flight_level
  11. M2.1+, FL450+. The shot I used to illustrate the thread was from an FL500, M2.2 engagement.
  12. 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.
  13. 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
  14. The issue with creating new systems instead of variants of already-ingame ones is that we can't have RWR and HARM codes for these. That is one of the reasons why we stuck with S-300, SA-2 and SA-3 derivatives (plus manpads). That said, I'm curious to see how the SA-5 will be implemented. If they do so without using the corefiles, maybe we'll find a way to add custom codes for completely new systems. We'll have to wait for the SA-5 to be released to be sure.
  15. I'm working on the carts, as well as some other props. I should release a small update in the upcoming days to flesh a few things out.
  16. I'm working on a pull request.
  17. Yeah, we figured that out and will edit all health values affected by that.
  18. OK, I just released a small update, below are the new codes. I chose the closest radar, technologically speaking, when possible. 1L119 Nebo-SVU: same code as the 1L13 Nebo-SV (101) Generic EW Tower: same code as the 1L13 Nebo-SV (101) 55Zh6U Nebo-U: same code as the 55Zh6 Nebo (102) P-37 Saturn: same code as the 55Zh6 Nebo (102) - I'm not super happy with this one, I'll figure out something else but in the meantime this will do.
  19. That's actually a great question. I don't know, I haven't set them for particular codes. Let me take a look, release a small update if needed, then report back.
  20. I've been working on a few things, but nothing is released so far and there is no release window.
  21. All S-300P variants (PMU1, PMU2, PS) use the same codes as the default S-300PS from DCSW. Only the S-300V and VM have different codes, as they use radars from different families altogether.
  22. I could probably make these, but I would have to release them as a separate mod as they are completely outside the scope of HDSM.
  23. Probably. Can't say when though, it will take some time.
  24. I haven't updated yet, will do tomorrow and test the mod.
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