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djuice

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Everything posted by djuice

  1. Does the new US Pack have the updated missiles code for the Arleigh Burke and Tico's?
  2. Admiral189, could you not collaborate with currenthill for a missile mod database? Having all your assets/ships, and currenthill's assets/ships draw from the same database so it's uniform in game, instead of having differing missile performance between both your naval assets?
  3. Damn, more modern Chinese Assets is always a plus to DCS.
  4. Yup, from footage online, Iskander-M does not separate it's warhead section from the main rocket body. At 1:35 it shows the impact, and it's basically the whole missile.
  5. Bandwidth limit sucks. What about having multiple download mirrors to your mods, like Google Drive, pCloud, Dropbox, Mediafire etc I know it would be hassle to upload it all into various places, and keep track of file versions etc, but I think he can help with you bandwidth situation.
  6. CH, already made a BTR-4 which is like near identical weapon platform to the BTR-3 besides the hull it's based on. https://www.currenthill.com/ukraine
  7. Type 22 Missile Boats, a bunch of YJ-83s to saturated AEGIS system on Allied/US warships, nice!
  8. Just a small issue with the Shahed drones, the base game AA assets aren't able to target or engage these drones even, on a bright sunny day. They also use optical sensors and targeting so they should have no issues engage a slow low flying drone like the Shahed. This is probably due to the stealth like RCS that this drone has. SH136 Test.miz
  9. Yup, since there are no concrete information available, just assume what would logically be its performance and payload. Can always change it later when more information becomes available.
  10. Even a GBU-57A/B Bunker Busters, the B-21 Raider can pack 2 of these right in it's internal bays.
  11. Nice to see the AGM-158 JASSM-ER, with it's range, the B-21 will never be within range of enemy SAMs or CAPs.
  12. Would the Type 26 come with several different variants (Hunter, City, CSC)? Just with different weapon loadouts like you did for your Modern US Naval vessels?
  13. The problem with AAA systems in game right now, is that you can't model proximity fuze projectiles, so there is no way to model the AHEAD type rounds for the 35mm cannons. You can try to simulate it by having it fire an extremely accurate cannon with little to no dispersion.
  14. Damn, you've been churning these new mods out super fast. Take a rest if you need too!
  15. +1 We definitely need more MANPAD, especially the more modern ones, the currently available MANPADs in game are all from the 80s.
  16. I used NASAMS 1.1 and HDS mod together without any issue.
  17. Here is some suggestions that would be great additions into DCS. Some new Chinese Medium/Long Range SAM systems like the: - HQ-22, their newest indigenous LR-SAM system, missile seems to be based on the S-300 5V55RUD missile. Range 170KM. Link: HQ-22 - HQ-16/B MR, a derivative of the Russian SA-11/17 BUK system, but with VLS TEL system, about 40KM range. Link: HQ-16 - HQ-12, this older system is still in used by the PLA, wheeled TEL with a pair of missile, the KS-1A missile has a range of about 50KM. Link: HQ-12 - HQ-9/15/18, would be nice to have, but its basically a S-300PMU system, which there are other mods available. Link: HQ-9 Indian/Isreali SAMs - Akash, modernised SAM-6 KUB system, increases the range and altitude to 40KM/18KM. Also features new 3D PESA Radars Link: AKASH SAM - BARAK-8, Israeli MR/LR SAM system, features 2 missiles, an ER and LR version, with the ER having an additional booster stage that increases it range to 150KM. Link: Barak-8 SAM - Spyder, another Israeli system, similar function as the NATO NASAM-3 system with both short range and medium range version, feature Python-5 and DERBY-ER missiles. Link: Spyder
  18. Loving the new NASAMS 3 with the AMRAAM-ER, it's extremely accurate with a near 100% PK against cruise missiles and low maneuverability aircraft. I noticed that there might be a performance issue with the NASAMS 3 on one of my test mission, it's not FPS related but game speed related. Could run it at 30-50x normal speed without the NASAMS, but once a multiple missile or aircraft gets within detection range of the NASAMS 3, game speed slows to a crawl, to around 2-3x max.
  19. A small request as it shouldn't be that hard, as there are existing models in game, barring the NASAMS pods themselves. Is it possible to add the AIM-9X and AMRAAM-ER (ESSM) NASAMS systems to the list. Since you've already got the ESSM model for your updated Modernized US Destroyer/Cruisers, and the base game already has the AIM-9X, it would nicely compliment NATO/Western Air defences as a modern medium range SAM system with the AMRAAM-ER and the AIM-9X as a SHORAD sytem.
  20. I so can not wait, the base game lacks modern NATO/Western SAM systems. Take all the time you need to get things right.
  21. Yeah I understand, getting information from open source can be contradictory, but that's all we can use, because anything else might be classified/confidential material. You can freely use any of these changes that I made, since the source content is from you guys. Uploaded a new version with the 9M96E2 in conjunction with the 9M96M and 9M100, while allowing them to all fire at the same time against same or different targets. The 9M96E2 uses the same model as the 9M96M, but has longer range, up to 120KM, and an altitude of 30KM, it has a minimum range of 10KM. Had to reduce the ammunition size of the 9M96M from 24 to 12 to account for 12 new 9M96E2 missles taking up the other VLS launch tubes. 9M96E2 Max Range - 120KM / 70KM at low altitude Max Speed - Main Booster - 1800m/s Secondary Booster - Sustains for 20s at an average of 1500m/s Can intercept ballistic missiles if targeting within 15KMs of the vessel. 9M100 It can now intercept low flying targets, and cruise missiles. Also updated the flight model, so terminal phase won't be so twitchy/jank. EDITTED: Updated to fix the 9M100, had a test file in the previous version (2.0) that used Active Radar seeker instead of Passive IR, updated it now with the correct file. Admiral Kasatonov_9M96-100v2.1.zip
  22. Loving the Admiral Kasatonov mod. I've made some changes to the 9M96M and 9M100 missiles so they perform more realistically according to specs that I found online. Changes done to the: 9M96M Max Range - 60KM, Effective Range 40KM, Low Altitude - 25KM Max Speed - 900m/s Boost to 900m/s and sustains for 20 seconds 9M100 Max Range - 15KM, Effective Range 10KM Max Altitude - 8KM Max Speed - 1000m/s Guidance change to Passive IR Admiral Kasatonov_9M96-100.zip
  23. The problem is that, ground based ATGMs (TOW2/Kornet etc) have a major problems hitting vehicles moving perpendicular to the firing vehicle. eg: An AH-1W firing TOW2 at a perpendicular moving vehicle @ 2km away will likely hit only 10-20% of the time, no matter what AI setting is set. While air-based ATGMs like the Vihkr/AGM-114 have like 95% chance of hitting. I thought it was the velocity of the missile that increase it's chances, but even copy & paste the exact same data from the Vihkr to the TOW made no difference in its ability to hits it's target. So I think missile flight profiles at hard-coded or somewhere inside weapons.dll file. But I was able to increase Tank's accuracy level @ 2km to about 95% while trying to hit a tank size target.
  24. Hihi, I am kinda new here so cut me some slack.. I've been trying to modify missile accuracy in missiles_data.lua in FC2, but I can't seem to find the variable to change. I've been able to to modify the ATGM (TOW etc) flight profiles to be more realistic, eg: no more constant velocity.. Now I am trying to make them alot more accurate, as they currently only able to hit moving vehicles about 10-25% of the time.. So is it in there somewhere or should I be looking at someplace else altogether, or maybe is hardcoded? I know that you can modify AI gunnery accuracy in sensors.lua.. Anyways thanks for any helpful advice in advance :pilotfly:
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