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Everything posted by Moonshine
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see title. tested with GBU31 and GBU38 JDAM_Fuse_option_bug.trk
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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
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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
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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.
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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...
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RWR question from someone new to the Viper
Moonshine replied to Hobo 1-1's topic in DCS: F-16C Viper
discussed at lenght here -
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...)
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RWR question from someone new to the Viper
Moonshine replied to Hobo 1-1's topic in DCS: F-16C Viper
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 -
RWR question from someone new to the Viper
Moonshine replied to Hobo 1-1's topic in DCS: F-16C Viper
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 -
Co-ordinates and the JTAC - no good for F-16
Moonshine replied to Ian Boys UK's topic in DCS: F-16C Viper
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 -
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
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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
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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)
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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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as you can see, i have full internal fuel, full centerline bag, 9100lbs of fuel. with a fuel flow of around 8000lbs PER HOUR OF FLIGHT with the current throttle setting, the EDR still tells me that i have more than 2h of flight until BINGO (2000 lbs) sadly ill be empty in half the time. this does not correspond to the intended behavior described in the referenced manual on the referenced page by SteelFalcon. the function in DCS is not correctly implemented as described in the manual. Edit: added second track with no bags installed, only internal fuel, used AB to loose some gas at first, then set the throttle to a normal position and letting the fuel flow stabilize at around 7100lbs per hour. still EDR tells me that i can fly more than 1h30 with the current fuel until i reach BINGO. nonsense EDR_BUG.trk EDR_BUG_1.trk
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pm documented evidence GBU-12 CCRP Forced 5mil Constraints
Moonshine replied to AlexCaboose's topic in Bugs and Problems
hoping this gets patched one day... at the moment it does seem to be 5mils instead of 3/9 as Frederf described here: -
let them provide at least one correctly functional Aim120 first...
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reported WCMD and JDAM VIS mode slew won't slew up
Moonshine replied to creme_fraiche's topic in Bugs and Problems
can confirm, something with the TD box slewing (in VIS mode) is broken. could not get the box placed on one of the hangars no matter what i tried. while i did get it to slew up, it is nowhere near accurate plus automatically starts moving down again upon releasing the slew. incredible how broken everything is in the viper at the moment. basically cant really use it at all other than cruising around looking at the landscape. shame. Edit: added second track verifying that HUD is SOI. TD Slew works fine prior to hitting TMS up the first time (which then would let you finetune the position of the TD box). however this looks to be very inaccurate and buggy. JDAM_VIS_TD-BOX_slew_bug.trk JDAM_VIS_TD-BOX_slew_bug_1.trk -
can confirm, seems to be off.
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reported earlier jdam still inaccurate beyond the 5m CEP
Moonshine replied to Sinclair_76's topic in Bugs and Problems
maybe its in one of those already: both of these have something to do with the pod being inaccurate -
indeed two BUGs related to the rudder, not wishlist items. little ridiculous how such things are treated.
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reported Offset aimpoint logic after latest update (DCS 2.8.1.34437)
Moonshine replied to desertowl's topic in Bugs and Problems
and here is my attempt trying to set OA1 and OA2 with the TGP. (as described here by wags: https://www.youtube.com/watch?v=SnqFHMok-hA) upon designating OA2, the position of OA1 gets lost and overwritten by OA2 or vice versa.. (in the end OA1 and OA2 end up being at the same location) also note that none of those triangles indicating the OA location ever show up in this method in the current OB build (unlike in wags video). after trying that, i end up manually entering OA1 and OA2 as you would for a pre-planned pop-up attack (or as you would load in via Data Cartridge). triangles show up, yet OA1, despite having set an altitude of 3800ft, seems to be below ground. the TGP however seems to look a what i presume the correct OA1 position in the air somewhere. however, despite the sighting option being set to OA1 (left MFD OSB 10), the SPI (which is now OA1), the target box is still on the waypoint and not on OA1 location. also something wrong there. watch towards the end of my track, you can see me trying to find the OA1 location. as i cant find it anywhere i re-enter all its data again and discover the triangle somewhere below ground all of this worked perfectly fine prior to the last minute christmas update. Offset-Aimpoint-location_bug2.trk -
no need for this, already reported here:.....