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Everything posted by DSplayer
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reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
Slightly better overall but nothing has changed as 120s still miss. -
reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
Planned for today. Lets see if the AIM-120 gets better. -
I would think that too since we haven't seen a video of the F-15E in any capacity yet. I would like a video at least with some systems rather than some screenshots that don't show any real action or movement.
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reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
Lmao thats me and one of my squad mates posted it. The SPJ pod effects the AIM-120 super weirdly in singleplayer with and it kinda blinks or just outright causes the missiles to not track at all (which it doesnt do against other missiles like the SD-10, AIM-54. It also doesn't do this in multiplayer). -
Most of the developers don't like to give deadlines to the community. They want to be flexible. HB + TG in the Air Combat Sim Podcast didn't even want to mention a date for their Eurofighter even though it looks like its steadily progressed pretty far in development (they said that it is still early on). RAZBAM was supposed to say/release something on Halloween related to the F-15E but they didnt make an internal deadline so it didn't happen.
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Is there a RAZBAM Official Roadmap?
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Erroneous cockpit sounds when ejection seat armed
DSplayer replied to Magic Zach's topic in Bugs and Problems
I just always thought there was like an extended RIO startup that multicrew humans didnt need to do but only Jester needed to do. I guess I now know its a bug. -
Making this since people wanted a separate forum post from the other one.
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How to read target aspect on the new double line TID?
DSplayer replied to DSplayer's topic in DCS: F-14A & B
https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.7.7.14727/ You are indeed correct. October 20th. -
Active Phoenix veering off target at last second
DSplayer replied to EnDSchultz's topic in DCS: F-14A & B
Missiles do veer off when getting notched sometimes. It's more prevalent with older API missiles like the AIM-54. Nothing wrong besides the old API being the old API. -
With 2.7.7, the JF-17's detection range has stayed relatively the same but holding and acquiring tracks beyond ~40nm in look up and maybe ~30nm in look down has significantly diminished compared to 2.7.6. Sometimes when you're trying to bug someone that has a track file built in TWS beyond ~40nm or in a look down, it doesn't stay bugged and you'll drop the track pretty quickly (even if the target is hot). I'm a bit curious to how accurate the radar is now compared to the real deal or if it even is supposed to act this way.
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AIM-9M Sidewinders should lock onto hot maritime targets
DSplayer replied to DmitriKozlowsky's topic in AV-8B N/A
This is more of a DCS weapon issue instead of an AV-8B issue. I don't think RAZBAM can't really do anything. -
reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
Well now the 120’s magical powers of missing now will hit those playing the stable release. -
How to set Jester chaff deployment? He's killing me
DSplayer replied to Sylosis's topic in DCS: F-14A & B
If Jester is using up all my chaff, I would just make him give me control of chaff and then turn him off so he doesn’t deploy chaff. Not the best solution but it does work. Another way is to manually give yourself the keybinds for the RIO CM switches by editing the .lua files. -
+1 I agree that we should have the ability to tell Jester to use a specified scan azimuth and bars for our own custom scan volumes. This, of course, is only good in RWS since TWS is fixed in the way it scans. In my opinion, however, I feel that the +/- 65 degree azimuth scan is kinda useless since it takes so long to sweep across the entire volume and in my experience, I feel that the RWS scan volume that Jester puts us in already, is pretty good (I think it's +/-40 degree 8 bar scan) but that's my experience of course.
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Well the AWG-9 gets notched super easily in PD modes due to its wide doppler gate. It's the same reason why you get X'd out or lose lock when someone turns around or starts even getting close to flying perpendicular to you. For making Jester not changing STT modes when getting close, you can change it in the special settings.
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reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
Nope. -
reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
No. In all my experience within the new patch, both single player and multiplayer, it is NOT the ECMs on any aircraft causing the root problem. You can force AIM-120s to absolutely miss without much effort with the ECM turned off. -
Just so you guys know what and why.
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reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
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The AI F-14 currently doesn't employ the AIM-54 in the way that pilots do and therefore they're not a good indicator to the range of the 54 or how effective it is. It's going to be overhauled soon btw. For long range kills in real life, the figures you're going to generally get are from test figures since the figures for combat kills are basically all Iranian and its super hard to get any really credible info outside of the knowledge of the kill itself. An article on The Aviation Geek Club states that during a test firing of the AIM-54, it shot down a drone from a distance of 120 miles (Source). So I'd say if the AIM-54 was able to hit a target at that sort of distance, it sure could hit a fighter sized target at 40+ nm. In terms of DCS, the AIM-54 is really hampered by the old API and the ease that the AWG-9 can lose tracks (notching, etc.) but it can easily get long range kills if you really get high and launch at a high speed. During a comp match, I was able to score a ~72nm kill on another F-14 while I was RIOing. The range will probably be increased with the new API comes out and makes the missile more efficient with speed management. Just tell him to git gud.
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reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
Here's a track file of me just turning around and the missile doesn't even attempt to keep tracking me in both the OB and the Stable along with respective Tacviews. 120Trashed.trk 120TrashedbutStable.trk 120Trashed.acmi 120TrashedbutStabe.acmi -
reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
It's a pretty big problem tbh if that's the case. It makes the AIM-120 really hard to justify using when it just gets defeated so easily. It has definitely made an extreme change in how people play in the comp scene since you can just push super aggressively since you know their missile will not hit you. I would personally maybe like the changes to be rolled back or at least the issue be identified and then fixed in a hotfix but I don't know if that would happen. -
reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
Okay. Is there another factor that is causing missiles to simply get trashed after going cold or barely notching? There also seems to be a lack of reliability in otherwise high Pk shots in comparison to 2.7.6. -
reported AIM-120s + All AIM-120 API Missiles in 2.7.7
DSplayer replied to DSplayer's topic in Weapon Bugs
I've been having the exact same issues with the SD-10 and the AIM-120C with this new patch in terms of reliability. Plus they're acting the same with that Datalink/INS guidance thing. Maybe it's a placebo.
