Jump to content

Muchocracker

ED Closed Beta Testers Team
  • Posts

    792
  • Joined

  • Last visited

Everything posted by Muchocracker

  1. You're still missing the forest for the tree's. As others have already brought up in this thread, plenty of old API AAM's are effected by the loaded barrel rolling maneuvers and have miss distances similar to the amraam (in its best kalman filter state which was before this last tuning change iirc). The common theme is all of them have sufficient warhead proximity fusing to make the miss distances not matter. We can debate all day of whether ED's decision to run head first into the wall of fully reverse engineering every single detail is the right one, but it's going to be pointless. The reality is this kind of maneuver is an actual challenge to solve for in the real world and it's already been an issue this whole time in DCS even before the new API. So we've been complaining about the wrong thing. I'm going to keep pounding the table on this proximity fusing thing because imo the real solution.
  2. As maestro has already stated in this thread. The amraam is the only one directly effected by this because it's the only missile on the new API (besides the PL-12) Said new API seems to simulate almost every possible source of noise in the missile. It eventually adds up. - slight imperfections in the fin servo's that create inaccuracies in the readout of the position of the fin or in executing those commands (over/under deflects) - imperfections in the seeker gimbal servo's for the same reasons - inaccuracies from the seeker for any number of reasons like the range resolution, imperfection of monopulse's angle measurement, digital signal processing lags, automatic tracking lags like the range gate loops. There's a ton here that could contribute, we'd be here a while if i listed every one of them. - scintillation or otherwise known as glint phenomena that can radomly cause the seeker to think the target has suddenly moved 200 feet to the left from one pulse to the next. The Kalman filters that maestro mentions are there to smooth all of those noises out before it sends the final control inputs through the guidance autopilot. But those filters can also introduce their own lags depending on how its tuned and what weights it's given. It can be made super stable and resistant to noise but then it's sluggish to react to the target's true movements when they are rapid. Or it could be made more reactive but then those noise's have more effect. For better or worse the new API is what it is. It's excrutiatingly detailed in every possible way you can and can't think of. Like maestro has repeated it's not as simple as adjusting the kalman filter and the problem is gone entirely. And we'll just have to take his word for it that it'll never be. I think hobel and others are right that the proximity fusing is where the focus should be at. I for one don't understand why the proximity distance has to be so rigidly within the 100% kill radius of the warhead. A zero radial velocity trigger if the missile passes within a certain extended miss distance would be enough to at least cause some damage.
  3. post track
  4. if you're using inertial aided munitions you need to undesignate and re-designate the waypoint to do the coordinate handoff. It does not do it for you.
  5. if tracks aren't posted then we can't diagnose the issue guys
  6. There is an extra 20 second delay after the CV RF check fails and it reverts to CV CBL.
  7. they definitely havent modelled the airbust effect yet at all. I don't think that will happen till whatever this fragmentation model overhaul is
  8. Idk what the bug is suppose to be here. The TUC information is only suppose to show when you TUC a trackfile.
  9. Post a track or we can do nothing to diagnose the issue
  10. https://www.digitalcombatsimulator.com/en/files/3336864/ Might be this one, i don't remember. Our group does some mod repackaging to combine them into single files for our open mod manager packs
  11. You have to step through both stations and switch them to TOO mode.
  12. this has been a long standing issue and reported numerous times
  13. this is not a forum for the super hornet mods
  14. Was not an available load in the timeframe cutoff ED has set
  15. It's something i noticed as well but was honestly just happy we got the fixes they made. Will do more testing and send it up
  16. FPM rate of descent is the determiner for exceeding gear stress limits at any given gross weight. Has nothing directly to do with AoA on touchdown.
  17. Guy, the CCIP and CCRP calculations are module by module basis. The hornet's was fixed 2-3 patches ago
  18. The people that would fix core gameplay systems and AI are not the same people that work on models and textures
  19. F/A-18 External Configuration Effects on High Angle of Attack Departure Resistance is the name of the paper
  20. Closest we'll ever get is the IDF mod f-18D. ED will never do it cause it's not just a plug in new external model, cockpit, and multicrew code and it's off the races. The flight model would require extensive modifications due to the changes in departure characteristics caused by the larger canopy. There's a UT knoxville masters thesis on it out there if you wanna read it.
  21. Known issue. This is impacting a lot of different missiles right now.
  22. they're not "downgrades" guy. Idk why you're claiming that. There are updates to the simulation to upgrade the fidelity, and there are issues created along the way doing it.
  23. what is bro yappin about
  24. He said that about the AoA abilities years ago but here we are with the most recent FM update basically doubling the max AoA it'll yank to 60 degree's.
  25. Not seeing the issue through my tests. Idk what map that is but try another one ASLtest.trk
×
×
  • Create New...