Jump to content

captain_dalan

Members
  • Posts

    2591
  • Joined

  • Last visited

Everything posted by captain_dalan

  1. Hi devs, a short question on the new flight model (yet to come) Question: Will the new FM refinements include changes in fuel consumption as well?
  2. Did the same this week (got new GPU and PSU) so i'll see how things work out in time.
  3. For a time i've been suspecting this, so tonight i finally kicked two of my training missions, one against a SARH equipped Flanker and the other against the ARH equipped Eagle. External inspection confirmed, though i didn't record a video. Jester launches chaff at certain point when faced with a semi-active threat, but never against an active one, not even after the missile has gone active and the RWR is screaming. Attached Tacviews bellow: Tacview-20221211-041509-DCS-BVR F-14A duels VS F-15C.zip.acmi Tacview-20221211-041125-DCS-BVR F-14A duels FOX 1 Su-33.zip.acmi
  4. The final challenge, swapped the vanilla Viper for the ED version, picked the USN adversary skin, remove pylons, matched the fuel of the vanilla bandit, and tried to shoot it down before it ran out of fuel. Took 5 tries
  5. I don't think this to be case, as i have recording of the same thing happening with selected Sparrows or Phoenixes, but i fear that if i upload any more DCS content, Youtube will ban me for spamming! It must be that then. And a few fast experiments i performed tonight, showed that if i count slowly to 10 or so before turning away, the tracking never drops. So there's a new good common practice to have in mind i guess.
  6. Hmm, it seems that the best workaround would be to keep the nose still for about 8-12 seconds from the moment the radar transitions from RWS to TWS. That should be enough for tracks to properly build, right? As for it being a bug or a feature.... @IronMike? Might try that as well if i have the time this evening.
  7. Not an impossibility, but it would happen more randomly if it was so, and there seems to be a method to this. Also, PAL and PLM are mapped to my throttle buttons. And once i punch in blower i leave it alone. My Jester shortcuts are mapped to my keyboard, and they only involve TID orders. It's my own modification of that mission to include Charlie Phoenixes, but the mission isn't an issue, i can recreate it on any mission, including vanilla instant actions. Here's some from the Persian Gulf BVR mission. In the first 2 cases, the radar reacquires and continues tracking, but in the third one it doesn't: It appears the issue is more likely to appear near the edge of the radar cone. Also, not sure, but switching TID to 50 mile scale may play a part? I also include two tracks as short as possible, for all those are worth these days: track lost and recovered.trk track lost and not recovered.trk
  8. No mods, except for custom skins (some made by me) and A-4 and T-45. That's actually a very good idea!
  9. Yep, 0:43-0:46. I didn't give any commands, either PAL, PLM, or shortcut for a Jester command. i was just trying to build some offset, like i usually do when i accelerate before launching. The targets were too far away for any such attempt anyways. Though, now that you mentioned it, could it be that some weird part of the Jester logic kicked in, and he changed the radar mode on his own? This is fairly easy to reproduce really, just wait for the tracks to build, and then gently turn away from them. It also appears to happen only the first time around. Later on, if you pick them up again and let Jester/AWG-9 sort them out and build track, they won't drop if you turn away.
  10. Thanks mate! Nah, no intent on my part, i had so little time for DCS i just forgot to turn on the high gun rate mode . Given the chance, i even take snapshots with high gun rate.
  11. Hey guys, this is a question and potential bug report (if the behavior isn't intended). A short video follows. When looking away from the bandits after Jester sorted them out and the radar built tracks for them, especially if banking away slightly but still apparently inside radar gimbals, AWG-9 would sometimes drop the tracks, just like long ago it would drop STT locks. Is this a bug or a feature of the radar? And if the latter, how do we counter it except for running straight for the bandits? The video: The tackview: Tacview-20221204-175352-DCS-F-14A_IA_Marianas_BVR_JA11 Mk60C.zip.acmi
  12. Well that's why i used "either", but it's good to know And in other news today, when one has 20 minutes of free time on their hands on a Saturday....
  13. What i'm most worried about is this, either TV can't handle it, or something very weird is going on here: null
  14. To all: Has anyone actually tried to make for copies of the same missions and just change the AI to see if there are actually any differences? I think as much i like this upgrade, it's gonna play havoc to the content creators, mostly campaign and mission designers. I would hate to replay some of the stuff i did in the past with the current state of flight modeling for the bots.
  15. I actually manage to get a gun kill on him in the NTTR instant action every now and then before the poor bugger gets out of gas and ejects, might even record one if i ever get the time(i have plenty of tacviews if anyone wants them). But seriously, you guys should maybe reconsider refactoring some of these missions. I don't think the average user will actually learn too much from them, not have that much fun with them, except maybe maybe exercise in frustration. Maybe keep one of them, say the Viper one as a special challenge, but i would argue flying in circles until he runs out of gas, isn't that much of a challenge. Gunning him down before he does is. What i noticed that is every time he does run out of gas, i still have about 3000pds left, even though i'm in the A, and practically in burner at all times except before the merge. So maybe make the Fulcrum and the Viper a bit heavier in the regular IAs and keep a very light Viper as a block 15 or 32 surrogate in a special challenge mission? I think you are trying too hard to apply real world rules to a game that doesn't play by them. So you have to metagame the buggers. Just like in any shooter. Exploits, exploits, exploits...... do you think the AI cares it never runs out of energy or blacks out, while you do? The Viper drivers are in a pickle even more, their core envelope is in the 400s and they have no nose pointing ability to speak off. Imagine fighting the same missions in their ride
  16. Trust me mate, updates are there constantly, regardless of the changelog mentioning them or not. On at least one occasion in a topic on the AI behavior (when an AI VIPER would fly vertical loops at 60 knots airspeed) the issue was fixed and there never was any mention of it, aside from my topic. So, for ill or for good, changes are constantly being made.
  17. To the OP: i know a said the AI always jinked in a single plane which made it very easy to read and thus anticipate and compensate properly, so i wanted to record a short demo on how it can be done. However, someone must have eavesdropped on our conversation, and the latest patch/s seems to have changed that behavior. So now, they are somewhat harder to shoot down, with tendency to jink in more erratic manner. I apologize for the extremely poor handling of the plane in the 2nd hop. I hadn't touched a stick in over 3 weeks and i only had 10ish minutes to record and fly before having to leave the house. The result was so poor, i completely lost feel for my energy state and nearly blacked out. I had to record a 3rd fight as a result, after i got back home. This one was more articulate, though still not to my satisfaction. I don't have time to play DCS any more this weekend, so i hope this 15ish minutes help illustrate what i was trying to say. Cheers, happy weekend and safe flying:
  18. Sounds like a geometry problem. Yes, the AI will enter indefinite 8-9g loops till its wings break off, if its configuration allows it, but in the case of the Flankers, the window from which you can enter the control zone is still fairly large. But you still have to enter it. Remember that old Falcon 3 video by Pete Bonanni? When he talks about the right moment to start pulling? You'll need to figure that one out. The moment you nail it the AI will enter panic mode and start jinking like mad. And then you just shoot him. Forget about the radar gunsight, you don't need it. The AI will jink a lot yes, but always in the same plane, and always right in front of your nose. Just spray a bit before he does. Works every time. Especially with the B. In the A the window is a bit less wide, so better timing is required to enter the turn. Still largely doable. Against light Vipers and Fulcrums though..... much harder, much harder. They will run out of fuel much longer before you do though, so there's that. If you want a gun kill against those (in the A) you ALWAYS go one circle and then hit the vertical, something like extending into rolling scissors from a break or flat scissors. If you are lucky they will happily fly in front of your nose after the first or second break, if not, use the rolling scissors (it confuses the s*it out of them) to enter the control zone, at which point they panic and you apply the same procedure you do against the Flanker. Overall, not that much of an improvement from what it used to be, but at least now SOME AI will fight you one circle, which is better then none i guess. So i'll take it. The infinite stamina and energy is tedious though.
×
×
  • Create New...