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St4RgAz3R

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Everything posted by St4RgAz3R

  1. As a result of this you neither can use the A-G radar modes when in A-G master mode because the radar defaults to AGR
  2. This is true but when you heve no air to ground weapons and you go into A-G mode the FCR defaults to AGR and the SMS page in ccip where you can't change it to ccrp because you have no weapons and so the FCR can't be changed to GM or other ground radar modes. Is this limitation in IRL too because it seems odd that you can't use the ground radar in A-G mode and can only in NAV
  3. I tested to see how the lock behaves when switching from MRM mode or NAV to dogfight mode and although now there is no relock and the transition happens seamlessly, when you try to manoeuvre the aircraft the lock gets stuck in a fixed position in the HUD and then drops. If you get a lock from an acm mode from dogfight mode itself it retains the lock as usual even if you manoeuvre the aircraft. It seems to happen only when you have an STT lock and transition from MRM or NAV to Dogfight mode. dgft lock.trk
  4. I can confirm this too , binding the NAV FLIR LEVEL and GAIN does nothing. Also the VIDEO HUD CONTRAST is bugged when bound with the +10% -10% bind. It does some weird things like turning the HUD brightness all the way down so you have no symblology. If bound to an axis it works although i get some random flashes in the screen.
  5. yes you are absolutely right. I took some screenshots of how close the missile comes to the rocket and still it doesn't explode. The proximity fuze just isn't working on rockets. Just look at the pictures
  6. So you think it's a bug? 1.9 mach is still slow compared to a HARM which can go about 3 mach and is half the size of a 300mm rocket. So it's easier for the SAM to intercept it one would think but no.. SAMs intercept the HARM missiles and can't intercept the rockets
  7. So i 've tried with all the avaiable SAMs that are in game to intercept rockets of various sizes 300mm, 220mm etc from MLRSs with no luck. Most SAMs can't even track the rockets. Some like patriot , nasams , s300 and sa-15 can track but while they fire upon them they can't seem to hit anything. It's like watching stormtroopers firing.. all those missiles in the air and nothing hits. I don't know if they can't hit IRL as well but i would expect, at least those big 300mm rockets which are not too fast either, to be intercepted. Any thoughts on this?
  8. I get this too. If you get locked once the RWR is still beeping even when there is no threat anymore. Is there a way to reset it? only way for beeping to go away is to turn it off and on again rwr still beeping.trk
  9. Sometimes when you get a lock with the radar in an auto acq mode such as super search or vertical scan, once you lose the lock you cannot go back in those modes with auto acq forward or aft. Instead the radar still believes it has an STT lock and pressing auto acq forward or aft goes in TWS mode or high data rate scan 3HDT. Only way to get back on the modes is to press auto acq down to go back to search and then auto acq forward or aft to get back in the acm modes. acm modes after losing lock.trk
  10. When getting a lock with the radar having selected an aim9-p or j the missile is not slaved on the radar and doesn't give tone. The missile still looks on boresight despite being uncaged or not. Also the circle of the aim9's seeker is missing. The m and l variants seem to operate normally aim9-P not following radar lock.trk
  11. Hey guys here are some graphs with STR and ITR from some tests i did. I made the tests in game and recorded the data from tacview. All jets are clean no pylons with 2000 lbs of fuel and are flying at 1000 feet MSL. I don't know how accurate they are but it seems to me that the f16 is losing by both f18 and m2000c both STR and ITR at all speeds
  12. I don't think it's so far off from being close to the real one as diagrams and charts show. Maybe some excessive drag when you are in a A/A loadout or having stores in general. But i really think that the viper is being bottlenecked by the g effects of the pilot. At speeds where it starts to shine the pilot just can't keep up not letting it reach it's full potential. That's why we see youtubers dominate in the f16 dogfights with g effects off, i don't think they would do so good if they had them on. Maybe as others said ED could customize g effects suited to each aircraft accordingly taking in account g suits , seating position, or even pilots themselves in more demanding aircraft should have better g tolerances as it would be required IRL to be qualified to fly them.
  13. Same here . Holding anything below 420 knots at ground level the f18 will outrate you. Only when you hold about 430-440 knots you actually can outrate it but the pilot of the f16 will blackout in a matter of seconds
  14. oh yes it's in the dcs core features section. Got it, thanks
  15. Thank you , i didn't notice there was a bug forum section for the whole flaming cliffs pack
  16. After having good lock on targets with the shkval Kh missiles seem to follow a very shallow path when fired resulting hitting the ground. I have tracks for both. Kh-29T.trk Kh-29L.trk
  17. Well that's a bummer. I guess that also means when the sniper pod eventually comes out which has greater magnification will be same 40 nm range limited. I hope they think of how to overcome this limitation
  18. Hi, is there some way to increase the TGP visibility range? I get no image display when 40 nm or above in the TGP but as soon as you go below 40 nm the image starts to pop out. Is this a DCS limitation thing or real TGP limitation? Visibility range is set to extreme in options. It would help with JSOW employment if you could see further with the TGP
  19. HI @Lord Vader i see your point and i agree that it is now infinite better than previous , but keep in mind that a slight misalignment basically makes the weapon unusable at that stand off range that it has 8-9 nm because you can see the target on the tpod but with the mav seeker it's almost impossible to make out the target at that distance especially if it is a small target like a tank. It also makes useless the auto function in the tpod because due to the misalgniment you have to go to the mav page as well to make that correction in order to lock the target. So it is important to be spot on aligned if you want to get the maximum potential out of the mav missile. And i don't mind if it's 2 miles or higher that you have to align it as long as it works i'm happy with it. I even tried aligning it while on air which works even better. Keep up the good work!
  20. Tnanks for the reply. Yes you are right . I tried boresighting with a target at about 3.5 miles and the boresight was spot on . It's a little misleading though that in the patch notes it says at least 1 mile and up you should be fine because clearly at 1 mile maybe up to 2 it doesn't work. So 2 miles and up you should be fine. Thank you for your help, i think this will help a lot of people because a lot had trouble with this. Now please take a look at VIS mode there are some issues there..
  21. After the last patch 25/01 maverick boresight is still off once you are airborne. You can boresight the missiles fine with the new procedure while on the ground but once you go airborne , the tgp and mavs are not alligned any more. Track below demonstrates boresighting on ground and once in the air you can see i lock a target with the tgp but the missile is looking far off to the left mav boresight off.trk
  22. Oh wow! Didn't know the radar simulation would be in such depths. But it makes sense as you put it. This module surpises me more and more each time i learn new things about it. Good job from the developers. And as you suggested disabling TAS helps keep the pipper steady even when transitioning from ground to the runway so in that kind of scenario it is better off. Thanks for your help @Kercheiz
  23. The ccip pipper seems to fluctuate very oddly when transitioning from ground to a runway. For example when you re doing a run with ccip to some targets on the runway as soon as the ccip pipper transitions from ground to the tarmac of the runway it fluctuates up and down making aiming with it very difficult which shouldn't be the case as the ground and runway are on the same elevation. It seems to do it only with the tarmac of the runway like it confuses it as if you re passing by some ground with big terain elevation , when passing by hills, trees, buildings etc it has some slight fluctuation which is expected but works fine. I've included a track , don't know if it's a bug or not but worth taking a look at it m2000 ccip piper.trk
  24. Yep as i said makes no sense to me either. I thought the same thing that's why i made the post because i believed that the fix was intended to make the 88 rack to be able to fire in ripple as it didn't work before. That's the logical thing to assume from the changelog. But reading on bignewys response made me wonder if that's really the case. I also hope they 'll take a look on this and not let it linger forever like other bugs, like the one with VIS mode for example.
  25. So i guess we were reading the changelog wrong. If i get this right they mean that the fix is to NOT be able to fire in ripple with LAU-88 loaded not the other way around. Makes no sense to me but if there is no evidence to support that it can indeed be used for ripple then it is what it is i guess. Maybe SteelFalcon could provide the actual evidence and this changes
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