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TobiasA

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Everything posted by TobiasA

  1. Nobody will have an unclassified documentation about HOW this works in detail. My guess is that they use triangulation as a base and then use TDOA to get a more accurate position on that point in space.
  2. As I said, each mode, for example AA "remembers" which radar mode was active in that specific mode. You can think of that mode as a set of radar mode and MFD layouts as well as a weapon type selection. I don't think you really understood that part of the mode selection. The radar mode is switched automatically to this modes radar mode when you switch to the mode. The radar mode is tied to the 5 modes, not the other way around. You do not change the radar mode, you change this submodes radar mode. The design is to switch to what you want to do, do your work and get back to what you were doing before and continue where you left, not doing work and then switching to what you want to do. Dogfight radar modes are switched automatically as well when entering dogfight mode. It would be one hell of work if it was the other way around. Imagine keeping TWS when entering dogfight mode. TGP mode is switched by the same logic. Each mode is a setup that is called when you select this mode.
  3. But that would require multiple measurements over a longer period of time. The original question was why TDOA requires three emitters, and that question has been answered. And there might be different solutions to that mathematical problem, but it seems that the engineers of the HTS did not use these due to reasons being classified. Probably poor sensor angle resolution, not reaching the resolution of what you get by TDOA. Or the need to have a pretty wide spread or multiple locations over time, which can quickly be rendered useless when SAMs start blinking (which they never do in DCS, only in another sim or with the Skynet script). We tried it as a squad and pinpointed a SA-15 in only a few seconds, 20 - 25nm out, 15ft resolution. Enough to employ ordnance without ever seeing it. Doesn't matter if they blink or not. Of course, you can circle the site to find the emitter (the Viggen does that with a single airframe) but you need different angles and more time. The whole point of TDOA is to improve the inaccuracies of other methods that do work, even with fewer receivers, but with less accuracy and in a longer time.
  4. Yes, absolutely. I was only describing a possible and easy way to proceed from MGRS coordinates.
  5. The radar mode is saved for each submode: - AA - AG - NAV - DGFT (dogfight override) - MRM (missile override) So if you switch back to nav mode, it will switch back to the mode you had in NAV. Use the missile override (MRM) on the HOTAS. It's your friend. As soon as I have contact with hostiles, I go the MRM override (which has TWS enabled). When the situation is solved, I disable override and drop back to NAV (which is in wide RWS). When flying AG sorties, this will allow you to flip to 120s when you get jumped while keeping all settings in AG mode. When you disable MRM override, you will drop back to the mode you had before (AG in this case) with the full setup as it was when you left that mode, allowing you to seamlessly continue your mission.
  6. You always need 3D because the radar beam travels in a straight line and you have to take your own height into account. Everything else would have a degraded accuracy. Your triangle is somewhere in space, not even in the horizontal plane. And all those problems with having two receivers leave much room for error. The HTS pod does use triangulation but it is simply not as accurate. You also have to take sensor inaccuracies into account. It is hard to measure the exact angle, but the time of a signal arriving does easily have a high accuracy when clocks are synchronized. The thing with TDOA is that it does not rely on ownship movement and directional measurement as without TDOA but does extrapolate within only seconds with extreme accuracy. Other methods are possible, but require more time or are less accurate.
  7. If you want a steerpoint with all clues then just put that 9Line in, slew the TGP and create a markpoint. Press 0 after setting the markpoint, making it the active one. And why do you dobber back all the way? STPT, 1, Enter, and there you are at steer 1 or any received datalink point. TOO? Press DMS up to make the HUD SOI, MARK, TMS up long, drop the circle somewhere, TMS up, there is your markpoint. Lay down fire. HTS? You name it. Markpoint. You got more markpoints than AG weapons in most cases. And you can go on and on with these.
  8. Yes. 4YA seems to have some test running together with ED and I hope that this helps to sort things out. I am away this week so I can't follow closely but so far it looks promising as they seem to have been able to reproduce the issue(s).
  9. I am pretty sure that laser ranging is more accurate than radar ranging.
  10. The crash report can usually be found as a zip in C:\Users\<name>\Saved Games\DCS.openbeta\Logs as a zip file.
  11. Are you using it to slew the TGP? I came across a similiar issue lately. - First, the TGP will sometimes assue a 180° inverted position and look directly at the opposite direction when assigning a target. Stowing (STBY) and putting it to AG again will solve the issue. Haven't been able to reproduce it. If you see coordinates moving like crazy and some surface of your airplane, even though you should have clear view to the target, this might be the case (can be verified by looking at the TGP from outside view). Have seen this happening sometimes but... I have bigger headaches in 2.9 than just this so I didn't invest the time. - Second, a designation on the TGP sometimes prevents locking a contact on the HAD. I haven't been able to reproduce this either, but it can be solved by making the TGP SOI with DMS down, and pressing TMS down twice to leave POINT and AREA mode, DMS down once more to return SOI to the HAD and then locking the contact. Unclear if POINT TRACK might inhibit the HAD from locking a target once the TGP is no longer SOI but... Who knows. I rarely use point track. A good habit is to cancel out any offsets by TMS down twice on every sensor, followed by CZ when coming off the target. If you want to come back, use a markpoint. - Third... Sometimes the HARM doesn't take designations and won't accept a handoff. I have been able to solve that by switching to another weapon (STRAFE might probably work if you don't carry any other AG ordnance than HARM), or switching power to the HARM. However, this is pretty rare, and I haven't been able to reproduce this in an isolated case either. But... I haven't seen it in 2.9 so it might be fixed. Since I almost exclusively fly Multiplayer, I almost never have the option of saving a track that isn't a lot larger than the forum limit. Those are usually around 100mb or larger... And thus not usable. If you can recreate the issue in singleplayer and can save a smaller track showing the problem, this would help. If not, then it will probably never get looked at. We need a bit more information than "it doesn't work" to effectively solve that issue.
  12. Yes. Had two failed events recently. Server froze for several minutes. It is worse the more AI units you have in game and I think it also depends on units on the move.I have tested a bit but only have had failures. Everything works fine in SP and as soon as you put it on a server and join with 25 people then it runs like 15 minutes after takeoff and dies. Had an instant freeze when attacking a type 52 frigate with about 40 harpoon, and in the second try it died when a SAM starting locking and firing in a group of friendly aircraft. None of my 2.9 MP PvE events have succeeded. Not one. My only clue is that a lot of SAMs and ground units OR dropping a whole lot of missiles at the same time seems to be a safe way to nuke the server. It seems the only thing possible in PvE is very little ground units, almost no SAMs or... PvP. Getting 20 pilots in a slim mission is going fine. Having a tight IADS with multiple SAMs overlapping each other seems to be a bad idea. I am very thankful for ideas how to find out what is going on, and for now I am shifting back completely to a sim whose name shall not be mentioned. I have no clue how to solve it. Fun fact is that when people disconnect, the server comes back to life again. But it is already over then- strike eagles are missing their wings, F-18s have moved 80nm north over a SA-10 site and everything is a complete mess. My bet is that something in some AI or radar logic is using a whole insane amount of CPU and then it freezes. Or the server can't process all the client updates in time, then the next updates from or for clients come and the queue gets longer and longer, effectively freezing everything until the first clients start to disconnect. Same mission runs extremely well in singleplayer.
  13. I am unsure if this is a bug. Honestly... If you want a CEP of 3m, or precision like the LGB with 1.1m (the optics and its drives and stabilization needed for that on a platform moving with half the speed of sound is INSANE) you need to be perfect with everything. You need to compensate incredibly weird things like the speed of light, computing delays and other stuff. And yes, i had a wrong picture of the CEP and I was under the impression that the majority of hits land inside of 3m (Gauss distribution). Thanks for pointing that out. Bottom line: Don't use JDAMS for vehicles.
  14. Plus, it is not the impact angle (that seems to not affect the JIZ either way), it is the total system error. Picture from this track, pickled later, lased, impact angle 90°: I leave it up to you to decide if this is a bug or not, but the CEP is not 3m. Also, most shots should land near the center, but if they miss, they will miss by about the same distance. At least in my tests. Most of them will hit, but about one or two in four will miss. F-16_JDAM_2_9_Part2.trk
  15. Gimme a second It is the same mission that I used for my previous tests (january if I am remembering it correctly), with the results being slightly better but still off. We talked about this back then, then the changelog came with that entry, I tried, it was different but still too far off to be useful, but as it was regarded as fixed, nobody talked about it and I was so fed up with JDAM that I stopped using them and didn't even bother. APC's work most of the time, but still the precision is far less than 3m. A T-55 has a length of 9m. I'd say this is about 10m CEP. It works for trucks, most of the time. If you consider it to be correct, then the JDAM should not be "advertised" with a 3m CEP because the system error on the whole thing is far larger than that. It's great for trucks and houses or your average insurgent, but the total system precision isn't suitable for vehicles. You can mark this as "correct as is" or see it as a bug. They have a natural tendency to go long, as the point in space is above ground, and if you miss it with the CEP in the "long" part of it (too high), you land several meters long. And it also depends on where you lase, and your luck, and also on if you drop uphill or downhill. Don't ever drop downhill. If you want to kill vehicles, forget JDAMs and use LJDAMs (not gonna happen on the 16 in DCS) or LGB. F-16_JDAM_2_9.trk
  16. You are right, for soft targets. Any slightly armored vehicle will survive. Usually, JDAMs will land anywhere in a 10m radius when dropped from 25000ft, but it is very rare to score within 3m. I stopped using them quite a while ago... Might be able to get a track, I'll try.
  17. We had this happen once, could never reproduce it, but that mission fails frequently with more than 20 pilots online...
  18. This will never be a turning fight because your HMCS and 9X give you a pretty nice advantage. Once he ends up in your front hemisphere, he is dead. However... Since flares in DCS are some kind of magic versus 9X, I usually let him spend all the flares and then press pickle. Or let him evade the 9X and follow up with a 120. We don't have any MiG-21-93 in DCS. Long turning fights with 9G are a dogfight server thing, and not anything that would be a realistic scenario for a late 2000's missile equipped multirole fighter. Might happen, but it ends pretty fast. Any prolonged 9G turn will get you killed against an adversary with off boresight IR missiles.
  19. JDAM have a very poor precision from 25k altitude. They can be handy in a pop-up attack but rarely ever hit anything smaller than a barn from high altitude. It is the sum of all errors. Ownship error, TGP error, ranging error... They never hit from altitude. Even if you lase.
  20. Most of the tracks will be that size... But it should be possible to reproduce. Will see what I can do.
  21. The track from #2 is 112Mb. Any place to upload it? Which one do you prefer?
  22. I think I have a track from me as #3 but I spawned last so nothing is visible on that track. I will ask #1 and #2 if they can provide the track.
  23. In multiplayer, the datalink STN team number from flight members spawning after you is missing when a flight of human pilots starts from cold. The first one to join has no team members after startup (apart from ownship). The second one to join has the first one as team member. The third one to join has #1 and #2's STN as team member. After manually adding the team members that joined after you spawned, everything works. But those who spawned after you will be missing.
  24. Nope, only one flight plan.
  25. With the amount of bugs we had and given the state of the F-16, this is understandable from the point of a mission maker imo. At the current point, some nice campaigns would be possible. One year ago... No. For SP content, we need to wait until we are close to the end of early access. Pretty sure a lot of SP content will come since the Viper is really popular.
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