

Dagger71
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Everything posted by Dagger71
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Again radar lock range and altitude of target are separate. SAMs all have self destruct capabilities since they are almost exclusively used close to military or important assets. Self destruct is a fail safe to avoid the SAM missing and coming back down on friendlies. In game simulation of SAMs are very simple with the only requirement being ensuring your target is within SAM ceiling before firing.
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Mark points in open beta not working or changed?
Dagger71 replied to Limaro's topic in Bugs and Problems
I just noticed after the latest patch some of the keybindings are duplicated and some in red. So far my keybinds are working. This happened before after a patch, kind of frustrating, having to swap input files. So I am guessing HOTAS TMS Right in your keybind might be messed up. Try and re-map it. -
Daniel I know you refuse to accept reality, but when a target is above MAX altitude for a specific SAM, that SAM will NOT hit. Why would anyone dive towards the SAM???????????? That makes no sense! You NEED to understand max range for radar lock, and MAX Altitude for SAM engagement. This is NOT a bug! If a plane flies 25K feet directly above your SAM, and the max alt for you sam is 20K, you will NEVER get a hit, nor should it ever hit!!! Use PPI to at least look at the target altitude! You never even glanced at it once in any of you half dozen tracks. Is this how you use SAMs in game? just guess at their altitude?Very very bad gameplay! You have been playing this game for how many years and you've never seen a SAM database with min/max specs? ???? I have printed versions, iphone versions and even some in my kneeboard for every module I fly. It's some of the most important information you need!! There's the in game encyclopedia!!! Here's link top some found in the forums. There are actually dozens of them, so do a search and pick which ones you like better. The data may vary from one DB to another but when that happens always go with the higher limit when flying and lower limit when in the SAM role. https://wiki.hoggitworld.com/view/Threat_Database https://forums.eagle.ru/showthread.php?t=84314 https://forums.eagle.ru/showthread.php?t=128958 https://forums.eagle.ru/showthread.php?t=128958 https://forums.eagle.ru/showthread.php?t=246477
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Here's your track with the Alt of the F18 set 10 000 feet lower. Always confirm Target alt in PPI and you wont get missiles self destructing. In none of your tracks did you even open the PPI to verify distance and alt. Very bad practice. You are going to use up a ton of missiles with no hits. NOT A BUG .trk
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Sorry, you are correct about the range in F1 view. !! You should also always be checking the target altitude in top down view (Plan Position Indicator). Do not fire at any targets outside your weapon's max range or altitude, or the missile will always self destruct. In each of your tracks the targets were all well outside max altitude. I've included a Screenshot of your target info. As you can see it's altitude is 7560m which is almost 25000 feet!!
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[MERGED] DirectX 11/12, OpenGL, VulkanAPI Discussion
Dagger71 replied to Cskelly's topic in PC Hardware and Related Software
It is still years ahead. That would involve a complete rework of DCS as we know it. I am sure it will come just as the switch from 1.5 to 2.5 happened. -
Check the Alt above the "in range" . Again, the target is in range (for radar lock) but is not within max alt. In DCS SAM units are stupidly over simplified to the real thing, but you do have to ensure target in within max alt. Not a bug, and has nothing to do with the angle. Has everything to do with altitude of target. Working as intended
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[RESOLVED]Catapult deck crews not visible for non-module owners.
Dagger71 replied to D4n's topic in Bugs and Problems
I think that is by design. For SC owners the deck crew will interact with pilots. -
I'm assuming you are still starting the game with your unrecognized gamepad (with generic drivers) plugged in?
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Can you provide a miz file for your mission. Probably just forgot to save a loadout and it spawns with no weapons but we need to see the actual mission file
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I don't think this is actually part of any NATOPS (F18 ) or AFI (A10C)
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again look at his winds he put in . He put 80 knots at 6600 feet! Which is a far cry from 50-60knots at upper levels! even 150kn winds at FL350 have nothing to do with GBU accuracy as you don't release GBUs at FL350! Enough with the nonsense.
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You had hurricane force winds at 6600feet!!!
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yeah you definitely do not lead with a GBU, that's complete nonsense. With the F18 I don't drop too many GBUs but when I did, they usually don't miss like that. Now I have not tried with the new TGP updates, so its possible there is some sort of bug.
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Now to get back to the OP, it should not be missing by that much, and just realized this is an F18 post! So is the GBU in F18 more susceptible by wind? Shouldn't be in the winds you claim. Got mixed up when Alby posted an A10C track. The GBUs in A10C are almost foolproof (might miss if alt is too low or you set the wind speeds to unrealistic setting).
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Why are you setting winds at 80-90 knots. That is completely unrealistic. Hurricane winds, regardless of the ground level. Change the winds to realistic settings and it won't miss. Be realistic here, that is not showing anything. no weapon in DCS can be launched in hurricane winds.
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in point track? please show me a track of you doing this.
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dude you set the wind speed at 165 km/hr at 8000 metres and 147 km/hr at 2000 metres!!!! I don't think any weapon in DCS would hit a target in that wind. That is hurricane winds! set your upper winds to more realistic wind speed and retry. You've got 90 knots @ 26K 80 knots @ 6600 60 knots @ 1600 then 31 knots at 33 feet
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You cannot lead the laser ahead of a moving target using TGP. not sure what you are getting at.
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^^^^^this.
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????? He's using a GBU laser guided missile. If a vehicle is moving you use track mode and the laser will always paint the moving target. You never lead for GBUs.