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DSplayer

ED Closed Beta Testers Team
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Everything posted by DSplayer

  1. Did you lose track after you fired?
  2. Btw for future reference, if you hover over the special menu options, it does give a short summary of what the special option does.
  3. I have some plans for F-15E mods.
  4. Ok I updated the mod to V1.2.0 so you can just drag and drop the zipped folder that you download into your mod repo and it should work with OvGME (and it works with mine). If it doesn't, try the manual method of installing the mod by just dragging and dropping the CoreMods folder into your root DCS folder.
  5. At least most servers do not have the script IC check enabled. The pure texture IC is pretty annoying however especially since it was super sudden and not mentioned in the changelog iirc.
  6. This is untrue. We would've heard a lot more news and people talking about it if it were true.
  7. The "Iranian F-14 Weapons Pack" should be the one in the mod repo folder and not the folder that has the version number (i.e. "Iranian_Weapons_Pack_(V1.1)"). Maybe in the future when I have the time, I'll make a mod archive version that eliminates any possible mixups.
  8. When you activate the mod in OvGME, go into the main DCS installation folder, CoreMods, aircraft, F14, open the entry.lua, and check if it includes a line that has DSplayerWeapons.lua in it. If it doesn't something went wrong during the installation (or the game overrode it somehow). If it is there, maybe something happened with a recent update and broke the mod. Also it is important to remember that you cannot have multiple mods that edit the entry.lua file installed and have them work at the same time without modifying the entry.lua file.
  9. R2D2 best voice actor 2022
  10. I'm still waiting on my FOIA request to get actual data on the AIM-54 directly from the United States government. It will take at least 1 month to get the documents I requested.
  11. Oh ok then. I would’ve thought that a more complicated IR system would’ve been required in order to make that happen.
  12. Does that mean the missile IR system is going to receive an overhaul in order for this to happen or is this going to be changing the existing seeker sensitivity parameters?
  13. The same thing might've happened to the P series since they basically took improvements from the AIM-9L/M and plopped it into the P and that might also be beneficial for reducing the amount of unique parts between the two SW series. Of course I can't be certain that happened tho.
  14. The improved maneuverability can be down to how the gas system for the fins changed in between the J and P with the solid state stuff. A similar thing happened when the AIM-9H was introduced and compared to the AIM-9G, it had better pull due to the gas system being changed and a byproduct of that was increased maneuverability iirc.
  15. I’d assume the spotlight feature is similar to what modern jets like the F-18 and F-16 have. It’s basically a super narrow search pattern so you can try to get a track on something. When compared to the Tomcat, I think it’s similar to the super search function that we have already. All of this could be wrong however since I’m not too knowledgeable on the Phantom’s systems.
  16. Around 37k ft or so.
  17. I would have to look at the code regarding the ALQ-99 but if I were to implement it, I wouldn't have used HB's shoulder_a2g function. To add a pylon to an existing loadout sort of deal, look at my HARM nested loadout stuff in one of the DSplayerWeapons.lua files.
  18. Tbh I've only seen this behavior with AIM-54s and I had thought this was solved months ago and I guess reappeared now. Do you have tracks for this btw? I would like to recreate the test but change some values on my end to see if I can make the missile not move upwards after losing track.
  19. Yeah that’s also super important as well (and also would require another wishlist post lol) and I hope we would get those soon. I just know that IR modeling for IR missiles in this game is super simplified to levels that even WT has more complexity and that would also require both different flare types and the IR modeling redo.
  20. Currently we have 2 types of flares and 1 type of chaff that aircraft can use. I would personally like a more complex system for chaff (i.e. differing effectiveness depending on the weight of cartridges, etc.) and flare (I.e. burn time, IR spectrum, etc.) which could bring a more accurate simulation for countermeasures. At the moment, in the situation for flares, we do not have anything similar to the flare cartridge that BOL IR uses (which deploys in more of a streak instead of a single flare round: video). The current LAU-138/BOL chaff rounds currently have to fire basically 4 at a time and limit you to a max of 40 discharges even though the rails can carry 160 pouches of chaff because of the fixed effectiveness of chaff. This is because the BOL chaff cartridges is roughly 1/4 of a typical chaff round that could be fired from a normal CM dispenser but it had to be balanced in a way for it to be fair.
  21. I would say that the Magic I is the best non-JULI missile at the moment that you can mount onto the F1. It currently still has all aspect capability even though it shouldn't. The 9J comes 2nd since it turns pretty well and a lot better than the 9Ps.
  22. Yep. You just have to use the Ground Crew menu and then "Select ALE-39 Loadout" and then choose 60 flares / 0 chaffs (Karon's article does pretty well explaining the process behind loading the ALE-39 in DCS). I think the all flares in the ALE-39 and then the 40 chaff in the LAU-138 is a stock option that most server's F-14s are set to however.
  23. The LAU-138, currently, is purely chaff and is always there unless unchecked within the mission editor. You cannot change the amount of chaff in the LAU-138s. Changing the CMs with the sliders in rearm menu didn't really do much and just caused issues for everything. Also HB pls give me the MJU-52/B flare cartridges and ability to mount LAU-138s on the B stations.
  24. I actually did some tests by trying to time the time in between trigger pull and weapon release and it seems like it's just the heat of the battle making the time last a lot longer than it actually is. SW do have a delay of around 0.2 seconds while AMRAAMs and Sparrows have a delay of around 1.2 seconds. SWs on other jets seem to basically be instant however so take that as you will.
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