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Everything posted by 450Devil
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Hi Gripes - thanks for the reply even if it was not quite on subject. Like you I would normally use the AGM-65F for four vehicle targets but I was using the 65E to try and see if it would work correctly or if there was a bug. I had previously used the 65E to take out some speedboats which is not so reliable with the 65F due to the poor IR contrast with the surrounding water. I now suspect that the non ability for the second and subsequent 65Es to operate in auto like the first off the rail is a program logic bug.
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Scenario - there is a column of five BTRs proceeding along a road. My mission is to destroy four of the BTRs with AGM-65E mavericks. I have my FLIR on the right DDI and the MAV on the left DDI. Laser code is 1688 and inputted for all four LMAVs that I am carrying. I approach the targets on a course that is perpendicular to their direction of travel at 350 KIAS and Angels 15. Using the auto fire method I engage the leading BTR and reverse my course and extend 30 miles from the remaining BTRs. I then reverse course and fly towards the BTRs where I re-acquire (designate) a second BTR at a range of 11 miles. The setup for the second attack is exactly the same as for the first successful attack. However when I go SCS left to the MAV DDI the MAV laser sensor does not acquire the TPOD laser and to get it to do so I have to cage / uncage the LMAV. My concern is that the remaining LMAVs seem to acquire a latent memory that forces their laser sensor to the original position of the first fired LMAV and the only way to "reset" this is by caging and uncaging the selected LMAV. logically this should not happen as the weapons is designed to search for the laser is a set pattern and once it finds the laser to focus on that target point. Logically, the setup and use of each LMAV should be exactly the same each time.
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The TPOD FLIR seems to be stuck in zoom level 9 when used with AGM-65E. track attached. Carrier Group 2 V01c-20200608-205805.trk
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[CORRECT AS IS] A2G radar return from ships
450Devil replied to 450Devil's topic in Bugs and Problems
Not sure about sea mode but I managed to improve the radar return from ships by clicking on the data button and then increasing the gain (GN) to the maximum of 9. -
While in surface radar mode there are radar returns from ships but the returns are much less bright on the radar screen than they would be IRL. Carriers and large merchant ships should paint very bright as they are massive structures that return significant radar energy. Modern radars automatically filter out background clutter such as from sea waves and are designed to enhance radar returns from objects such as ships. The radar cross section of a carrier is massively huge compared to a aircraft yet A2A returns paint bright on the radar scope and A2G returns paint so dim that they are very hard to identify even at very short ranges.
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A very frustrating situation -scripting a plane guard helo
450Devil replied to 450Devil's topic in Mission Editor
Many thanks for the info. I think I might have to learn how to script and how to get the most out of MOOSE. All looks very interesting and challenging but obviously leads to better mission making. Thanks again Pikey and reptile92 -
A very frustrating situation -scripting a plane guard helo
450Devil posted a topic in Mission Editor
With the new Super Carrier module one of the most frustrating issues is the plane guard helo. Previously (and even now) the mission designer could place a plane guard helo abeam of the carrier paralleling the carrier's course and speed to "simulate" the plane guard helo that would normally be in place in real life when aircraft are launching and recovering from / to the carrier. Smart spawning / despawning triggers could "theoretically" be used to provide a continuous plane guard helo presence. However, this is less than realistic. In reality, the plane guard helo is launched about five minutes prior to any package launch sortie and recovered onboard when no longer needed then relaunched when sorties / packages are returning to the carrier. What is now needed is some talented script writer to come up with a script that would launch the plane guard helo to its on-station position at 300 feet above sea level and one nautical mile on the starboard beam of the carrier while aircraft are being launched and then recover the helo to the carrier once all aircraft are outside about ten miles from the carrier and then provide the means to relaunch the plane guard helo whenever returning aircraft come within a ten mile radius of the carrier. I am sure there are some talented scripter(s) out there can do this and put the script on the forum so that all DCS mission makers and players can get more out of this great simulation. Go for it please. -
[NEED TRACK REPLAY]TPOD control is messed up.
450Devil replied to DmitriKozlowsky's topic in Bugs and Problems
Agree with post above. When I cage/uncage the FLIR it goes to a position 180 degrees astern of my aircraft. Track attached. TGP1.trk -
I love the steam engine in the WWII Assets Pack but I have one frustration. The smoke from its stack is both too light in density and remains too low. This makes spotting trains almost impossible. I was hoping to develop some train busting missions on the Normandy Map but without denser and higher smoke coming from the locomotive this is impossible. I have done some tests with altering Smoke Stack Density in the game settings but this has no effect on the locomotive's smoke. Attached are screenshots of a DRG Class 86 with Smoke Density set to 1 and set to 9. No effect on the density of the smoke coming from the locomotive. Also the smoke does not project high enough out of the locomotive's stack. It should get above the treeline to a certain extent.
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[NEED TRACK REPLAY]Damage model of LS Samuel Chase is unrealistic
450Devil replied to 450Devil's topic in Bugs and Problems
I think it might be the damage model as it took three GBU-10s to sink it. One should be enough. -
To test the damage model of the LS Samuel Chase I set up a mission wherein four Ju-88s fired their load of two torpedoes each at the ship (eight torpedoes in total). All torpedoes hit the ship but it was not until the sixth torpedo that the health bar turned red and the ship's speed reduced by 3 knots. LS's are thin skinned ships - not battleships with armed belts below the waterline - so a single torpedo hit should significantly damage, if not sink, a LS. After taking eight torpedoes the ship showed a red health bar but was still steaming along.
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[ALREADY REPORTED]TACAN not operating correctly
450Devil replied to 450Devil's topic in Bugs and Problems
Thanks Harker. Interestingly my mate was about 70 miles from the carrier and his TACAN was working OK. -
Today I was flying a mission on the Persian Gulf map on a mate's server. After destroying a ship target using LGBs I switched to TACAN to navigate back to the carrier. While the correct direction was indicated on the HUD, the range remained steady and did not decrease as I flew towards my carrier. Two screen shots attached. They show the range to the carrier as 136.9 nm in both screenshots even though the UTC time at the bottom left of the HUD has changed.
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The static U-Boat sits too high in the water and also appears invulnerable to damage. Screen shots attached.
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Please remove this bug report - it was not a game problem rather I had got the sequencing for assigning a point track wrong. My bad.
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Since the last update I have been unable to obtain a point track using the targeting pod.
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[NO BUG] Missing Step Function in MPCD when armed with JSOWs
450Devil replied to Khegrow's topic in Bugs and Problems
JSOW Stations Cannot step through stations equipped with JSOWs in Stores page. Therefore cannot set targetting info for individual JSOWs. -
NOW AVAILABLE: Community A-4E-C Mod
450Devil replied to Merker's topic in Utility/Program Mods for DCS World
Fantastic mod - very well done to the Dev team. One small suggestion - is it possible to provide with each update a text (pdf) table listing all controls that can be either bound to a key or have an axis assigned. This would make it easier to keep up to date with any changes. The Advanced Propulsion Control (APC Enable/STBY/Off) is not listed in the Control Settings. It is great that it is clickable in cockpit but it would be great if it was bindable to my HOTAS as it difficult to click it when flying as the throttle obscures both switches. The same for its asociated environmental switch (APC Hot/STD/Cold). Thanks in advance and many thanks for the mod and all the hard work done by the Dev team. -
Thanks guys - I have found the culprit - It is the F10 AWACS view in the MISC menu. I had it unticked. Ticking it reinstated the F10 Theatre View map.
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Yes - the Theater Map. However, when F10 is pressed in game the map does not appear. As I noted above this is only the case with the Open Beta version and I have tested it with all the aircraft modules I have (which is most of them).
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Pressing F10 in my Open Beta version does not bring up the Theater Map even though that is what is listed in the Commands. I have tried clearing it in the Commands menu and re-adding it. all to no avail. The F10 Theater Map key works OK in my Release version. Any ideas / suggestions most welcome. For information: My F10 Theater Map key was OK before the last update of the Open Beta version.
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Yesterday the virtual F-86 Sabre squadron I fly with tried out the GAR-8 for the first time in the Korea! 1952 server. With the missile fitted we all experienced excessive drag and had significant difficulty in getting speeds above .75 mach at any altitude. Turn performance was also severely affected. One of our squadron flew CAC Sabres during his time in the Royal Australia Airforce (RAAF) and his experience was that there was minimal drag when loaded with Sidewinders. I think the drag caused by the GAR-8s needs to be tweeked down a bit. For information, our virtual squadron has been flying the F-86 twice or more each week in the Korea! 1952 server for over a year now so we are reasonably familiar with its flight performance under all loadout conditions. If there are any MiG-15 jockeys out there who wish to test their skills then we can be found on the Korea! 1952 server at 2400Z on Thursdays and Saturdays.
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Found a work-around from ED - it is a pain but it works. Ensure windows and any drivers are up to date. make sure any unofficial mods are removed ( if any ) run a cleanup and repair, or if steam verify your install Rename your dcs / dcs.openbeta folder in saved games ( keep it as a backup ) release C:\Users\yourname\Saved Games\DCS or beta C:\Users\yourname\Saved Games\DCS.openbeta example C:\Users\yourname\Saved Games\DCS.openbetabackup restart DCS allow it to create a new one, redo your settings and test You can move your input folder back after to save time from the renamed one. be aware the first time you load the shaders have to be built, this can take some time on the first load
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Same for me.
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Yay - use the WWII asset pack. Particularly the B17 in place of the B29 as then the MiG drivers will have to consider the risks of attacking a defended bomber formation. At the moment they can easily down unarmed C130s. Not realistic.