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SloppyDog

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About SloppyDog

  • Birthday 12/17/1976

Personal Information

  • Flight Simulators
    DCS, MSFS, P3D v4, P3Dv5
  • Location
    Brasil
  • Interests
    Aviation, Physics, Astronomy
  • Occupation
    Engineer
  • Website
    https://www.youtube.com/channel/UCp8K-Z5A_zqm23Bd_Op2Biw

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  1. There's a lot of good info on those pages. I have tried to make a mission where you could fly as a Door Gunner while the AI automatically takes you around a circuit. But the Ai pilot instead prefers to do a NOE flight than flying at the set altitude. Meanwhile, other Huey set as transport flies at the set altitude until landing. Don't understand why this is happening. I'll investigate further. The mission I made is attached below. Huey Door Gunner Test Flight.miz
  2. Cool tutorial! So, from what I could gather, you used the AI pilot. Did you start as door gunner and the AI did all the flight? I'll see what I can come up with.
  3. @NineLine could you please take a look at this? Thank you.
  4. Sorry to interrupt the PTO assets announcement party, but I have a question regarding the save mission scripting function. With the use of the "world.getPersistenceData(name)" function will it be possible to extract the state of the player aircraft from a saved mission file? From what i understood from the function description it will be possible to fly to a border of a map, save the mission, load a new mission in a nem map, recover the state of the aircraft and continue mission. If that's the case, it would be possible to make missions between adjoining maps. For mission creation, it would add a new layer of challenge and immersion. What are the parameters extracted from the persistance json? Fuel, armament, damage state?
  5. Maybe the bomblets are not having time to arm. The canister may be opening but the bomblets are not arming in time. Depending on the altitude you are releasing the bombs, they need time to open and arm the submunitions. You cannot release the bombs from a high altitude and set the burst altitude too low, otherwise you are not giving enough time for the bomblets to arm. Refer to the following thread: Also, I attached a spreadsheet showing the calculated height above ground that the bomblets will armed. Line 36 of the spreadsheet refers to your first run. You released from 19,000 feet with a VT1 of 700 feet AGL. The problem with this setting, considering a standard ARM Delay of 1.2 seconds, is that the bomb will open 33.73 seconds after release and be armed at 34.93 seconds. It gives an altitude of -625.36 feet AGL, meaning that the bomblets will hit the ground before being armed. For the other bombing runs, with the burst setting at 2,200 feet AGL, it gives the bomblets enough time to arm, being able to arm at around 1,000 feet AGL over the target (lines 33 to 35 of the spreadsheet). However, the problem I noticed is that with CBU-99 you need to be right on the money when attacking the target. As precise as you should be using Mk-82s, for example. If you hit a little bit off, the bomblets won't have much effect, or none at all. And by releasing them from altitude, the bombs miss by a little and the bomblets cannot have an impact on target. See the attached track file. I make one run from altitude with no effect, and the another at low level, with much success. From my testing, CBU-99 and Mk20 work way better at low level, from 1,000 to max 5,000 feet over the target. CBU-99 Height of Function.xlsx F-18 - CBU 99 - FMU-140 High and Low.trk
  6. Regarding the latest update 2.9.18.12722, I would like to confirm that the issue has been solved, as per the changelog: Fixed: CBU-99 with FMU-140 slightly short in AUTO in another pass CBU-99s are working as intended in AUTO mode. They do fall short in CCIP mode, but I understand that it was not the issue being corrected in this patch. Just for you to know. Regarding the effectiveness of the CBUs, be it Mk-20 or CBU-99...you must hit exactly over the target, almost with a Mk-82 precision. I know that in the patch is noted that ED is working on the warhead power and fragmentation effects, so I'll wait for that to be implemented. Right now, from my testing, when released at 10,000 feet, the best burst altitudes, with FMU-140, are between 2200 and 3000 feet AGL over the target. If the bombs are a bit off, they won't work. But, anyway, I can live with it, listening to pilots interviews is not always that a weapon works as intended. F-18 - CBU 99 - FMU-140 Effective.trk
  7. In Triggers, in the Action Section, you can find a "SET INTERNAL CARGO" or "SET CARGO ON UNIT". Just create a condition to when you want the unit, in this case, the enemy AI, to add a load to it and use the action mentioned above.
  8. It's been a very disappointing experience for me (one more to add to the DCS World disappointments). I regret buying this map, along with the Sinai. Low resolution textures, terrible loading times. Looks ok at a distance, looks really bad at low altitude. I bought it based on the Orbx name. I believe this Orbx is not the same as the one that developed for P3D.
  9. The last update (July 1st 2025) shows that this issue has been adressed:
  10. Take a look from this video by Reflected. The AI uses the WWII engine equivalent to "use afterburner to climb". They'll use the entire available power to climb, including War Emergency Power. You can get into the mission editor and turn off that option. See if this works.
  11. Oh well. The LUA console is mentioned in the manual, but we don't have access to it. It's only for DCS developers. Unfortunately.
  12. You can find the device_id, button_ID and which values they assume when clicked inside the file clickabledtata.lua. Every aircraft in DCS has this file, and normally it is inside the Cockpit folder. For the F-18 for instance is inside the DCS World>Mods>aircraft>FA-18C>Cockpit>Scripts folder.
  13. The manual doesn't say anything about it, but I believe these are for when you have an external equipment that inserts data into the sim. Example, a GPS or data cartridge with data that was taken during a real flight. Then this data can be inserted into the sim to redo a flight in sim in order to review it for debriefing. I believe it is for the military contractors that use the military version of DCS for training purposes.
  14. Yep. much much better for me as well. I always suffered through landings, but now it is easier, with no unpleasant surprises along the way, like a sudden loss of lift. And on speed, or slightly fast as I like, is much more controllable now, easier to maintain using trim and throttle.
  15. As a feedback, I got say that the Phantom is much more controllable now. I've been struggling with takeoff and, particularly, landings since day one. I can not for the life of me follow Reflected's By the Book landing techniques. I always had to come slightly fast at base and then only at final I slow down to on-speed. With the new flight model, I still have to do the same, but at the final the F-4 does not suddenly lose lift as before. Now I can feel it slowly losing lift as it fly over the run way threshold. Although Jester does not compliment my landings, at least he stopped complaining.
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