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Moonshine

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Everything posted by Moonshine

  1. 2 things; first the bug is about launch warnings in DTT (in some manuals referred as TTS (two-target-SAM, a submode of the SAM - Situational awareness mode)), which is the initial bug report as that should not be a thing. Then llOPPOTATOll said it shouldnt even trigger a launch warning in STT. newys answer regarding the need of public evidence does not clarify to which part (the DTT behaviour being wrong or the STT post from llOPPOTATOll) he needs the evidence, thats why i referred back to the original bug report, the way it is since the last patch is wrong and should not need any evidence. neither was that change listed anywhere in the changelog about the STT i understand his request. sadly his answer is not specific enough, neither is his second response
  2. while that is cool, i hope you did take note of the initial bug report as per the OPs post as this puts any aircraft firing a missile at a severe disadvantage since everyone already knows you fired, even though DTT was used..
  3. as reported, issue is back/still exists ghost_cbu_105.trk
  4. Reported that yesterday, apparently now a whishlist item as they seem to be revisiting the bomb fuzes in general. while thats fine, a little info about it to clear up the confusion would have not been too much to ask.
  5. Yup. I only tested the AD. seems logical that there is no FD on „Air“. but the fact you cant change it to GND anymore is interesting, especially since there was no info about anything in this regard.
  6. Yes delay settings can still be changed
  7. alright, nice! yeah its still the same tone so distinguishing between new or the same missile is not yet possible. hope thats still WIP edit: low tone does exist as long as you did not bank in a way that got you in the RWR blindspot. if you pass through the blindspot, it sounds like the initial new missile launch tone
  8. also, is it correct that the missile launch warning tone stops beeping even though the missile is still tracking? (red missile warning light still blinking). the sound starts at missile launch and then stops shortly afterwards while the light still blinks until the missile defeated/lost track
  9. in todays patch it was listed that the JDAM now have the correct 5m CEP. while this might be true, they all still fall short of the designated target in all cases, and on top of that they have a 5m CEP. so while that CEP is correct, why does a bomb not fall 5m long or left/right? in the attached tracks you can see the aiming point from my TGP, and the impact point afterwards. this looks like way more than 5m. the measured distance from the desired impact point to the true impact point is around 30ft which in my books is closer to 10m than to 5. tested in Point track and area track JDAM_inaccurate.trk JDAM_inaccurate_2.trk
  10. interesting, does that mean now all jdams will explode above target (airburst)? what use is it to have a penetrator bomb if it does not penetrate?
  11. see title. tested with GBU31 and GBU38 JDAM_Fuse_option_bug.trk
  12. yes i know. sometimes smarter though if you have to wait for some time on the ramp instead of burning fuel and constantly rearming again
  13. to my knowledge this issue only happens if you turn the switches in the back right panel on too quickly before your jet gets proper power. (so wait until all your displays show proper symbology/images etc..), doesnt matter if power by ground or by starting the engine first
  14. Nice find, last time this issue existed for the UHF radio but was patched some time ago. now the bug made it to VHF..
  15. Might also be the case. Maybe its just that proxy fuse is completely missing from multiplayer. Otherwise i dont know how to explain an aim 120 that is actively tracking, which misses by 10 or so feet due to maneuvering (or the famous barrel roll evasive tactic), without detonating in the process. And i dont think it would just be a dsync/netcode thing.
  16. while what you say is true, the Kill distance in the same lua file is set to 15 (i guess thats meters) and is most likely the diameter. and if the kill radius is 50ft (roughly 15m) according to that document, then DCS has cut that in half. as i guess everybody understands that radius is only half the diameter...
  17. discussed at lenght here
  18. this. dcs really needs an actual IADS that adds some dynamic to it. (not the skynet one, which is cool but still limited by the core SAM site quirks...)
  19. yes for real, not even ai with their perfect radar see you 100+nm out. especially not when you are wheels down in the hangar still
  20. Long standing DCS bug that you get residual rwr spikes from stuff thats all the way across the map. Nothing you can do about it. if an enemy AI locks a guy in air combat, you still get rwr spikes even if you are nowhere near that fight
  21. yes you can. go to the DEST page on the DED (List -> 1) or simply change to Steerpoint 21-25 using the STPT page (4 on ICP) and then you should have Waypoints 21-25 that can be entered as MGRS (dobber right "SEQ" to switch between LAT-LONG and MGRS) or here and older video prior to the implementation of the DEST page
  22. okay in all fairness it was 2 hits. (12.7mm x2). still veeeery far from "shredded" and even further away from how this fuselage looks
  23. the tank lining should seal even a 20mm hit that passes straight through the tank leaving an entry and exit hole (lets say AP ammo, not APHE). currently even 7.62mm creates faster fuel loss than a boom tanker could fill up using pressure to get fuel in fast.. funny how thats still an issue needing evidence after about a year. i can not imagine the fuel loss from such a hole to be faster than a refuelling boom tankers fuel transfer speed. Not to mention that the tank is not just a simple bucket but has internal segments that would limit the complete loss of fuel due to damage to one cell. you also lose all fuel if an external tank takes a hole until you figure it out and jettison it. wonder how that works i get that the viper can not withstand the same amount of damage as a A-10 and thus is more fragile than other airframes. but still it isnt made out of cardboard or paper
  24. so in the game files the proximity fuze is set to 7m (roughly 23feet) yet according to page 159 (11-7) in the p-825 manual, the radius should be 50 feet (15.25m)
  25. repeatedly pressing TMS aft makes the tgp "jump" even though it shouldnt, also notice the coordinate display on the TGP page top left change everytime TMS aft is pressed. TGP_CZ_jumping.trk
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