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Vegabond

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About Vegabond

  • Birthday 03/04/2000

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  1. It seems that some sort of aircraft mod was causing the issue oddly enough, navel seems to be showing up now.
  2. I thought I had done that, i'll check again just to be sure!
  3. So I am having an interesting issue....I installed all the new asset packs the same as I always have with previous mods, I can see the modules in the mission editor but when I play the mission some of the assets will disappear. As in, they simply don't show up on the map, I can't select them, nothing...it appears to only be effecting the naval assets, as CH ground vehicles and aircraft show up and perform perfectly. Any idea what the issue could be? I have never seen an issue quite like this before.
  4. Hello CH, As always I am messing around in crazy scenarios in mission editor and noticed that the 3M55M, YJ-18, and YJ-21 all have issues being intercepted, now I know these are designed to be extremely difficult to intercept, but I am seeing cases where the interceptors (in this case) SM-3, SM-6, SM-2MR bIII, PAC-3MSE, PAC-2 GEM/T, and AMRAAM-ER) all can fail to take out the missile even if it manages to contact it and detonate, I have seen an SM-3/ PAC-3MSE smash into it, explode and the missile continues on. I have noticed if I slow the game down and watch the interception it enables it to actually take out the opposing missile (generally at 1/8 speed). Is this due to game limitations, or DCS having issues registering proximity fuses at these extreme speeds? It also seems a bit odd that intercepting missiles dive down on the incoming missiles making the intercept that much more challenging, but what do I know. As always that you for your time!
  5. Concerning the USS Constellation Mod; I noticed that when any of the the Naval Strike Missiles in a salvo get hit the explosion will take out any other NSM as well within an almost 4-5,000ft radius....any idea what's going on? Thank You for any help!
  6. I see, while I do still feel that the PAC-3 MSE's are slightly under performing in that regard, I completely understand your assessment. THAAD is indeed much more oriented at medium range ballistic missile intercepts, looking forward to it...haha.
  7. Hey CurrentHill, I have been messing around, as per usual, in mission editor with your wonderful mods and have noticed that the USA PAC-3 MSE (not the Swedish version) is having serious issues hitting targets...and I have no clue why. Basically my test had a dozen or so R-17 scuds launch to a point close to the Patriot site itself. I had a combination of PAC-2 GEM/T and PAC-3 MSE at the site, the AI decided it best to launch the MSE's at about 50nm, they seem to guide properly until they get close, they seem to go 1nm above the scuds then jerk trying to correct, miss, and self detonate. The AI will launch a few PAC-2 GEM/T which will all mostly hit their target, while the MSE's continue missing by about 125-100ft continuously (even at 10nm out) until the Scuds eventually impact the assigned point. Do you have any idea why this might be occurring? I tried both radars (didn't change anything), and the Swedish PAC-3 MSE's which worked perfectly! Thank You as always for all your hard work.
  8. I know it's not one of the more important things, but I was wondering if eventually the Flight III Arleigh Burke destroyer will have changes to it's model to be more true to life, like the different shaped and slightly differently positioned SPY-6(v)1 radar and no frontally mounted CIWS (even though I prefer having two...). Flight III (DDG-125) on the left, and Flight IIA TI (DDG-120) on the right. Secondly are any decoy systems such as the AN/SLQ-25, Mk 36 Mod 12, Mk 53 Nulka, or Mk 59 viable within the game to be added to the ships? I'm sure there are many limitations. Anyways thank you for your continued hard work on all these mods!
  9. Ah I see, I apologize for not reading the change log more closely, thank you for your time, love the mod either way!
  10. Hello, I have been having a blast using these more modern ships, but I have been noticing some things when messing around in mission editor scenarios. I noticed that SM-6 missiles (when attacking other ships) will loft to around 50-60,000 ft no matter how close they are to the opposing ships and the missiles can't hit any closer than 23-ish nautical miles out. In my for fun scenario the enemy ships were around 6 nautical miles out but the SM-6's were climbing to 60k and splashing into the water 15nm past their targets....is this how its supposed to be? Is there a minimum range? I have no idea but I would assume the missiles would act similar to when intercepting incoming anti ship missiles. Thanks for any help/comments!
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