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Posts posted by Skarp
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40 minutes ago, _BringTheReign_ said:
Hi should I re-create the situation or is there a way to update the track file itself to the latest DCS version? Sorry, I am newer to the process.
The original moment was in a live multiplayer server and the server owner provided the log from their console.
You just need to replicate the bug. Essentially in a server you see the kill event get missed. Shorter the track the better but it’s a hard one to nail down I think. Has to be Latest build
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Could you make a new track in the latest build please?
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On 9/24/2023 at 3:56 PM, Naquaii said:
TWS/SARH/ARH: The manual does not say it will continue to be guided in SARH, it says that the AWG-9 will continue to transmit the guidance. There's no way to have a situation in which the active transfer command is missed and the missile continues as SARH to the target in TWS. All commands sent to the missile after it hits the active criteria also sends the active command so if the missile later reacquires it will then go active. SARH in TWS isn't exact enough that the missile can hit the target reliably. For DCS the tl:dr is that if you don't guide the AIM-54A it will miss in TWS.
PD-STT: You're correct apart from that the AIM-54 in SARH is not "just" a very expensive AIM-7 even if it stays in SARH.
ARH: IRL setting PH ACT will make the AWG-9 immediately send the active transfer command and IRL the missile will then still use the semi-active guidance until it finds its target. But if used it will also alert the target of an active missile and use up the missile battery more quickly. In DCS, due to limitations, it will just set the missile as basically a maddog shot. The exception is that if a sensor track is present (either radar or TCS) it'll launch a long the direction of the sensors line of sight. So kinda a directional maddog. Having an active missile which also uses SARH is not currently possible in DCS. Additionally, what the PH ACT switch is set to is separate from the range criteria, the range thing is always present in the Pulse-Doppler modes. This is due to the missile needing to be active immediately at short range and this will always happen even if you haven't set PH ACT.
ACM-Active: And ACM active launch can be achieved in multiple ways but in DCS it's basically analogous to other active launches. The only difference is that if you have the ACM cover up you can get a shorter launch-to-eject time of one second if shooting at a target within a certain angle of ADL (15 degrees). Other than the 1 sec LTE the ACM cover is simply a short cut to preset the missiles for ACM. The difference of the ACM mode and the BRSIT button is that ACM mode sets the missile to boresight if there's no sensor track, BRSIT sets it to boresight regardless. As for the PLM, VSL, PAL and MRL they're all pulse modes leading to a P-STT lock.
ECM-mode: The missile itself will switch to ECM home on jam if a target starts jamming while in flight and switch back to normal track if the jamming stops. This is a DCS missile function and works the same as other missiles in DCS. If you want to launch in home on jam from the start you need to lock up the jammer on the DDD using the AGC-trace.
Missile-Operation: Depending on exactly which symbology you mean yeah. Dropping an STT track will drop the radar back to the corresponding search mode, so from PLM it would drop back to Pulse Search or with Jester TWS. But given you're talking PLM you're likely to be so close as to that not really working.
AIM-54 in DCS: Your read is basically correct yeah. And yes, this section tries to detail what is actually modelled in DCS, the other sections describe a simplification of the IRL system.
Unfortunately some stuff was updated after the last manual revision and as I left as the manual author and editor before this it hasn't been updated to reflect this yet. The new manual editor is naturally focusing on the F-4 atm.
But the two big major changes since last update are basically the change in how the AIM-54C works due to new information being available and the addition of the ECM modes in the AWG-9. Other than that the information is correct as far as I know.
What functionality is currently not modeled correctly/missing for the aim54C?
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What is the required AAR kias speed? Drogue tankers top speed for AAR is 250knots… from what I can see.
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2 hours ago, fat creason said:
The stores drag was adjusted a while ago using drag index data from the F-14 NATOPS. We obviously couldn't adjust the actual drag of the missiles or else it would affect the missile performance, but we found a way to adjust individual stores drag while they're attached based on the station where they're mounted. The recessed Sparrows have the least drag while attached to the aircraft.
Awesome ! Can’t wait for the B update too.
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Does this mean the stores drag in the engine wells are fixed in the F14A?
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39 minutes ago, Ironwulf said:
Looking forward to seeing this module, thanks uboats
Is there a reason why you won’t be modeling the Lazur type system. I assume it would be critical to its intercept role.
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On 2/10/2023 at 1:08 PM, Midair said:
What's wrong with that? DCS is a flight simulator. If you want to reproduce high fidelity product why do you select a fictionnal aircraft NEVER produced? DCS is not War Thunder.
How is it fictional if it existed ?
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1 hour ago, Naquaii said:
The normal datalink host choice shouldn't affect the alignment, the CAINS is separate. Are you sure the alignment is wrong if you just let it align regardless?
I was unaware the dl host didn't matter for a cva alignment. now I do.
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16 hours ago, Naquaii said:
Yeah, fringe is correct. Possible to start before but correct procedure was to wait and Jester follows procedure.
There is an issue starting cold on the boat and jester doesn’t use the boat DL for his CVN alignment. He will mistakenly use an Awacs if available. So after every cold start I have to jump in the back. Set it back to the carrier DL, turn the ins knob to CVN then back to INS to correct my position and hook to the boat.
jester also does not update the flare ,chaff counter, and stations after rearming is complete.
Jester also needs an option added to prioritize target and set all other targets to do not attack. In busy servers with 20 plus bandits in the air it’s impossible for auto track even on a missile shot to keep the target I shot at on scope. Usually ends up dropping track because the radar picked someone up lower than him. So I need to jump in the back and do his work for him haha.
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8 hours ago, Rinz1er said:
Can you provide any update on this?
I don’t think Ed or heatblur have any intention of using the target size switch for anything other than what it’s supposed to do. If at all I suspect Ed would be working on a better simulation of the missile ect.
On 12/31/2022 at 7:21 PM, cobrabase said:At the end of December 2022 they are still going ballistic and 1/4 of the time BEHIND my tomcat after launch. I'm using the current open beta.
It’s kinda cool but you’re traveling fast as it’s climbing so yes it can fly above you until it starts leveling off and screaming at m4.3 away from you.
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4 hours ago, Sandman1330 said:
I wish it were as simple as using energy tactics though. Even in a hornet or viper, with 250kts energy surplus, the flapping tomcat is able to stay inside your turn and spiral up without stalling out, where it should bleed speed and stall. Of course one can extend away, build turning room, and come back for a face shot, but my point being that it seems to benefit from greatly increased lift at low speed and AoA without sufficient drag penalty.
However, with only my rudimentary understanding of aerodynamics leading me to believe it generates too much lift at low speed, managing to do so with low AoA and drag, I can’t say it’s modelled incorrectly. I trust the devs if they say they feel it’s flushed out appropriately.
Just so folks understand where I’m coming from, here is an example. I pushed this situation intentionally to see if he could follow. Spiral up started under 5000ft, went up to 15,000. I initiated it when he was stalled out over the top of a loop, 100kts while I was over 400. He managed to roll out of the loop and spiral up with me, maintaining a better turn rate and tighter radius, with similar AoA, and still managed to accelerate nose high. I mean, if this is correct, I have no data to refute it, just that he’s generating a ton of lift (indicated by climb and turn rate), at low speed and low AoA. Just feels off aerodynamically. But once again, if the devs feel it’s correct, I got nothing to refute it. Just curious if it was on the list to look at or not.
To clarify as well, dude was an awesome tomcat driver, I’m not trying to take anything away from him. I’m not sharing this to analyze the tactics as I’ve said above I pushed the situation for testing purposes.
Depends how much fuel you had on board. If you had 4-6k lbs of fuel …. Slick , you’re a rocket ship. Also need to understand what the energy state of your opponent was. If he was m1 and went into the climb and you tried to follow that from 240 knots it ain’t going to happen.
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3 hours ago, BubiHUN said:
when I got the F-14 i always used the A Mk47. back in the day, yes they missed, but mostly I could get about 3 kills out of 4 54s.
Now its about 10% hit rate, wich is trash IMOMy assumption was it was amazing against the foes they expected to face. Not against an F16 with aim120C and link16. But the MK60 is superior still especially down low. Just focus on the optimal distances to kill a fighter. I’ve been dominating F16s >:).
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1 hour ago, CarbonFox said:
Are you carrying bags too or going clean?
Once the bag is empty I get rid of them unless I’m planning to stay up a while. But yeah basically just get above 40K feet get to M1.2 and do a 50nm shot if he is high or a 30nm if he is low and you’ll probably get a kill.
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7 hours ago, Spurts said:
Be careful with your climb angle and you can stay fast even an 50k, but yeah you are on the right track to maximize Phoenix performance. You shooting TWS or STT? What kind of range?
I do 50nm shots. Could do longer maybe but it’s got allot of energy on it from 50nm
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Been doing some multiplayer matches with the aim54. Been getting allot of kills. For ideal conditions I’ll climb and tank at 25k then climb to 43k feet. Push the nose down Speed up to M 1.4 leveling off at 37K. I then climb to 50k or higher. Maintaining around m1.2 a M1.3. If the drag of the aim54s under the belly was corrected I bet I could do M2 up there.
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10 hours ago, DSplayer said:
I'm still waiting on my FOIA request to get actual data on the AIM-54 directly from the United States government. It will take at least 1 month to get the documents I requested.
I hope they give it 🫣
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Just now, IronMike said:
The issue is that we cannot assign individual drag to stores. The windtunnel stations should produce practically no drag at all.
Is ED aware and looking at fixing?
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If I have x4 aim54s x2 aim7 and x2 aim9, is the f14 really that draggy I can barely scratch m1.2 ? The question is the 54s on the belly creating too much drag?
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40K plus I wouldn’t shoot till 50nm on a bandit. Anything beyond that will be a miss. 30-36k shoot at 30nm. 20-30k I’d say 25nm. On the deck 8nm. In these scenarios you’ll need to be above m1. The chance of a kill is pretty high as well.
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I think the reason I tried using it was because I damaged my flaps. So I decided to try it and shut down to do the repair. After repairing it didn’t work of course. bit of a bummer.
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10 hours ago, IronMike said:
so this is the steps I took.
1. spawn cold - reference alignment (fine alignment)
2. after landing (vis fix updated) - parking break set - WCS switch to off - then Nav Mode off
3. Ran the start procedure and no reference alignment option was available.
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6 hours ago, IronMike said:
https://www.heatblur.se/F-14Manual/general.html#navigation-power-supply
To store the reference alignment: 6. NAV MODE switch to INS. 7. WCS - OFF. NAV MODE - OFF.
I have tried this and it didn’t work.

HARM tracking when enableEmission false, setOnOff false, or Alarm State green after HAS launch
in Bugs and Problems
Posted · Edited by Skarp
The harm is hitting the point exactly. Its only variation of the hit is because it’s guided by INS not GPS. So it’s a bug from the patch