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About Xeno426
- Birthday August 30
Personal Information
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Flight Simulators
Black Shark 2, Flaming Cliffs 3, A-10C, F-14A/B, JF-17, F/A-18C
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Location
11th Province of Canada
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Interests
BattleTech, Chemistry
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Yeah, the F10 map markers don't seem to update to the data cartridge anymore, ever since the route tool update. Further, the kneeboard's list of waypoints only gives the take-off and landing points. Sometimes a target.
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THE "MUST-HAVE" MODS IN YOUR OPINION!
Xeno426 replied to BlackFalco's topic in Static/AI Mods for DCS World
Currenthill's stuff looks cool, but they lack any LODs. That puts a serious crimp in using them in anything beside SP missions. -
Low Digit MANPADS - A Simple mod to add in early MANPADS
Xeno426 replied to Xeno426's topic in Static/AI Mods for DCS World
Very cool. Generally, to avoid getting hit by the Blowpipe, fly faster than 300 kts (>400 is recommended), and don't fly in a straight line. Even some basic maneuvers can mess up the shot. The things are making constant little corrections that have a chance to introduce error in the interception. A pure head-on shot is more likely to hit as well. It's quite nasty against helicopters, but the manual control of the missile and constant corrections makes flying super low much more useful. There's a chance the missile will impact the ground. However, getting hit once is likely going to leave you seriously damage, if not destroyed. The warhead on the Blowpipe is rather larger than those found on the Strela-2 or Redeye. -
Low Digit MANPADS - A Simple mod to add in early MANPADS
Xeno426 replied to Xeno426's topic in Static/AI Mods for DCS World
We've got an updated test version, downloadable here. Encyclopedia entries have been created for the units and weapons. The FIM-43C and Blowpipe have had numerous tweaks to them. The Redeye is dangerous to targets traveling slower than 400 knots, which is more in line with documentation. However, it has been modified to overall be less accurate; experiments suggest slightly less than 50% hit chance against a Su-27 flying straight at 360 kts at 3000 feet and not dropping flares. The Blowpipe has been tuned to be even less accurate, as testing suggested it was hitting far too often. Given that with over 100 shots during the Falklands War by both sides, only two fixed-wing aircraft were shot down, it should have extremely poor accuracy against a fast moving aircraft. The Strela-2 and 2M were slightly modified so that they are less likely to be launched at a very vertical angle, and a slight delay in firing to make it more likely that a fixed-wing aircraft is shot from the rear. This makes the missiles slightly more likely to track, but does result in a shorter time before the aircraft leaves the WEZ. Please post any issues with this test version, along with as much detailed information on the circumstances of the issue as possible. If the weapons still seem to accurate, please post the test/use case setup. -
Low Digit MANPADS - A Simple mod to add in early MANPADS
Xeno426 replied to Xeno426's topic in Static/AI Mods for DCS World
If they hit, they can still be quite deadly. The Blowpipe in particular tends to take things out in one hit... but there's a bit "if" regarding the actual hit. I've noticed it tends to salvo off rather quickly. I might need to increase the time between shots. I should add, any feedback or bugs are welcome. Please post them here or the Github, and provide as many details as you can. -
The Low Digit MANPADS (LDM) is a simple IC compliant mod that adds in the Strela-2, Strela-2M, Shorts Blowpipe, and FIM-43C. It lacks any art assets of its own, instead using current in-game Stinger and Igla models, making the pack extremely small. Further, it uses good naming practices to ensure that it will never have any compatibility issues with other mods. This work is based on the High Digit SAM's Strela-3 implementation, and owes its creation to the work put into that mod. The mod can be downloaded here. Mod Authors: Des-mundo (original mod author, Strela-2 and Strela-2M) @Xeno426 (Blowpipe and FIM-43C) How to Install Download the latest release from the GitHub repository. Extract and copy the Mods folder into your C:\[Username]\Saved Games\DCS\ folder Featured systems Strela-2, SA-7 "Grail" The Strela-2 is an early, light IR-homing MANPADS produced in the thousands and proliferated in most major conflicts of the 70s. The mod attempts to simulate its limited capability - stemming from the uncooled IR seeker, single channel autopilot and contact fuzing. The 9M32 missile is susceptible to flares and allows for rear aspect launches. Damage output is limited due to the light, 370g explosive filling of the warhead. Strela-2M, SA-7B "Grail" The Strela-2M is a significantly improved system with capability increases across the board. It is much more likely to successfully engage fast movers. Shorts Blowpipe The Blowpipe is a mid-70's MCLOS missile from the UK, widely exported to nationa like Canada, Argentina, and even Afghanistan. It was infamous for its difficulty to use and its abyssmal hit rate during the Falklands war. Its biggest advantage is that the missile is entirely immune to countermeasures. The Blowpipe uses some of the SeaCat code to simulate the MCLOS targeting and the resulting missile trajectory. FIM-43C Redeye The Redeye was an early US-based MANPAD. The first two itterations of the weapon system (FIM-43A and B) were produced in very low numbers (only a couple hundred for the FIM-43A), and both together were less than a quarter of the FIM-43C production. It was still a mostly rear-aspect weapon, though its cooled seeker on the 43C version could potentially provide some limited front-aspect capability. In gameplay terms, these missile are dangerous to helicopters and low flying cargo aircraft. Fast jets will rarely be hit if they do at least one of the following: stay above 4500 ft use flares, especially pre-flaring (not applicable to the Blowpipe) fly fast (>300 kts, or >400 kts for Redeye) avoid flying dead straight Known Issues: the AI will attempt side-aspect launches as of now, which will almost always miss. The issue seems to be with AI behaviour, not so much as with the system's capability. the motor characteristics need tuning to better reflect the characteristics of the actual booster and 2-stage rocked motor used in the 9m32 and 9m32m The Strela-2 and Strela-2M may be overperforming, based on discussions with SMEs regarding the engagement envelope of fixed-wing aircraft, and is still being looked into. The Blowpipe may be too accurate. However, the stats are based on *extremely* limited data, and some guesswork (plus fiddling with weapon code not originally meant for MCLOS weapons) means the weapon isn't a great representation of the actual system. But it's hoped this is "good enough" for gameplay. This post was made with the permission of the original mod author, who does not have an account on the forums.
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Sure, here you go. This is based off 2.01 version of High Digit SAM mod. It's kind of a hack job, but if you flare the FIM-43 and 9M38M will almost always miss. Without flaring, they still tend to miss. The Blowpipe just almost always misses, but it's immune to countermeasures. So that's nice, I guess. Extra HDS Units.7z
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Militariy Aircraft Mod
Xeno426 replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
It might be time to update your DCS version... -
Here's the changes I made. Added some gun pods, added some more controls to the joystick options, added some weapons to the A-29 selection. Couldn't figure out how to get the gun pods to use different sounds, though. A-29B changes.zip
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So, I figured out how to get the guns to shoot in controlled bursts. I now have a working Giat 20mm cannon pod working, using the AKAN gun pod as a model stand-in for the NC 621. I noticed there's no LODs. As an interim, I used some of the FW 190D's LODs for distances greater than 1.5km. Seems to work fine. Can't seem to figure out why the chaff and flare pop out of the pilot's head. It doesn't seem to be respecting my adjustments to the position.
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Militariy Aircraft Mod
Xeno426 replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
See the previous page. Someone already posted fixed files. -
I didn't edit them, an acquaintance did. He just opened up the files, set the alpha channel to "1", and saved them again (with mipmaps). That fixed the issue.
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Militariy Aircraft Mod
Xeno426 replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
I posted some fixed livery files over on the A-29B thread. https://forum.dcs.world/topic/265017-a-29-super-tucano/?do=findComment&comment=5396149 -
Yeah, the {AIM-9L-ON-ADAPTER} is the AIM-9 the aircraft should use, along with 9M or whatever other variant is desired. Have to wonder about how realistic the CBU-97 is for the A-29B. Seems the CBU-87 is closer to the BLG-252.
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I tried the HIPEG (from A-4C mod), GIAT M261, and FN 400 (last two from the Gazelle). I even created a Giat NC 261 pod (using the AKAN model). The issue is that the guns cannot be selected. There's no code for changing guns in the GUNS weapon mode. Best I can think of is to add them to the rocket code like you did the AGM-65 and APKWS. I added various rockets because we've been using aircraft like this and the OV-10 over in some AirGoon missions where there's incentive to use simpler, older aircraft and munitions to do the job (it's a mercenaries campaign, smart weapons are expensive). Stuff like different smoke rockets are very useful, as are illumination rockets. Oh, and I changed the AGM-65E reference to {F16A4DE0-116C-4A71-97F0-2CF85B0313EC}, since that one includes the launch rail. Did the same to the AIM-9 entries, so they're on the proper launch rail as well. EDIT Well, I tried setting it up as a rocket launcher, and a single press will fire all the rounds. No way to get it to stop.