Jump to content

nighthawk2174

Members
  • Posts

    1513
  • Joined

  • Last visited

Everything posted by nighthawk2174

  1. Do you have any docs proving this?
  2. 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
  3. 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.
  4. 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.
  5. I thought the FFP had on a F15 pilot who said in that case it was ~13-13.5g?
  6. 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.
  7. Hmm I don't think so, in the end it is probably just the mass value.
  8. 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
  9. 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.
  10. 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.
  11. 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:
  12. 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.
  13. The 97 and 105 are guided munitions so this isn't much of an issue.
  14. 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.
  15. I've noticed this as well that it takes more hits to cause a tank to blow up.
  16. 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.
  17. https://forums.eagle.ru/showthread.php?t=257696 - enjoy!
  18. 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.
  19. 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.
  20. 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.
  21. Ahh forgot about that one didn't even register on my radar.
  22. Just noticed that lol probably a mistake on their end. I'll add on with the correct distance when I can. -------------------------------------------------------------------------------------------- Updating with evidence given to me recently: edit: test of new Gau-8 value https://www.reddit.com/r/hoggit/comm...ee_how_ed_did/ (fixed link sorry about that) edit2: https://www.reddit.com/r/hoggit/comm...rong_what_ive/ - extra documents and videos here. edit3: thanks to a user they took this: this is at ~2000ft and the rounds are going beyond the wingtips of the SU25 who's wingspan is 47ft. If the ingame values were even acutally 8/12 you would see most of the rounds at 16ft and a few just beyond that and every once and a while up to 24 ft or around half the wingspan. this is what it should look like: edit4: thanks to people sending me stuff! edit5: ok so i've been looking through my stuff more closly and these popped out. This was sent to me a while ago and its a manual for the M117. Now based on what Yo-Yo has said it seems that the increased dispersion was based of of the existence of this clamp: But as you can see from the picture its a rather distinct addition to the system and not one aircraft in the game has a clamp that looks like this. Plus as far as we can tell this was a one off for the army hence the name "AIR DEFENSE MUZZLE CLAMP although ironically enough a 5mill dispersion clamp aslo exists and it looks exactly like what's on jets. (also red tracers XD ) ---------------------------------------------------------------------- My question posed on the ED thread still stands as well: Like can we get a definitive sneak peak at the code to see for sure what is going on with the dispersion value? How is dispersion calculated? How does the game get its 50%,80%,90%,100% values from one entered number? Why is it the case that in all the tests i've done the value currently entered of .0022 give me an aprox dispersion of 22-25mills? How come with the gau which you guys said is 13mills max based on your own new research has a new values of .0011 if it was really multiplied by 8 then wouldn't it be more like .0016?
  23. This is not the point i'm sure we can go for a while on this but your reading and putting a lot more into my statement then what was said what I may feel about ED in this matter is irrelevant to the conversation. Well see I know you say you feel its correct but i'm trying to show with overwhelming evidence that its not correct and what correct looks like is something like the 14's M61. I mean saying that the in game guns shoots 8/12 doesn't even pass the basic sniff tests. Like one of the guys on the discord i'm on literally tested in about 15sec with the SU25 pic and there is no way that's right. If ED's value is actually 8/12 in game it would not be shooting over 47ft of dispersion at 2000ft. It would look like the F14.
  24. 1) In game tests The provided numbers though are odd mostly as they don't match up to the ingame values. There aren't any of your own ingame tests to back them up. But as much as I want to give ED the benefit of the doubt my own tests have a different outcome entirely. - overlay from project Vulcan reports, it is one of the worst dispersion values out of the lot tested. 2) The numbers, From my understanding of the 8/12 number is this value is a do not exceed beyond value for the dispersion of the gun. We know from both the project Vulcan tests and from a video (now removed unfortunately) that these guns are fully capable and quite often shoot well below that. In the case of project vulcun ~5.1 for 80% and in the case of the F104 (which had already had 1000's of rounds put through it) was ~4.5mills for 80%. Now in the case of the viper iirc mover indicated the 80% circle for the viper was 6mills. Which aligns quite well with project Vulcan reports. I haven't found this clip yet but when I do i'll update this post. Additionally in some of the DOD docs I provided the numbers are much lower: which I think supports the argument that the DOD numbers are the do not exceed and if you do repair values, not the ones on guns that aren't just about to go down for repair. 3) The Gau-8, F14, and other guns Something else odd is the gau8 now has a value of .0011 set in the code whereas the Vulcan is .0022. Yet not only in terms of specification but video evidence they are very similar. Yet then why is the Vulcan more than double this value? Not only that but other guns such as the Russian 23's, 30's, and the BMP gun are all in the range of 5, 5, 4 mills for their 100% circles respectively. And in game their values would seem to indicate this is true being .0005 and .0004 respectively. I think the final nail for this point is the F14, a module with such a massive dedication to portraying the jet as accurately as is even possible uses a value of .001 in the code... Less then half of what it is now. Now this is on the upper end of what I use in my own gun mod but it is well within what is acceptable for me. 4) The F15-34-1-1 https://i.imgur.com/53TDkf5.png 5)Video Evidence F18 Strafing footage I think is the most compelling not only that the values irl are probably lower than the 8/12 but are most certainly lower than in DCS. - link with timestamp According to the people in the video the orange target is a 20x20ft target with the poles adding no more than 20 extra ft. Now we also get some HUD footage which shows they fired at exactly 6000ft: The left and right dispersion is just around the size of the target and if bigger by only a few feet. Which would put the dispersion at But what does DCS look like? Using a BTR as its just under 20ft long, the same size as the Target (not the poles just the orange target), you get: which is many times the size of the target not just a little but a lot. 6) This doesn't address the CIWS problem -I don't think its even possible to logically say that the ingame CIWS dispersion is correct, just any video of CRAM in action will prove this to be the case. Will this issue be fixed? - pre fixes introduced for the second gen phalanx Some stats: MK-149 APDS V0 = 1160m/s Dispersion = ~.7-.9mills Round mass = ~74.1g for tungsten and ~73.3g for DU (assuming solid slug as per diagram) Explosives = not sure, at first I thought there was but i'm not so sure anymore. Caliber = 12mm (subcaliber shell) Drag = No data but should be quite good the shell slows down much slower than the PGU ----------------------------------------------- Conclusion I don't see how its possible to say that DCS is correct, with all due respect of course, but just the in game tests alone and the difference from the now mostly fixed Vulcan should prove this. The Gau-8 has already been proven wrong and ED admited as much reducing its dispersion by 150%. Mostly fixing the gun and at a minimum this should have forced the vulcuns values down as well. With the new minimum being the new values for the GAU-8. The dispersion is very high currently, over 2x, compared to what it should be and it is my very educated opinion that in the code the value should be set to somewhere in the range of .0008 to .0009 to be accurate; with .001 like the tomcat being completely acceptable. --------------- edit: test of new Gau-8 value (fixed link sorry about that) edit2: - extra documents and videos here. edit3: thanks to a user they took this: this is at ~2000ft and the rounds are going beyond the wingtips of the SU25 who's wingspan is 47ft. If the ingame values were even acutally 8/12 you would see most of the rounds at 16ft and a few just beyond that and every once and a while up to 24 ft or around half the wingspan. this is what it should look like: edit4: thanks to people sending me stuff! edit5: ok so i've been looking through my stuff more closly and these popped out. This was sent to me a while ago and its a manual for the M117. Now based on what Yo-Yo has said it seems that the increased dispersion was based of of the existence of this clamp: But as you can see from the picture: its a rather distinct addition to the system and not one aircraft in the game has a clamp that looks like this. Plus as far as we can tell this was a one off for the army hence the name "AIR DEFENSE MUZZLE CLAMP although ironically enough a 5mill dispersion clamp aslo exists and it looks exactly like what's on jets. (also red tracers XD )
×
×
  • Create New...