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tekwoj

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Everything posted by tekwoj

  1. I think this is a bug, there's definitely not enough sideways friction on the wheels. Alternatively brakes axis need some strong curves, because even slight difference in braking throws you around like crazy.
  2. tekwoj

    So few

    You can either go a2a, or you can go a2g. You can't do both, which means most people will choose multirole fighters. On servers without active radar missiles jf 17 loses most of its a2a capabilities.
  3. And you won't because it's DCS limitation that won't be possible to go around unless the engine is modified (which is unlikely).
  4. Thing is deka is not in charge of the ships and their RCS in game has changed and might change again at a whim.
  5. I agree, the a2g weapons that make JF17 stand out the most right now are in bad shape. If the tpod issue can't be resolved easily I wouldn't mind if they reverted it to the state it was before the radar stabilization if possible. Less realistic but working is better than realistic but buggy IMO.
  6. Create a mission with all ships, about 2 miles from each other and your plane in radar range of them, start, active pause, note down what is what.
  7. Have you tried reducing axis travel limits in the Axis Travel window? Kiowa and Chinook are not "officially" supported by the software. Here are modified export scripts to make them work (they'll pretend to be Ah-64 and Ka-50 respectively, so you will need to switch profiles manually when using them). To install replace the 2 files in the %userprofile%\Saved Games\DCS\Scripts\MOZA directory MainRotorRPM.lua MOZA.lua
  8. Big difference at least in case of Su25 I've seen was that the missile would attempt to do a 180 to home on the jammer when the SAM turned off its radar. Not sure they are supposed to target things behind them.
  9. The su25 Kh-something anti radar missiles do the same.
  10. Just wanted to say I appreciate the force feedback quality of the module, the stall buffeting, the stick response (or its lack in certain situations), all very nicely modeled.
  11. Compare the size of the marker on the radar with the TDC cursor. Small target is thin and slightly below half arm, medium is visibly thicker than cursor and less long than arm, large is larger than cursor arm and thick.
  12. I share your point of view, however we're talking DCS here, from what can be observed ED changes weapons code without informing 3rd party devs, so at most we can ping mods to maybe move certain topics between subforums, or report in both places.
  13. If you realize this then you probably should post it in the weapons bug reporting forum and then keep pinging ED mods until they either fix it or ban you... https://forum.dcs.world/forum/540-weapon-bugs/
  14. ls-6-100-still-bugged.trk Bumping the topic with a fresh track of it happening. I was able to release without the bomb flying into my wing at higher speeds than in the track. Generally it seems to happen in a narrow window of speed/altitude/distance to target parameters, and it should not happen.
  15. no, I used lock from dogfight mode, which is STT and it's the same. It really behaves as if the missile didn't uncage its seeker.
  16. Reported also in the module forum. PL5 seeker doesn't uncage - HUD shows uncaged but target still has to be moved to the center of HUD for the missile to acquire lock. There's one set of tracks in the original post, and another attached here. start_informing_3rd_party_devs_about_changes_pl5.trk
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  17. After some testing it feels like the missile seeker is not actually uncaging even though HUD behaves as if it was. When uncaged and locked with radar I can get a long range tone but I have to move target within the center of my hud.
  18. Use your radar to determine the correct target size. Here you can see in my comment how different size targets look on the radar.
  19. Some people don't have enough buttons to map all that, and having them as option doesn't impact you in any way. The stupid part is forcing them on server level.
  20. Yep, that's what I said above, to confirm it even more - you can interact with the brightness knob of the modern IFF even though when you're on the server you see the old panel and it's not there. Strangely that seems to be the only part of the panel you can interact with.
  21. I can confirm that this happens when I have the new mode 4 IFF option checked. This is probably a desync when the option in special settings has different value than the option on the server.
  22. Ironically I think that explains the IFF desync issue on multiplayer when the mode 4 iff is enabled in special options.
  23. As per the title. When flying F1 EE in multiplayer the simplified firing safety doesn't work and layer has to unlock all trigger covers.
  24. So that's a funny one. It works in single player. It doesn't in multiplayer. I've attached the track from multiplayer and 2 screenshots. 1 screenshot is from the replay (panel with bright plate), the other is from the server. On the server I was able to interact only with the brightness knob from the panel we see in the replay. Additional info - I have the mode 4 installed checked in special options. cau_Devour_My_Dust-20250421-135955.trk
  25. I haven't tried running autostart cause I assumed it would simulate what I do, starting with the 3 power switches on the right console. Unless it somehow switches systems behind the curtain I don't know how that would give different result.
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