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Moonshine

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Everything posted by Moonshine

  1. didnt do anything. still the same issue
  2. be in nav, set the TPOD to A-G mode. it will be looking at the selected steerpoint. from there, slew freely as youd like
  3. Master mode does not matter, all you need to make sure that HUD is SOI (or when on the MARK DED page you cycle through until you get to HUD, that makes the HUD SOI automatically). TMS UP long to get the symbology in the helmet, then look at whatever you want your markpoint to be, TMS up again, to stabilize the position, from there you can finetune it by TDC slew and finally, TMS UP again to lock it in demonstrated it using NAV mode first, then AG - PRE mode for GPS guided bombs HMCS_MARK.trk
  4. still starting with the "wrong" FOV. only after 2x RAlt+Num0 its back to what it should be.
  5. @Lord Vader was the fix already implemented? or is what im seeing still the "old issue"?
  6. Did not test it yet edit: tested just now, seems to be better but still not really good. after designating the "new" location with the pod, pressing Enter will update the system. however the final location of the updated steerpoint seems to shift or hang in the air compared to what was just designated with the pod. for examples: in my test i first want the steerpoint to be at the start of the runway on the white lines. somehow the final location is off by a couple 10m then i try it again with a parking hangar and later on with the ATC building, still the same. for general navigation given no GPS years this is surely "good enough" but to correct coordinates for bombing something this surely isnt unless the target can be visually picked up before employment. not saying this isnt realistic, its just the observation of whats happening now with it. bottom line, the "updated" steerpoint location doesnt end up to be in the center of the TGP crosshair as it was originally designated. or the elevation doesnt match. then again, in the DED the elevation seemed correct. NAV-Fix-TGP.trk Edit 2: seems something with the elevation is off. after designating, it adds 200 feet somehow. you can see it in the TGP page, top left the elevation number NAV-Fix-TGP_2.trk
  7. Observed the same. Didnt disappear even after putting pod in standby and or turning the hardpoint completely off
  8. Offset Aimpoints are not intended as targets, see the comment from Raptor linked here, in addition, the video showing it is outdated, refer to the changes listed in the viper mini update thread also linked below. hope that helps. in order to use Offset aimpoints you have to first input them in the DED DEST page to the respective steerpoint
  9. but according to a specific manual it should also work with the lau 88A/A
  10. friend of mine found this: The HSD range can exceed 160nm in factors of 4 when enabling CPL. Steps to reproduce: 1. set FCR to range scale 5 2. CPL your HSD 3. select HSD as SOI 4. scale up youll get something like this (track attached): HSD_unlimited-range.trk
  11. Yup, thats also my observation. Dont know what exactly has been done to the flight model but i doubt the nose should dip like that.
  12. Funny how in 2.9 air starts start with a 3-5 degree nose down attitude right off the bat. Can be seen in the video above. Although the same track just replayed in two different dcs versions.. this might have an effect on the outcome of this comparison although it might be a small one
  13. Dont know if of relevance but when hosting a miz as MP on your own (launch as MP from the ME), connecting to it and testing, the issue might not show. (Then again, i havent noticed any DL thing yet). When testing the tacan subject it never occurred when i launched my own MP session and tested that way.
  14. thanks a lot! Any chance to rename this thread, it also affects the cbu -105
  15. yeah of course "useless" is overstating it. the weapon can still be used against soft targets. but for tanks its not a pick anymore currently. thanks for taking the time and looking into it. much appreciated!
  16. as said, the weapon might be "realistic" to the extent possible, but the combination with the damage model of ground units makes it virtually useless against tanks or armored vehicles (its intended use). so maybe push for a compromise? make it "do damage" again and adjust it to "realistic" values once the damage model for ground units is at a point where it should be for the changes to work? gameplay will be severely (and unrealistically) hampered if not..
  17. okay, did one more test, BA 1000ft, dropped 5!! out of 6 CBU97 on ONE tank. you can also see the amount of damage the bomblets do. anywhere between 10-15% damage each hit. you can also refer to the units health bar on the F10 map while watching it... two of the bombs dropped exactly on target didnt even have a single skeet hit the tank. only after the 9th bomblet hit he died (can verify it in the after action report) only after the last hit it said "critical damage" on the BDA popup ingame. there i ended the mission CBU-97_damage_4.trk
  18. doesnt the bda "kill" only show up once its dead?`otherwise its just "hit" in your log in the end, Ground Unit 1-7 only died after the 9th you have 2 hits, then another 6, then one, only then the "bda" shows up. prior to that its just "hit"
  19. still took your test 9 skeets to kill that tank. you can see the unit number and the amount of times it has been hit. that seems excessive
  20. not what im seeing in the viper: in this track here i drop 2 CBU105 and afterwards another 2 CBU97 on target, not a single tank is dead CBU-97_damage_2.trk in this one, i redid the cbu 97 drop, lowered the burst altitude to 1000ft so less spread, still no kill at all: CBU-97_damage_3.trk 1x blu 108 does 11% damage. of course if you are lucky and 10 go for the same tank then it dies, but that is very very very rarely the case regarding the "fuzing option": the only changeable thing is AD and burst altitude. yes with lower BA you get more bomblets in a smaller area, yet are still at the mercy of how they disperse themselves (skeets flying everywhere with sensor fuze). still with that many tanks in the area and so many bombs dropped there, getting no kill at all is not an acceptable result. hell, most of them are still operational, only 2 have been slightly smoking now even if the bomb is modelled correctly, the ground units lacking any sort of damage model that would allow the bomb to perform adequately doesnt make this easier. so as of now the bomb feels like it underperforms, might also just be that the ground units arent in a stage where the bomb would do adequate damage. whichever is the case, currently this bomb doesnt do much against MBTs, even against T55.
  21. didnt work for me if the server had voice disabled (can find out if the radio overlay doesnt open)
  22. Not having any of this when playing in SP. Only MP Not sure if track replays take the SP/MP factor in account
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