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nighthawk2174

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Everything posted by nighthawk2174

  1. This has been reported as a bug for many years now but the M39 20mm cannons still have the same dispersion the Vulcan did. Now with the partial fixes to both the GAU and Vulcan's dispersion is a fix to these guns in the works? Unlike the Vulcan these canons don't have the rate of fire to compensate for the bad dispersion so they are almost useless in A/A. https://forums.eagle.ru/showthread.php?t=181440&highlight=dispersion&page=2
  2. You can read up what IASGATG wrote in his paper, and what i've found so far: ^ Chemistry Of High Energy Materials 2nd Edition Something else of note which I found in the same book, Chemistry of High Energy Materials, I wonder if the more modern AMRAAM's the C7 and/or D can owe part of their increase in range over the C5 due to the use of other fuel mixes? Something that is quite interesting to me.
  3. Yeah V0 is the initial velocity which if you put higher I can see increasing damage, but for shells with explosive fillers just bumping up the explosive mass should be a guaranteed way to increase damage.
  4. Do you have any docs proving this?
  5. Maybe for the 73M in game we do not have this model the model we have in game I think is the 73E? Which doesn't have a dual band seeker or any CCM, does it even have a FM seeker system? Additionally what I've both heard from pilots and read is that the CCM on even the newer ones still isn't quite as good as the 9M. Hec I actually don't even know if the 73's programmable like the 9M
  6. Just as a heads up this latest patch is such a dumpster fire i'm not going to update for it especially considering it's likely (well more like hopefully will) to get hotfixed soon. I'm just going to wait for the fire to go out first. Sorry for the inconvenience if you updated and don't want to revert.
  7. The 73 model we have in game is an early one and should be incredibly susceptible to flares. As far as I’m aware it has no ccm irl.
  8. I thought the FFP had on a F15 pilot who said in that case it was ~13-13.5g?
  9. Pressing SEP on the RWR control pannel will separate the contacts as usual however it will not time out but will stay stuck in that mode and no matter how you turn the contacts will not update their position either. The only way to do this is to press sep again. Additionally if new contacts are detected while in SEP they will not show up.
  10. Hmm I don't think so, in the end it is probably just the mass value.
  11. https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release Missile Mod has been updated to work with the latest version of DCS ---------------Guns---------- -Adjusted the names of some round when in game hit is displayed -Adjusted drag of some rounds to new tweaked ED standards -Adjusted performance of MK149 round adjusted drag curve slightly -Adjusted M117 dispersion to 6x18 mills for the 100% as per new documents -Dropped Russian CIWS dispersion even further down to ~5mills for 100% circle -Added PGU rounds to F/A-18C hornet ---------------MISSILES---------- -New ED drag curve added for AIM-120B|C -Kept thrust the same as in the current mod -Updates to AIM-7 AP added -Scud Data added ---------------OTHER---------- -Editing of AIM-54, F86, and SD10 appears to have been restored. If you get issues try deleting the entire CoreMods folder from the mod and see if that works. Havn't found any on my end yet. full git changelog https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/ab957e8ea63f50d5689d67945257f1768bcd26f5
  12. Yeah I got the basics of that so far just not 100% what i've done wrong for it to not work. My code is in the spoiler above.
  13. Yeah: -Drag is perfect matches very well if not perfectly to IASGATG's results from 6 years ago. -Lift is perfect (just google first amraam kill on youtube DCS amraam's can now make that kill) -Various small things like pitching moments are great (See above) -Guidance is BMS levels of good now. (still need to check and see if the loft profile updates dynamically over time based on TWS updates anhd what the bandit is doing.) -The only thing wierd to me is the reduction in ISP and burn time, now the thrust has actually gone up from 16,703N to 18084N! But the reduction in burn time is so great we see a drop in top speed. Again these values are wierd to me and i'll have to see ED's reasoning when they publish their paper on their changes. Now 200kts of top speed was lost but the drag reduction was so great that at long range the actual difference in Rmax is not really noticeable. If anything its better as its faster at longer ranges meaning it can turn better. Now if it didn't have that 200-400kts reduction the amraam would have been perfect and made into the op wagon of death.
  14. The goal of the script is every time a unit is killed it will a) detect the event, b) figure out its type and coalition, c) Increase the value of a sides point tracking flag, d) display a message that said event occurred e) Display the total number of points every few minutes. What I need help with is I haven't got the messages working and I'm not actually sure of a good way to check and see if the value of the point flags is increasing correctly as well. Secondly, I'd like to get a message system working that can also only send the message to the player that killed said unit but i'm not sure how that's even possible. I am very new to both DCS scripting and lua so forgive me if its a bunch of stupid mistakes I made. Code:
  15. Yeah the HARM is both a programmable seeker and can home in on radio/radar emissions. Maybe it'd show up as a U (for unknown) but there is no reason it can't see the radar emissions from the site.
  16. The 97 and 105 are guided munitions so this isn't much of an issue.
  17. Added track, I made the command into a F10 radio option for the first and second groups of MLRS's. The F10 radio option is still not working but if the task hold is added to a waypoint it is working again after the last update. I made it so an F10 radio item will set their task to hold and while they will stop they will not deploy. Track: Hold_TaskF10Radio_bug.trk I do want to add though once they are deployed to formation it seems they will not again be able to move even when the stop condition for the hold task is met or a ground commander gives them a new wypt to move too.
  18. I've noticed this as well that it takes more hits to cause a tank to blow up.
  19. Yes a fix to the engines would be amazing but me and Habu are both quite convinced it is not the primary issue, just one of them. It would also be nice if it could hit the available g's as per the 1A-10A-34-1-1 and not bleed off as much speed. Beyond this I have concerns regarding its stability at high aoa/g-loads as per video evidence and discussion with Habu.
  20. https://forums.eagle.ru/showthread.php?t=257696 - enjoy!
  21. No there weren't any performance improvements just internal upgrades, hence why yo-yo in the past has said if you want to prove the fm is off then get your hands on the a10a-34-1-1 and prove it.
  22. Well the limitation due to a contract thing is a myth Yo-Yo and a few others have ED have all said this is not the case many times.
  23. Well its more that every piece of evidence collected so far has done nothing so I'd show one piece then another and another and another until well the above nearly a decades worth of peoples posts are represented somewhere.
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