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IronMike

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Everything posted by IronMike

  1. Oh you mean, he is calling out bandits after giving the "going down" message? Yeah, that shouldn't be.
  2. The whitepaper is obsolete now, because the values calculated back then, to the best knowledge available, gave wrong results. These do not hold up anymore, with what we found. But nothing changed on the aerodynamics. The whitepaper only shows now what changed between implementing the phoenix back in 2019 and now.
  3. A phoenix trying to go straight up is not really unrealistic. Ofc, it should at some point level and descend towards the target again...
  4. The issue is simply that splash =/ kill. It is basically missile hit, which in DCS can or cannot result in a kill (ofc though it usually does). So DCS basically takes the state of "dead" when the thing is exploded or wrecked or by some other parameter deamed "not recoverable". It's something we can look into in the course of the Jester overhaul, if we cannot improve it. I agree it is a bit daft, but currently simply a limitation of Jester and DCS. The complaint would be as valid if we did it the other way around, that splash counts as a kill, and then Jester stops paying attention to a targat that is still flying, or worse even fighting.
  5. Why would you assume we did not care? I overlooked your post, my apologies, that doesn't mean we won't see it eventually or that we would not care. The loopy loops while tracking targets is not an aim54 exclusive thing, in short almost everything you mention is not aim54 exclusive. This is simply the part of the guidance we have only limited or no access to, and thus cannot address these issues on our own. I don't say this to shift blame around, it is simply a fact. It is simply a team effort between ED and us, and ED is very helpful and we are making progress. Lofting should improve in this patch, but missiles will want to get as high as quick as possible, so if you overpitch, you may be sending them up high. Put the T on the target, then shoot, this should prevent that. The loft is now also smoother overall, but how precisely it lofts we have only very limited access to. This is a continued issue we keep working on with ED. A self-tracking AIM-54 flying around a mountain I would have yet to see tbh. If the illuminating radar is above clearance and sees the target, it could very well appear like that. If it does it while active - and please provide some proof here - then this is again part of the guidance we have no access to and should be something most if not all missiles share, while the range of the aim54 will be somewhat more exposing to these issues than shorter ranged missiles. The very same goes for the floating up high dead. Missile self-destruct iirc is by ground speed, so up high, to reach a speed low enough to go "pop", will take naturally longer. Maybe it also needs a minimum altitude to hit the paramaters for self destruct, I honestly would not know. That all said, we are very much aware of remaining issues and also very much interested in fixing them with our partners at ED as soon as we can.
  6. Ok, thank you. We looked into it, and it seems to be a general issue with FLIR on DCS side, ED is aware of it. We will also look what we can do from our side tweaking the contrast maybe a bit to help mitigate it. Thank you for reporting it.
  7. Is this shortly after mission start? Or long into the mission? The units take a while to "warm up", iirc.
  8. Again, they are not axes in the Tomcat. They are rollers. There's not such thing as "lighting" axes in general. The hud brightness is a lighting axis. The console light panel controllers however are not axes, and we do not provide axes for that. The mod does that. They're not meant to be axes. Sorry to say, but that's an issue with the mod, not the Tomcat.
  9. Well, the light controls are more like rollers that progress 1 step up (or down), than an axis. Maybe the conflict lies therein? That 51% of your axis is registered as 1 (or several) step(s) up, so only then you get movement on the lights themselves? IIRC we do not offer ACM, console, etc light controls as axis bindings, because, well, they are not really axis, unlike the hud brightness knob, which we do offer as an axis. So your entire axis kinda works like a toggle that can only toggle back and forth, but not really up up up or down down down several times in succession if that makes sense. Basically they activate the toggle when past or below 50% is my guess. Not really how these rollers are intended to be used, and maybe thus simply the wrong choice of binding, if I may suggest politely. An up/down rocker would be much more fitting, or really a roller that reflects the position of the light control rollers.
  10. I was talking about the main radar on the aircraft, not the missile's radar. Also do not over interpret too much into the reduction of CM resistance, before trying it, it is by all means not a drastic change.
  11. Correct. Overall their impulse however is more or less the same. And also correct, the mk47 will perform (very) slightly better than the mk60 for long range shots. C can have both mk47 and mk60 motors, same as the A. But to answer your question, the IRIAF version will be limited to the -A-mk-47.
  12. It could, potentially, vaguely, maybe, happen on the 14th of the last month before the previous one, but it will definitely be after yesterday's tomorrow, supposing that now will be still now when then will not be then anymore.
  13. You can simply compare the old and new weapons lua if you like, which contains most of these. Also, let me know which statements confuse you please, so I can try to help you understand them better.
  14. Thank you! The patch is slated for today, or latest tomorrow.
  15. Correct. This is unfortunately a limitation currently in DCS. It is not far at all from what it used to be. You can still make a 120nm shot on a bomber easily. You can still bag fighters from 40-60, or further depending on their SA. The MK60 ofc will now be more or less in line with the mk47. Or rather: at long range a bit less effective, although the overall difference is minute, while a bit more effective, depending on the situation, during motor burn time. This applies mostly for close range higher up. Down low, once the motor is out, is over pretty fast for either of them.
  16. Dear all, we are happy that the last missed patch made its way into OB with this hotfix and we hope you enjoy the changes. As always we would like to invite you to leave your feedback. Thank you for all your great contributions thus far! Noteworthy are ofc the changes to the AIM-54, which we would like to kindly ask you to discuss in this thread below. It will also give you a more detailed overview of the changes brought to the Phoenix missile. Thank you! The entire changelog: DCS: F-14 Tomcat by Heatblur Simulations 01. Sept. 2022 AIM-54 Overhaul, Part 2: Increased PN gain for all variants. AIM-54A will now only update guidance when the target is illuminated (you will see the missle periodically update). Corrected motor impulse (reduced MK47 a bit and the MK60 significantly). Reduced MK-60 burn time from 30 to 20 seconds. Both motors have the same total impulse now. The MK60 has a slight advantage during motor burn time, while the MK47 has an advantage in burn time. With increasing altitude the difference becomes smaller. MK47 Mod 1 has now the same thrust/impulse and burn time as the Mod 0, but with reduced smoke (was previously weaker than the Mod 0). AIM-54C should go active by default (even when losing lock from STT). Increased AIM-54C chaff resistance. Reduced AIM-54A chaff resistance. Added option for AIM-54C with MK-60 motor. Adjusted AIM-54 missile empty mass. Adjusted MK-60 motor propellant mass. Set the JESTER option for automatic PDSTT -> PSTT to disabled by default. Fixed several issues with damaged avionics and flight systems (including jammed flaps for example) not allowing a repair to be triggered. Potential fix for CTD with F-14 AI (was not applied correctly in the last patch). Fixed emergency sweep logic: Fixed commanded wing sweep position being saved over to a new aircraft spawn. Fixed emergency wing sweep handle moving to spider detent on new aircraft spawn. Fixed wing sweep indicator commanded position bit mismatching with the actual indicated position. Fixed emergency sweep handle able to be moved between 68° and 75°, after being stowed at 75°. Now it has to be lifted to move it again after it has been stowed. Fixed wing sweep indicator raising EMER / OVER flags when wings get swept past 67 degrees. Fixed turn indicator needle deflection rate. Fixed mach buffet not dying off beyond M 1.3. Fixed an issue with the AWG-9 track logic to avoid tracks being thrown by aircraft launching air to air missiles. Fixed LANDING CHK light remaining illuminated after touchdown. Fixed Manual Throttle not unlocking after disengaging the Autothrottle. Fixed all mission versions of “Watching the Devil Dog” not being able to be completed successfully. Fixed VF-31 AE-200 and AE-205 1991 by Mach3DS - thank you. Fixed VF-14 AB-100 and AB-103 1796 by VFlip - thank you. Added Top Gun 114 by LanceCriminal86 - replaces previous Top Gun livery. Thank you. Updated Rogue Nation by YaeSakura - thank you.
  17. Nope. It means: due to its higher thrust, the mk60 has a slight advantage while the motor is burning, while the mk47 has an advantage in the motor burning longer. Hope that clarifies it.
  18. Please continue discussing the AIM-54 in this thread, as we have closed the old thread. For reference you can still find it here: Thank you all for your very kind and numerous contributions thus far!
  19. Dear all, with the new update we are closing this thread, as the changes are significant and plenty, such that we want to start a new discussion in the new thread here: We will of course keep this thread up for future reference, but any new feedback please post in the new thread. Thank you ever so kindly for your many great contributions thus far!
  20. The request in itself imo is totally fine. We do so in many things, like snapping a hook. Now, snapping a hook and getting your flaps stuck ofc are events of a very different intensity, that is one part of it. But the other is also: in this case letting you know the flaps got stuck say through a "snap sound", won't change or add anything to the gameplay. To the contrary imo - arguing now outside the fact that it is fairly unrealistic - it would help virtual pilots to be more complacent. This goes against the idea of cockpit awareness and following procedures. There is one excellent indicator for this: 225kts indicated. It's much better in this case, imo - given the fact that you get warning lights - to compell the player to look out for the airspeed indicator than to listen to whether the flaps broke or not, as it would be too late by then anyway. So the moment of hearing it teaches you little. Of course, in the hook's case it is also too late. But that's when you really need to know that it is too late, aka usually unforeseen emergency, vs keeping an eye out to not let it get too late when observing your airspeed during take off or landing operations.
  21. At the moment unfortunately little. The fix last patch was not applied correctly (the AI.dll), but was slated to be released in this patch, which is now unfortunately postponed to September. You guys did so much already and we're deeply grateful for it, thanks a ton, really! I still have high hopes that the fix gets rid of this in september then, and currently we will have to wait and see. If someone can reproduce this consistently though, and you are willing to sacrifice more of your free time, which you should enjoy flying, not testing, imho, please send me a pm, and we can have you try a testbuild that includes the fix. If that then still does not work, we need to look further.
  22. Does this mean you have no AI at all in your mission? And yes, a log and track would help tons if possible. However, tracks need to be short, which makes that a problem. A 90 minute track can lead to pretty much anything unfortunately.
  23. If you are asking in terms of a hotfix, that is not in our hands, if asking about a written update, then yes, that is planned.
  24. They will indeed. We will have an update about the aim54 changes ahead of the next patch.
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