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DSplayer

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  1. Well it's basically impossible to find information regarding missile flight paths and terminal behavior so I'd assume HB tweaked their PNs in order to squeeze PKs out and ensure the missile is performing the best it can (which I'm sure is what Deka and ED do when they make tweaks to their Fox 3s).
  2. Iirc both the R530IR and Magic 1 have the same detection and CCM values in the files but the R530IR’s seeker does not have a cooled seeker value which is probably causing the discrepancy.
  3. IIRC it fires from left to right, back to front. And since you had 2 Sparrows (which fired the left one first) and then you fired 3/4 Phoenixes, you ended up with your last missiles on the right side of your plane.
  4. So I decided to run some tests utilizing the older PN_coefficients and associated PN_gain from older DCS versions of the AIM-54 (the one prior to June 21, 2022 specifically) since I was rather concerned at the increased amount of defeats from beaming attacks recently and I was able to find that the older PN coefficients have a better chance against targets that are almost beaming as they are faster once they start turning into the targets along with leading more smoothly than the latest PN coefficients. I fired at a Mach 2 F-15 at various beaming angles with an AIM-54A-Mk60 with target size small while active paused at Mach 1 at 30000 ft and utilized the same track for both old and current PN coefficients. Here are some examples from my testing where the current PN values didn't allow the missile to hit the target: Current PN coefficient from "PN Test 4 BEAM4" track: Old PN coefficient from "PN Test 4 BEAM4" track: Current PN coefficient from "PN Test 4 BEAM5" (this barely missed): Old PN coefficient from "PN Test 4 BEAM5" track: Current PN coefficient from "PN Test 3": Old PN coefficient from "PN Test 3": The flight path of the current PN coefficient values also shows that it currently has a slight curve when trying to hit the beaming target when compared to the straight line that the older PN coefficient takes. Old New In conclusion I think that there should be some further testing to improve the PN coefficients of the AIM-54 as they are currently subpar when used against targets that go into the beam (or do a split S) or targets that are nearly beaming already when compared to the older PN coefficients. I've included a version of the modified "Weapons.lua" that I used in order to test the old vs current PN coefficients if you want to test it out yourself (I highly recommend using OVGME or a similar application) for your own scenarios. Here's the difference between the unmodified lua and the lua with the older PN coefficients: https://www.diffchecker.com/39xPQ15T PN Test 3.trkPN Test 4 BEAM4.trkPN Test 4 BEAM5.trkDCS-BEAM5 NEW PN.trk.zip.acmiDCS-BEAM5 OLD.zip.acmiDCS-PN TEST 3 NEW PN.zip.acmiDCS-PN Test 3 OLD PN.trk.zip.acmiDCS-BEAM4 NEW.zip.acmiDCS-BEAM4 OLD.trk.zip.acmiWeapons.lua
  5. A quick mod that allows the usage of Super 530D missiles on pylons 5 and 3, Magic II missiles on pylons 7 and 1, unrestricted centerline R530 usage (ability to mount an R530 on pylon 4 along when you have missiles on pylons 5 and 3), PHIMAT and BARAX pods on pylons 6 and 2, and CATM-9Ms and TCTS pods on pylons 7 and 1. Also permits unsymmetrical loadouts with all wing mounted weapons. I made it since I was pretty bored on launch day. Link: https://www.digitalcombatsimulator.com/en/files/3325091/ Changelog: V1.0 - Initial Release V1.1 - PHIMAT and BARAX added (both are cosmetic only) V1.2 - Added CATM-9Ms, allows the mix of all missiles (you don't have to pair up 2 R530s of the same type on pylons 5 and 3), and complies with OB 2.7.16.28111. V1.2A - Ability to mix ordinance without the need to have the same weapon on the opposite pylon (can have unsymmetrical ordinance). V1.3 - Added AN/ASQ-T50 TCTS Pod for pylons 7 and 1 V1.4 - New file structure that no longer requires an update after new patch drops which changes Weapons.lua (less work for me yay) V1.4A - Simplification of edits to Mirage-F1.lua in an effort to fix controls bug. V1.5 - Allows compatibility with OB 2.7.17.29140. Adds the 580 gallon center tank and adds GBU-27 for pylons 5 and 3. V1.5A - Compatibility with OB 2.7.18.30765 (Thanks to DerRedMax and Grimreaper68 for pointing out that the mod was broken). V1.5B - Compatibility with OB 2.8.0.32066 V1.5.3 - Zipped with OvGME so you can just drag and drop the zipped mod into your DCS mod repo (zipped folder no longer has the version number in filename). V1.5.4 - Updated for OB 2.8.1.34437 V1.5.5 - Updated for OB 2.8.2.35759: Mirage F1EE capability and pylon position for Super 530D are fixed. V1.5.6 - Updated for OB 2.8.3.37556 (Also rewrote the code since Aerges rewrote the code for the Mirage F1) V1.5.7 - Updated for OB 2.8.4.38947 V1.5.8 - Updated for OB 2.9.0.46801 | Changed the PHIMAT over to the one Aerges made and updated so gunpods work. V1.5.9 - Updated for 2.9.3.51704 | IFF and other things
  6. I was able to include his texture skin to V1.3 of the mod (along with other changes) since the original mod broke IC, might as well include some other stuff that also would've broken IC.
  7. I always thought that they were supposed to have a metal finish! Also the R-3S and R-3R models are weirdly modeled compared to the AIM-9B (rear fins being shorter in span) so I think a model overhaul is due.
  8. I’d imagine there were some range gating that allowed the Phoenix to differentiate between chaff.
  9. I wouldn’t mind any of the modernized E variants like a Japanese F-4EJ Kai, Greek F-4E AUP, or Turkish F-4E Terminator 2020. Outside of modernized variants, I think Israeli F-4Es with their specialized payload options would be cool.
  10. I should’ve clarified. It’s the button bindings and not the axises that aren’t working.
  11. IRL the AIM-9B has a length of 111.5 inches[1], AIM-9J have a length of 121.9 inches[2], AIM-9P-4/5 have a length of 120 inches[3], AIM-9L/M have a length of 113 inches[3], and the AIM-9X has a length of 118.8 inches[4]. Currently in DCS the models when compared to each other feature vastly different lengths from their official stated lengths. Some examples in DCS include the AIM-9J is roughly the same length as the AIM-9X (even though the 9J should be over 2 inches longer) and the AIM-9P-4 and AIM-9P-5 is slightly shorter than the AIM-9B even though it should be almost 9 inches longer. Screenshot of the major AIM-9 variants in the model viewer lined up (Top to Bottom: AIM-9B/GAR-8, AIM-9J, AIM-9P, AIM-9P-5, AIM-9L, AIM-9M, AIM-9X): Screenshot of Armaments Coproduction at a Crossroads: U.S. Policy Options After the Cold War by Frans Nauta showing the lengths of the AIM-9L/M/S vs the AIM-9-4/5: Image of the AIM-9B, AIM-9E, AIM-9N, AIM-9P-3, and AIM-9P-4 guidance and control sections next to each other showing the length differences of only those sections: Sources: 1. AIM-9B Standard Missile Characteristics 2. Project Checo Southeast Asia report Combat Snap (AIM-9J Southeast Asia Introduction) Page #18 3. Armaments Coproduction at a Crossroads: U.S. Policy Options After the Cold War by Frans Nauta 4. AIM-9X Sidewinder Further Reading: AIM-9L Standard Missile Characteristics
  12. Currently the AIM-9JULI uses the AIM-9J (aim-9j.edm) model while it should use the aim-9juli.edm model (both located in Bazar/World/Shapes). Picture of AIM-9JULI currently: Picture of what the AIM-9JULI should look like if it used the correct model: Screenshot of "aim9_family.lua" showing the "aim-9j.edm" model being sourced for the AIM-9JULI: Image of CATM-9JULI:
  13. For me TEL works but never at 7nm. It always takes until like 3nm for a head on lock even though it should automatically lock a target a max of 7nm.
  14. Ah. I was under the interpretation that it showed up when you turned off oxygen with the switch on the left. It also didn't help that the cockpit texture mod I was using didn't get updated.
  15. How does one make a custom flare and chaff pod that is similar to the SPS-141, Eclair, and KB pods that can augment the amount of flare and chaffs that a plane can carry (and then allow the aircraft to use those new countermeasures)?
  16. MirageF1EngineFailure2.trk I decided to try to stop the surge by cutting off the engine and doing a midair restart (utilizing the track from the prior video) and that fixed it and didn't result in a complete engine failure:
  17. Issue: The "Cannon 300-600m and missile lock/unlock button" keybind does not work if you compare the change in HUD/pipper symbology to the RedKite video discussing the radar.
  18. Issue: After pulling high AoA and causing the engine to start surging, it will eventually shutdown but you'll be unable to do a mid air restart the engine as its stuck at 0 RPM. You also cannot restart the engine on the ground if you're able to land in time and try to attempt a typical cold start engine start.
  19. Issue: The new F-14 Liquid Oxygen gauge doesn't have an indicator showing if its on or off like its supposed to. Current gauge with the blank rectangle where the on or off indication would be: Liquid oxygen gauge on the older F-14B renders with the liquid oxygen gauge with an off indicator: The "Slight inaccuracy in the Oxygen Indicator?" thread has a lot of images showing the Off indication for the liquid oxygen panel:
  20. Issue: The "Wheel Brake Left" and "Wheel Brake Right" controls do not work. Only the "Wheel Brake On" controls work.
  21. I wonder what the tacview would look like if you repeated the test with the same firing distance and AI defensive maneuvers on the new patch.
  22. This is the same for the radar modes knob. Pretty annoying since it makes that keybind actually useless.
  23. Issue: The radar antenna elevation on the Mirage F1 elevates and depresses too slow compared to when in difference mode where it moves a lot quicker.
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