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Jediteo

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Everything posted by Jediteo

  1. We are looking into the problem with Mission 5 of the Mini-campaign. You haven't missed anything, it just crashes instead of returning to the menu with the end of the campaign.
  2. Engine performance and behaviour is on the to-do list.
  3. Changelog for 12 September 2018 - NEW! Added new BK-90 “Mjolnir” Simulation. - Added BK-90 MJ1, BK-90 MJ2, BK-90 MJ1+MJ2. - Fixed KB switch button functionality. - Corrected Rb04 warhead behavior. - Fixed second Rb04 launcher in series mode even if in impulse. - Air-to-Air range symbology fix. - AI flight envelopes tweaked. - RPM indication in Infobar / external view should now show up to 100% - Tweaks to auto-mission generator, will not plan for dead / damaged / inactive units. - Fix to Flares empty (FACKL SL) light flashing after rearm
  4. Now witness the firepower of this fully armed and operational weapon! The BK-90 is the most modern air-to-ground weapon carried by the AJS-37. It is a guided cluster munitions dispenser, which means that once released, it will glide towards the target and dispense the submunitions over an area from its 24 launch tubes. The weapon is designed to be released from low altitudes, and has a range of about 7 km when released at high speed. The weapon will sync up to the aircraft’s navigation system and will guide towards the coordinates of the current selected waypoint, leaving the releasing aircraft free to maneuver away from the target area. As for the submunitions, they come in two flavors: The first is the MJ1 (or MUSJAS 1), which is a 3.7 kg fragmentation warhead, with three fitting per launch tube for a total of 72 submunitions. The main purpose is unarmored targets, which will render an area of 300x200 meters quite inhospitable to anything not behind armor. The second alternative is the MJ2 (MUSJAS 2) which is the larger 16.9 kg submunition designed for lighter armored vehicles. Only a single MJ2 fits in each tube, leading to a total of 24 submunitions per launcher. The warhead will explode over the target and will shower the area with explosively formed projectiles, punching lots of small holes in anything unfortunate to be in the way. In DCS we have three versions of the BK-90: The MJ1 version contains 72 MJ1 submunitions. The large amount of submunitions will cover a large area and essentially providing the equivalent high-explosive firepower of a large mortar barrage. The MJ2 version contains 24 MJ2 submunitions, and is primarily for concentrations of lighter IFV / AFV, and anything that requires a bit more punch. The MJ1+2 does exactly what it says on the tin, it contains a mix of two, providing some of the best of two worlds. The lower amount of MJ1 warheads will provide slightly less impact density, but the MJ2’s provides a bit more flexibility on armored and unarmored targets. For a higher impact density, you can fire the weapons in salvo mode. In salvo mode. you can choose between compact, long and, wide impact profiles to customize the impact area for the target layout. Alternatively, you can launch the weapons one by one at multiple target coordinates by switching waypoints (or moving them). This has been a feature we have been looking forward to pretty much from starting the AJS-37 project all those years ago, and we are now glad that it will be available next patch.
  5. We are looking into why the campaign end card isn't showing up.
  6. The KB switch texture / functionality is on the to-do list.
  7. It seems to be an issue with the new anti-ship missile guidance. We are looking at what could be the cause. It seems to be rather intermittent on each missile with what causes the nosedive even with good energy.
  8. High-altitude engine behaviour and performance is on the to-do list.
  9. There isn't a "win state" as such. Just launch you missiles and do the most damage you can and return to base.
  10. Thank you, the issue is on the to-do list.
  11. There are some problems with the recce modes, as the system has been somewhat of a low-priority compared to more critical areas (such as the module not crashing). They are on the to-do list however.
  12. The font size update to the kneeboard should be out next patch, whenever that is. The kneeboard waypoint framework will be rebuilt with some changes to what information is displayed in a slightly more streamlined format.
  13. There was a mix-up with the files distributed in the openbeta update today. Attached is the correct version, which should continue properly. The correct files will be included in the next update. In the meantime, Download and extract / replace the files in your Mods/AJS37/Missions/Campaigns folder. https://drive.google.com/open?id=1M5cuDtmB6dlh-fr60kL1CL6JjsI_tBYC
  14. I am terribly sorry, but there was a mix-up with the files distributed. Attached is the correct version, which should run properly. Again, dreadfully sorry and the correct files will be included in the next update. In the meantime, Download and extract / replace the files in your Mods/AJS37/Missions/Campaigns folder. https://drive.google.com/open?id=1M5cuDtmB6dlh-fr60kL1CL6JjsI_tBYC
  15. The campaign is pretty much rebuilt from scratch. the first mission is heavily modified from the mini-campaign draft but remains as somewhat of a homage. Mission 2 and onwards are all entirely new.
  16. The radar marker and distance markers (when using RB04s or bombs in radar mode) not disappearing when it supposed to is a known issue and on the to do list.
  17. It's on the to-do list.
  18. If you are using the Quick release mode, it overwrites all previous settings and just goes for a "dumb" mode locking the first target it sees. You have to release it in Master Mode ANF for the correct settings to be loaded. Essentially you have three options; Quick Release: Master mode NAV Programmed release with standard preset settings: Master Mode ANF, release selector set to STD, at least a BX8 waypoint set. Programmed release with own settings: Master Mode ANF, release selector set to VALB , at least a BX8 waypoint set. If you have any further problems, please let us know.
  19. There was an issue with the 1.5.8 update and the file repository. It has been adressed and will be solved in the next update for the 1.5.8 branch.
  20. We are working with Shopify to the solve the issue as soon as possible, sorry for the inconvenience.
  21. I have noticed something similar. We'll look into it. Thank you for the thorough bug report.
  22. Confirmed previously, will be adressed as soon we can.
  23. The issue is that the seeker does not recognise groups in width, only in depth. This is a limitation of the seeker design and the rather small scan area. In the case the missile detects ships that are not recognised as being a group, it will not lock them and proceed to try to find other targets behind them. The group mode should only really be used for large convoys. Consider the possibility of the first ships detected being escorts and the juicy transports are just outside of the search zone. If the missile would see the escorts as a group, there would be no way to hit the transports. It was assumed at the time the ships would be in large square formations (consider that the missile started development within 10 years of the end of WW2 and entered service in 1962). The prerequisites for being a group: At least 2 targets detected in depth. The ships are not more than 2700m away from each other. As illustated in case 1. The ships are in a single column and are attacked from the beam. In this case, the missile detects the ships, but does not recognise them as a group. If the targets instead would be attacked from the bow (front), the missile would see the ships as a group. Either change the approach vector, or use the single target (ENKEL) mode instead which would lock the first ship detected. In case two, the ships are arranged in a row, with less then 2700 meters between them. Ships A, B, C are in a line. The 04 sees them as a group, but does not consider X and Y among them. Depending on the missile presets, either the target row 1 (ship A), 2 (ship B), or 3 ( ship C) would be locked, by default the selection is random(changeable in the Mission Editor). In summary, attacking groups of ships requires some planning, in particular "lining" the ships up for the missile. So either use the single mode (ENKEL) or try to attack the convoy so that the missile can see 2 or 3 ships in depth.
  24. Due to a slight revision issue, some of the control overhaul changes were removed in the most recent 1.5.7 patch. Below is a hotfix which should resolve most of controls removed, pending a new 1.5.7 patch. Unpack the zip file into the Input folder in AJS37 mods folder "DCS World\Mods\aircraft\AJS37\Input" and overwrite the existing two files. 1.5.7 input hotfix.zip
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