-
Posts
75 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by 3000 Black Jets of Allah
-
-
Regular updates are normally on the last Wednesday of the month.
-
On 1/17/2023 at 5:44 PM, Thinder said:
The Super 530D never was fitted to the Mirage F1, it was designed to use the RDI (Radar Doppler à Impulsion)radar of the Mirage 2000C, D stands for Doppler and the F1 doesn't have this capability.
The 530F was designed for use with the Mirage F1.
So whatever they use for this F1, it has to have the same firing and flight envelop that the actual Super 530F used by RAZBAM, the D was not only improved in electronics but its performances as well were superior to that of the F.
As for the actual 530, its kill ratio in the game is completely unrealistic, due to maintenance and rather below average electronics, it would fail to hit its target most of the time, so it is just as well that Aerges plans to give this F1 a true BVR AAM because the only Air Force which tried to use it, the Israeli Air Force, scored only 1 kill with the 530.
I'd rather have a second pylon for the IR AAM than a 530 fitted....
RAZBAM and the M2000 don't use the Super 530F, they use the D. So the 530F for the F1 doesn't have to have the same firing and flight envelope as it is a completely different missile.
-
1
-
1
-
-
If you are clicking out of the map marker box with the X then you are deleting that map marker. To close them you need to press the - instead. I hazard a guess that they're not importing because you're deleting them straight after you create them.
-
The RB05 | BOMB position of the rotary isn't a selectable one, it's merely the identifier for the inner (BOMB) and outer (RB05) rings of the weapon selector. It also don't start in RB05 | BOMB, it starts in SJO | PLAN.
-
2
-
-
3 hours ago, SturmVogel said:
EP-13 Maverick`s sight doesnt work from coldstart (online/offline). Maybee I`m do something wrong, but before patch all works well. At airstart sight works.
Now that the Mavericks on the Viggen are using the ED API they need 3 minutes to align after weight off wheels, unfortunately this means no more Maverick sight on the ground anymore.
-
1
-
-
2 hours ago, DSplayer said:
It seems pretty implied that a new paint kit would be provided.
Ohhh my bad, I was thinking you were referring to a new livery. Sorry about that!
-
9 hours ago, Saab87 said:
@IronMike Hey where i can find the new Paintkit? Thx:)
What new paintkit? There wasn't one added in the update.
-
On 12/17/2022 at 5:08 AM, Machalot said:
I don't remember if you can blank the number in the rearm screen. Worth a try.
Blanking the number just shows a dynamic tail number of 00 on the aircraft unfortunately.
-
Can confirm that unlimited ammo breaks the mavericks after the first one is fired.
-
2
-
-
On 11/22/2022 at 11:57 AM, DSplayer said:
The AIM-120s also have a NR_max/gload_limit of 30. But I've never had problems with the SD-10s missing due to high G defenses anyway, especially if you launch within parameters. I've actually had more experience with the SD-10 being super maneuverable compared to the AIM-120.
Here's a clip of one of my SD-10s pulling massive Gs to hit a target: https://imgur.com/a/mjoPzBcMaybe a track and tacview is needed for those types of situations where you describe the SD-10 not pulling enough.
How do you get your HSD to look like that with the compass lines coming out from the center? I think I've seen it like that in 1 or 2 videos but never found a way to show anything like that on it.
-
54 minutes ago, Bailey said:
Try removing all of your aircraft exportScript lua files (after backing them up). Does that solve the fps issules?
It's all working fine again, I decided to test after the update and there's no lag. I'll keep that in mind if it happens again so thanks
Also just wanted to say that I love your work, really appreciate the things you've created for the community!
-
1
-
-
EDIT: 18/11/2022 - Decided to test after the latest patch and everything is working fine again with no changes on my end as far as I can tell.
Just started getting massive lag when the exportscript line is enabled in my Export.lua file. Was working fine last night and loaded the game today with zero changes and I get around 2-3fps instead of 100. Can fix it by commenting out the export script line but that obviously disables the whole thing.
Had a look at my DCS log and there is nothing in there that seems to be an error relating to the export or slowdown.
I thought maybe it was a GPU issue because when the game is running my actual GPU core load is around 2-3% and then if I press escape to pause the single player mission it goes back up to 99% and it stops lagging which is due to the fact that the exportscript isn't polling data when paused (I think). Even though the GPU usage is low the memory is completely full like it usually would be.
Tried GPU driver uninstall with DDU and then a reinstall of the latest one which is the same as the one I uninstalled but no dice.
-
5 hours ago, Machalot said:
There is a report on the bug tracker that says something similar happens after jettison. Can you check if that is the same issue? If so, I'll update the report to include this post.
I honestly think it might be, I can't remember exactly but the times it's happened I think I've jettisoned the empty maverick pylons to go faster so that could be it.
-
Yep this also happens to me, kind of looks like the scope is looking at part of a pylon but it won't let you move it. No amount of uncaging or slewing works and restarting the jet doesn't work either.
After rearming with mavs it happens and then if you rearm with something else like bombs whenever you unsafe the trigger the mav scope lights up and shows the bug, despite there not being mavs on the jet.
-
The crashes have nothing to do with mods, I've done a full game repair and extra file removal and renamed my saved games folder to create a full new one and I crash when trying to join aircraft on a completely vanilla game with zero mods.
-
2
-
-
Really strange, tried another mission and everything was working, got range data for the 530 and had a box around the locked aircraft again. Maybe 10th time was the charm lol
-
1
-
-
37 minutes ago, Morskoul said:
I had this problem if I start from cold (I only tried gun, no missile) starting from ground cold, but it seems to work (again only with guns, no missile) starting a mission already in flight.
I did not spend more time on it yet, but I wonder if there would be a command to do in the cockpit I forgot.
Did you try both from cold start and already initialized in flight?
Yeah I've tried single player missions and multiplayer both cold start and start in air and no dice unfortunately. In all honesty I don't mind not having the range stuff but the lack of a HUD symbol for what you have locked is really bad.
-
1
-
-
With the introduction of the new 2.8 patch the Mirage F1 received proper ranging information on the HUD.
My question is whether this actually works for anyone else? The only time the ranging is displayed is if I'm in 300m or 600m gun mode and that's it, the tape always displays 0. I've tried with 530s, sidewinders, and 550s and nothing.
They also seem to have removed the orange box that appears around the target you have locked on your HUD, is that the case for anyone else?
-
Just tested with the new 2.8 patch in case they had silently fixed it but it's still bugged. Targets that were 20k feet above me could be seen with +2 instead of +20 on the radar.
-
1
-
2
-
-
19 hours ago, Amarok_73 said:
This specific maneuver is done always the same way and there's no possibility to control this behavior. Obvious solution in this situation is to switch weapon release mode from "SERIE" to "IMP", then put the second Bx7 slightly in offset to the first one, so the "fifteens" goes to the target from two different directions.
I've been giving that a go and it's kinda hit or miss, depending on the range to target and the distance you move the BX7 point the missiles can end up reaching the target too far apart so the enemy gunners just shoot them down one by one. I might have to keep messing around with it to find the exact amount of BX7 movement that results in them both reaching the target at the same time.
8 hours ago, Machalot said:I confirmed with the HB test team it is random.
I figured it must be because I'd tried everything I could to make it consistent lol.
-
4 hours ago, Amarok_73 said:
This "swerve" is actually the maneuver that increases the probability of achieving the target by decreasing the flight track predictability in the final flight stage.
Yeah I figured it was a dodging technique, I was more curious about controlling it. I can't seem to reliably make them both go opposite ways which would increase the chance of a hit instead of them both going the same way.
-
I was wondering if anyone had some more info on how the RB-15F swerves to the side before it impacts a target. No matter what I do I cannot seem to reliably get one to left and one to go right. Sometimes they do go separate ways and come onto target from different sides, making the enemy defenses focus one so the other hits. But other times they both swerve left or both swerve right and the line themselves up nicely for the enemy guns to shoot them both down.
I have tried in pre-planned via F10 marks, pre-planned via the radar with manual fixes, and also just the NAV mode straight shot to no avail.
[ED's Side] APKWS not destroying vehicles
in Problems and Bugs
Posted
Anyone else still having this issue? It's been happening to me for the past month since I picked up the harrier again. Doesn't matter what angle I hit certain targets, they just don't take any damage from the MPP APKWS. I can pen tanks from the front and yet an APC will cause the rocket to not even register as a hit.