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Lupson

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  1. Thanks for responding! Let's see... I completed mission 5 on my first attempt, so no further data on AI pilot behavior there. I ran mission 8 twice, AI pilot crashed both times close to IP. Come to think of it, I should have TacView files for all campaign missions. I can check the other computer later and see if it's possible to upload the tracks to the forum. Per mission 4 - don't want to spoil too much, but is there some recommended way of releasing the bombs there? I figured dive bombing would provide the most accuracy, but it does expose one's aircraft a lot. Note sure if the terrain would allow a more level approach.
  2. Just completed this campaign. Thank you so much, I really enjoyed it! The difficulty was indeed quite steep, though I do believe it actually got kind of easier the further the campaign progressed. Mission 2 took a lot of retries! Many cool moments and I really love how well the roadbases worked. I've just encountered a few bugs. * The last mission didn't trigger the "parked at roadbase" trigger after taxing to the normal park spot. Had 30+ kills and got result 50, so I think I had a score good enough for the mission to succeed. Started using runway 74 if that helps. * The AI pilot crashed unforcedly close to the IP in both mission 5 and 8. Missions still completed fine though. Not sure if perhaps something needs to be done with the AI's waypoints? * Not a bug, just a thought: Mission 4. I got a bit frustrated getting shot down when trying to dive bomb, so I used the ME to switch to Rb05 instead. Hit good, even got a big lump of rock blocking the entrance, but did not trigger the requisite trigger to complete the mission since the trigger required m/71 bombs to enter the trigger area. I guess that's fine, it was me meddling with the ME after all, but I do think that mission's incredibly hard to complete with low-drag bombs. Perhaps give the player the option to use Rb05 as well? Again, thanks! Best Viggen campaign!
  3. Cannot offer any screnshots, but I can confirm that the RR mode now works like a charm and that the symbology has changed to thinner lines.
  4. I have a (swedish) squadmate using the Rift CV1 that has installed the English cockpit mod for Viggen due to the text being more distinct in that mod. Perhaps worth trying?
  5. What, if any, do you see as the most serious current problems with the Viggen? Nothing serious, but AI wingman behavior is kind of bad. No low-level flying, employs weapons unrealistically (few bombs/rockets at a time, can't do high-drag bombing etc, doesn't employ Rb-15F / Rb-04 consistently). When was the last time you played the module? A few days ago. How great an impact did incomplete/buggy features have on your enjoyment of the module? Very minor. Mainly AI wingmen behavior as specified above, making it hard to create some types of single-player missions. Did you raise these issues with HeatBlur? Yes, in the bug-report forum. If so, how satisfied were you with their response, if any. Could be better, though I guess many AI issues lies in core DCS code rather than the module code. What sort of other important bugs, now resolved, do you remember and how long did it take for them to be resolved? The targeting/aiming bugs caused by changes in EDs atmospheric model was annoying. I do think RagnarDa fixed them quite quickly though. In your opinion, what is a reasonable amount of time for bugs of varying complexity to be resolved? Depends, as long as the bug report is acknowledged by the devs I can wait until it's done... In your opinion, what is a reasonable amount of time for a module to be in Early Access? 2 years Based on Heatblur's claim of having their F-14B module being mostly feature complete on early access launch, how confident are you they will be able to meet that goal? Should be very enjoyable, but naturally with some missing features and bugs Knowing what you know now, would you purchase the AJS-37 Viggen Module? 100% yes. No, make that 200% yes :) Knowing what you know now, would you purchase the F-14 module? Yes, but mainly for supporting Heatblur so they might make another Swedish aircraft/theater/asset pack sometime in the future. :)
  6. Amazing post! Really well laid out, thanks! I also noticed the abysmal performance of the MJ2's during some extensive testing yesterday. The 20 mm RH202 round has an armor penetration of 55mm according to the Steel Beasts Wiki (http://www.steelbeasts.com/sbwiki/index.php/Ammunition_Data#Autocannon). I have no idea how APDS penetration given a certain kinetic energy translates into EFP penetration at the same level of kinetic energy, but even if EFPs have only 50% pen given the same kinetic energy, it should still be enough to penetrate APCs and the side armor of many IFVs at 20-30 meters? Of course, penetrating something doesn't mean destroying it - but I think DCS should at least register damage / hits at much greater ranges from each MJ2 impact point than what seems to happen now. My best guess is that DCS models each MJ2 as a really small bomb doing blast damage in a similarly small radius of effect.
  7. Scoring works fine! Been doing a number of practice runs this evening and the thing looks just marvellous!
  8. Great, thanks HB! A question: In the previous Bk-90 implementation, kills by Bk-90's wasn't awarded to the player that launched the weapon. Has this been fixed as well?
  9. I havn't looked at your mission (not on that computer), but there's a few older bug reports of AI not attacking if: * The ships are moving faster than 3 km/h * One has specified Attack Unit or Attack Group and set "Anti-ship missiles" as weapon. Works if set to ASM instead. IIRC
  10. I'm pretty sure it's a Saab 105 (aka Sk-60). https://en.wikipedia.org/wiki/Saab_105
  11. Rather trivial issue: If I carry 4 Bk-90's and release 2 of them (one at a time, "impulse") the "Fälld last" light is lit even though I still have two Bk-90's left. TAKT shows stores carried correctly.
  12. I can confirm your finding for RBS-15F (AI) as well. Changed the enemy ship to a Grisha and armed the Viggen with RBS-15F (AI): Grisha 0 km/h: Immediately launches a single RBS-15F when within range. Grisha 2 km/h: Same as above Grisha 3 km/h: Same as above Grisha 4 km/h: Never fires even after fired upon Grisha 10 km/h: Never fires... The above is with Anti-shipping as orders. If the first RBS-15F (AI) is shot down, the Viggen fires another. I also figured out the problem with Attack Group and Attack Unit. If I explicitly select "Anti-shipping missile" as Weapon in the "Attack Unit" submemu, no missile is ever fired. However - if I select "ASM" or "Auto", the AI will successfully engage. By selecting "ASM" I can also select Release Quantity ALL which makes my AI Viggen fire both missiles immediately. My guess is that the RBS-15F (AI) isn't flagged as an Anti-shipping missile.
  13. Interesting. For my RBS-15F tests above I used a Bulk Cargo belonging to Red coalition. I actually think I tried both 0 kts and 5 kts as speed without any noticeable difference in AI behavior. Can try changing ship type according to your findings and see what happens.
  14. I messed around with the ME with various Viggen weaponry (latest Open Beta) yesterday. Some findings for an AI flight: -- RBS 15F -- * Attack group or Attack unit doesn't work at all. Neither with RBS-15 or RBS-15 AI. Never engages. * With "anti-shipping" as task, RBS-15 (non AI) are fired at appropriate distance. Sometimes, missiles just crash into the sea, I think it happens when the launching plane changes its heading too much away from the target ship. * With RBS-15 AI, no missiles are ever fired. For Air-to-ground, I set up a column of 12 fuel trucks. -- ARAK - CAS as mission -- * Works fine, though the AI fires an arbitrary number of rockets per run. Sometimes 1 or 2, sometimes a few more. Realistically it should be all 24 rockets though we can fire 4 at a time using "Impuls" setting when flying ourselves. -- M/71 low drag - CAS as mission -- * Works very well, the AI even adjusted its approach for covering the whole column with bombs. * When I changed to formation of the trucks to a more spread out formation, the AI performs multiple passes releasing a few bombs per run. Typically, one should release all bombs but IIRC it's possible to release just a few by releasing the trigger early? -- M/71 high drag - CAS as mission -- * Sort-of works but since bombs are released at 300 m altitude the precision is really bad. AI doesn't seem to be capable of low-level releases. -- RB-05 -- Bombing as mission -- * Works nicely. -- M/71 low drag - Bombing as mission -- * I couldn't get the AI planes to release bombs at all.
  15. Thanks, I'll give that a try. I do however recall that one can specify "expend" directly in the ME? Though that's perhaps only for certain actions which would explain having to modify the .miz. I couldn't get AI flights to reliably attack at all back in january though, see https://forums.eagle.ru/showthread.php?t=199575
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