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Arctic Fox

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Everything posted by Arctic Fox

  1. I have encountered the exact same issue both as operator and pilot, every single time I've flown the Hind so far.
  2. This issue is incredibly noticable even in 2D. You can see it around the HUD frame in this video very clearly: https://gfycat.com/wellworntangiblechanticleerhttps://gfycat.com/wellworntangiblechanticleer
  3. It seems like the AI is now capable of detecting and defending against ARH missiles the moment the missile leaves the rail at essentially any range (that I could test) now. Previously they started dispensing countermeasures when the weapon was fired but didn't begin maneuvering defensively until the missile actually went active. This happens at all AI skill levels. While I'd expect higher skill opposition to realistically be able to defend preemptively against missiles using the BVR timeline, the current behaviour is blatantly unrealistic. ARH missile launches do not trigger launch warnings in DCS so even aircraft with proper RWR equipment should not be able to defend against a missile that has not yet gone active with perfect timing like that. I've attached a track and TacView file showing the AI defending the moment I launch at a range of over 40nm. Tacview-20210414-201447-DCS-AMRAAM Test.zip.acmi AI Missile Defence.trk
  4. This would be a fantastic addition. Not only would it be useful for armament limitations scripts, allowing TGPs to be limited to encourage buddy lasing, for example, but also be used with things like mission tasking scripting to determine the capabilities of an aircraft in the air and much more.
  5. I've not had a chance to try it either in MP or with other weapons, no. It might just be a problem with only the new model. Is there a source somewhere detailing which weapons were changed?
  6. I did some testing by playing around with the ccm_k0 values of the AIM-120C and testing it against a closing ace-level Flogger at high altitude yesterday. According to notes on some of the missiles, a value of 0 should represent perfect countermeasure rejection capability while a value of 1 represents "medium" countermeasure rejection. Indeed, as Tippis noted above, the way missile seekers are coded in the Lua has the more advanced missiles with CCM values progressively closer to 0, and most missiles in the game fall between 0 and 1. When I tested values between 0 and 1, which is where most missiles in DCS fall, I could not discern any practical difference in countermeasure rejection. At a value of 0, which should supposedly make the missile immune to chaff, as well as values like 0.01 and 0.000000000001, the missiles still went dumb against chaff in well over 95% of my tests. Things were the same when I tried a value of 1 and anything in between. Following this, I tried arbitrarily larger values. Setting the values to 10, 50 and 100 still had the missiles miss for chaff almost every time, but the missiles seemed to gain the ability to reacquire the target after falling for chaff. At 1000 and 10000000000, the missiles would flip-flop between tracking chaff but ultimately reacquire and either get very close or hit the target almost every time (though a factor affecting affecting this is that sometimes the AI would stop notching when it thinks the missile went for chaff). I haven't tested the effects on IR and SARH missiles, but I strongly suspect that countermeasure rejection might not currently function correctly in DCS as a whole, at least with respect to the values found in the Lua. The values which should give perfect countermeasure resistance clearly don't while the values that should give lower resistance seem to give the missile a progressively higher probability of kill, though the behaviour at those values is really wonky, with the missiles constantly shifting between tracking the chaff and the target. I'm attaching several tracks of shots at ccm_k0 values at 0 (which should be considered typical of all the shots I made at values between 0 and 1), 10, 50, 100 and 1000. AIM-120C CCM Test 1000 N1.trk AIM-120C CCM Test 1000 N2.trk AIM-120C CCM Test 1000 N3.trk AIM-120C CCM Test 1000 N4.trk AIM-120C CCM Test 0.trk AIM-120C CCM Test 10 N1.trk AIM-120C CCM Test 10 N2.trk AIM-120C CCM Test 10 N3.trk AIM-120C CCM Test 50 N1.trk AIM-120C CCM Test 50 N2.trk AIM-120C CCM Test 50 N3.trk AIM-120C CCM Test 100 N1.trk AIM-120C CCM Test 100 N2.trk
  7. Because of the recent changes to F10 marker plans in multiplayer, it seems to be currently impossible to create data cartridges using this method if you have characters that are invalid for file names in your multiplayer name. In particular, having vertical bars in your name, a common practice in the multiplayer community, will cause this issue. For example: If my name is set to `Rose 1-2 | Arctic Fox`, the game will not generate data cartridges from my map markers.
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