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Moonshine

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Everything posted by Moonshine

  1. thanks a lot! Any chance to rename this thread, it also affects the cbu -105
  2. 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!
  3. 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..
  4. 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
  5. 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"
  6. 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
  7. 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.
  8. didnt work for me if the server had voice disabled (can find out if the radio overlay doesnt open)
  9. Not having any of this when playing in SP. Only MP Not sure if track replays take the SP/MP factor in account
  10. t80 he said. dont have his track, ill ask him
  11. buddy of mine said he had issues with hellfires fired at tanks not doing any damage. maybe unrelated or maybe something wrong with the tanks all together and not the weapon itself. probably worth checking both possibilities
  12. Its the return of ground units. Best to be seen when putting the TGP in A-A mode, then lock one of those contacts with the A-A radar. Youll see in the pod what you locked.
  13. seeing the same with the viper. not a single tank was dead or even severely damaged. CBU-97_damage.trk
  14. the CCIP pipper is correcting for wind, you can notice it most when you add lots of crosswind. your pipper will be very far off the center of your HUD
  15. Ive tested with and without. Doesnt make a difference. After the cleanup and repair plus me wiping my saved games folder i ran the game with pure game files, still happened
  16. tried it with different amounts of fuel. while i cant seem to replicate it, i do feel like the nose drops 10-15kts earlier than previously. Landing_2xBag_8000lbs.trk Landing_2xBag_6000lbs.trk Landing_2xBag_3000lbs.trk
  17. thanks for looking into it. ill completely wipe and fresh install over the upcoming days to see if that fixes it i dont get it since when opening the stm via text editor it all looks fine
  18. Will do, thanks for your time edit: did a full repair, still the same, even created a completely fresh folder under saved games
  19. i made a short recording showing it: https://drive.google.com/file/d/1u4tOgUk7MxP00Ko3mLVTX2n14J-v1NPY/view?usp=share_link in short, after saving the miz and creating the STM the number look like that (which is correct): however after loading the STM into a new empty mission, the numbers look like that: as you can see, 203 and 204 are swapped
  20. Scenario; create a flight, 4 members, ascending STN numbers (as per default) Save the mission. Create Static Template Open new, empty mission Load static template Check STN - number 3 and 4 are switched. Seems like when generating the STN, something gets messed up. when checking the STN in a text editor, everything seems to be correct, however, upon loading it, the jets have the wrong values Test miz and STN file attached. edit; only tested with vipers, assume its the same for other aircraft too STN TEST.stm STN_TEST.miz
  21. tested it, seems fine to me, see tracks attached. make sure you are not too low so the fins can actually open and slow the bomb down before it hits the ground and dont be too fast either otherwise the fins cant decelerate the bomb enough and surely dont be both Post-Designate-CCIP_MK82SE.trk Post-Designate-CCIP_MK82SE_3.trk Post-Designate-CCIP_MK82SE_2.trk
  22. map problem, not aircraft; been reported for ages. makes some of the most interesting airfields on PG not very useable if ILS approaches are needed/wanted here some of the posts about it, there is many more in the PG bug report section
  23. that makes no sense, the rail itself doesnt move at all. you boresight the missile seeker. you only have to do it once per station as it will share the BSGT data to the other missiles on the same station
  24. Pods are fixed at the cheek stations. The only thing that gets stowed are the lenses of the tgp when putting it to standby or power off. (Not sure if the 3D model shows it or not)
  25. it was twice listed as "fixed" in the patchnotes but never really was
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