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Moonshine

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Everything posted by Moonshine

  1. @Raptor9 Not initially (shouldnt be needed for air threats..). I started pressing the buttons to see if that could solve the issue. To no avail edit; replayed the track and took control, tried with search enabled and search disabled, does absolutely nothing so unless the Ai is that good to know exactly where i am without using radar first (and having no DL or other help) and then instantly turning on the radar AND fire in the same milisecond, then something is very wrong also in this track you can see the missile is already couple seconds on the way until my RWR detects anything at all and im not using any mods search-enable-disable.trk
  2. @Lord Vader The bigger issue i see in the described situation is that i do not even get nails up until the AI fires the missile, only then the symbology pops up. Even if he TWS shoots me, the RWR should detect nails as his radar has to paint me in order to guide anything. And that is what i would say is clearly wrong. thanks for looking into it to be more precise about this in order to acquire a valid TWS track, the radar has to paint me first for some time, means my RWR will detect that emission as nails PRIOR to missile launch (unless he is in my RWR blindspot which he clearly isnt), no matter in what mode the missile is then finally shot. the current behavior however does not even give me nails until the missile is already on the way towards me. seems funny, it isnt a heater and needs radar guidance (either the jets radar or the missiles own seeker) in all cases. instead it goes instantly in a STT and my RWR warns me about a missile fired in STT (given the absence of "M" just the flashing 14 indicating a STT launch)
  3. did some tests after the recent rwr update. in some occasions i observed that i get no nails, no spike but an instant launch warning, see tracks attached. the no nail no spike to instant launch warning seems to occur with late activated groups, here tested with a tomcat but also observed with mig29. more specifically late activated via trigger, not via timer. then specifically with the F-14 when it is not late activated i do get nails however if you compare the range to the track where i tested it with the viper, the viper shows up as nails much earlier. seems weird comparing the strenght of the radars of these planes. i also never get any spike by the tomcat. fair he might launch in TWS. but then why do i get an instant missile launch warning if he shoots in TWS? and if its the missile going active that early, why is it flashing "14" instead of "M" or "U"? also i only ever get one RWR indication but if the missile goes active that early i should get the tomcats ownship (14) and the missile (M) on top - so two RWR indications... something seems to be very odd. f-14_late-activate_no-nails-or-spike.trk f-16-late-activate_nails-and-spike.trk f-14_no-spike-instant-MSL-warning.trk
  4. about 3 months ago i moved from a VKB Gunfighter MkIII Ultimate joystick to a FSSB R3 and it indeed does make a difference. more instant reaction to any stick input, much less sluggish feel, overall a better flying experience. i was always hesitant to make that step as it is quite an investment and i always thought "it cant be that bad". when i finally did it, the difference however was very noticeable right off the bat.
  5. I know youd use them for pop up attacks primarily to get visual references in how to fly the pop up, even that is bugged, see my referenced post. As i said, there might be multiple use-cases. whether its the „correct“ way of using them like in wags video i beg to differ and wouldnt use it like that myself. However for some reason he made a video showing this exact method in which case ED might have info about this type of use and if its clearly wrong, then that video would be better removed since it causes confusion either way its not working as it should since even for a pre planned pop up attack, the OA1 triangle is not at the correct height.
  6. also, dont waste your time on it, in the current OB its broken (again). location of OA doesnt save. @BIGNEWY can this be moved to bug-reports? goes alongside this bug, which is already reported: did it according to Wags video and this currently is not working (watch towards the end where he designates OAs with the TGP): Track: OA_does_not_save_position.trk
  7. there are multiple use cases for OAs you can get launch and steering information to OA1 and OA2 by pressing Left MFD OSB 10 (or right, depends on which MFD you have the sensor on) on either the tgp or the FCR when in AG master mode. so yes you could designate 3 different targets like that
  8. yeah youre right, 25 is the highest you can go for OA.
  9. yeah i agree i hope the mission planner together with DTC will bring much needed improvements for actual mission planning
  10. the CombatFlite tool can help you with that. however it takes some time to get used to that tool. however pretty handy to coordinate larger scale missions.
  11. you forgot to turn on "GND Jettison" as you were still standing on the ground.
  12. of course its not the same. but to visualize the offset in mounting position on the jet and therefore explain the parallax it creates, it might help
  13. declutter your HSD. or select AG radar or TGP then the selected steerpoint will have a bigger "crosshair" on it, indicating the SPI
  14. You have to place the unit, set its waypoints as desired, go to wp 0 and set its speed to anything other than 0. should work in SP and MP. if you dont want the tank to be moving, still set its speed at WP 0 to like 20 or something. Have not tested that however. Maybe @Flappiecan explain in more detail i do believe that idle vehicles should give off less of an IR signature than a driving one, however, currently they pretty much match the exact color of the surrounding terrain and that does seem hard to believe. Plus on IR, exhaust should be visible, giving away its position to some extent i mean, IR is even used to find missing people in terrain. And compared to a tank in DCS, the infantryman is literally glowing
  15. this might be due to the current lookdown penalty. this is being reworked first for the hornet. the changes there will then be transferred to the viper. known issue, read more about it here:
  16. i hope you dont actually mean autopilot but the automatic waypoint change by this. in order for the jet to fly along the route, steering select and either altitude hold or attitude hold needs to be turned on. these are the only "autopilot" switches there are. the other is just so it automatically switches to the next waypoint upon passing the currently selected one. this in combination with the actual autopilot will make the jet follow the route. otherwise youd just be turning circles around the selected steerpoint
  17. interesting, guess i will have to do that in the future as a workaround until its properly done.
  18. in addition to Tobias tracks and screenshots, here are some screenshots and the track of a short test showing the IR signature of T72, T80 and T90. all of the tanks had a waypoint assigned, so the were not stationary from mission start but had to drive a short way to get to their final location.Tank_IR_signature.trk even then, i do think the IR signature to be off by a lot, given that they can barely be distinguished from the surrounding grass and road, no exhaust smoke etc. also note by the TGP position indicator, i was basically above the targets when i took the screenshots, spotting those from far away (20-30nm) is pretty much impossible without massive amounts of luck i think its self explanatory at this point.. then here is a track showing the IR signature of Map objects on PG, especially civilian cars compared to actively driving enemy vehicles: PG_Map_objects_IR_signature.trk T72 TV mode: T72 WHOT: T72 BHOT T90 TV Mode T90 WHOT T90 BHOT T80 TV T80 WHOT T80 BHOT Tank_IR_signature.trk
  19. yeah i wish id get paid to do that not to speak of all map objects with this issue that are not selectable / placeable from the ME but rather are "built in" as map objects this comment shows it nicely, despite using arguably the pod with the clearest image there is in DCS: https://forum.dcs.world/topic/322449-fix-it-or-remove-it/?do=findComment&comment=5185516
  20. exactly my point, and please, no "need evidence" comment, there is vast amounts of posts showing these things
  21. As stated before, there are no hard feelings about losing TV mode for the benefit of a proper LANTIRN implementation, however at the moment a large portion of map objects on all maps (stationary civilian cars, street lamps, windows of buildings and many other things including placeable static objects in the ME) all light up like a big heat source, especially in comparison to actual running vehicles with hot engines. which to me is a concern if all we can use is IR imagery on a pod. i would appreciate if ED would bring those things in order BEFORE implementing the changes to the pod as that will significantly limit the viper, despite having „corrected“ the false lightening implementation (which i do support) if the ground stuff would show up with correct heat emissions, not many would be mad about the change of the pod as we would not lose any capabilities. however with these things in place youre not going to find a truck in a small town only using FLIR, hence really crippling this module to a point where a big part of its core role is pretty much unuseable. I hope you are aware of that
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