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Everything posted by Northstar98
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[DCS Issue] GBU-24B/B Coatings in Fuze Selection Menu
Northstar98 replied to AlexCaboose's topic in Bugs & Problems
Just for reference, on lines 445 and 625 of CoreMods\aircraft\F-4E\Entry\F-4E.lua, if "GBU-24" is replaced with "34759BBC-AF1E-4AEE-A581-498FF7A6EBCE", the GBU-24B/B gets replaced with the GBU-24A/B as is correct for our F-4E. I'm not sure if that remains so when dropped (while I own the Phantom module, I can't test it) if anyone wants to test it, I've attached a corrected F-4E.lua. Back up the one you have first though, before replacing it with this one (all I've done is changed the 2 CLSID entries as above and added a comment to identify them as being for the GBU-24). As above, the relevant path is [your main DCS World installation, usually inside Program Files\Eagle Dynamics\DCS World] then CoreMods\aircraft\F-4E\Entry F-4E.lua -
And we know what kind of systems the Arleigh Burke has, especially those relevant to DCS. We don't know all the relevant capabilities, but DCS is too simplistic for them to be relevant. There's certainly nothing classified about the fact that from DDG 84 onwards, they only have the rear Phalanx at most (though some started out with none), RIM-162A ESSM has been in full operational capability since 2004, the RIM-174A ERAM achieved IOC in 2013 and went into full-rate production in 2015 and the RGM-109E TACTOM Block IV was introduced in 2006. Meanwhile, the absolute earliest the earliest Arleigh Burke livery in DCS is from 2007 and the earliest the latest Arleigh Burke livery we have is from 2018. There's certainly nothing classified about how the Oliver Hazard Perry needs the STIR if it's to have Mk 13 Mod 4 GMLS and there's plenty of photos showing that if one's gone, the other is gone. There's also nothing classified about the fact that the SM-2MR isn't SARH, illuminating at launch - that's how SM-1MRs behave and that it's instead inertially guided with a command uplink (at least with Aegis) with SARH guidance only occuring in the terminal stage. While we don't know the exact rate-of-fire or how many missiles Aegis supports in the mid-course phase or when the changeover point from mid-course to terminal illumination is, that applies to the ships as they already are, regardless of whether they're a mashup of different variants or not. It would apply regardless of what variant(s) they choose, as it's an integral part of that class of ship that cannot be worked around short of choosing a different class altogether. Even taking a best-guess would be more more realistic than what we have now (it would certainly be higher fidelity at the very least). It does vary with mission requirements, but this knowledge isn't required for DCS as the Mk 41 VLS is modular and should allow players to configure them as required. And being able to set what the load should be is the whole point of this thread. Even if I accept it to be true, the conclusion would be "don't do such modern vessels" rather than "do modern vessels but make them a hybrid" - all those Arleigh Burke variants that our one is a mashup of still have similar combat systems and similar radars. The problem is equally true for the hybrid, making a hybrid does exactly nothing to rectify or workaround this issue. All you've done is just make it even less coherent than it could've been. As for things like DDG 51 Flight III, DDG 1000 and interior layouts, neither is really all that relevant for DCS. We don't have a Flight III, we're supposed to have a Flight IIA and we don't have a DDG 1000. Interior layouts you can make a case for with the damage model, but the damage model right now is so beyond simplified that even a purely generic and abstracted internal layout would be an improvement by orders of magnitude (and really, that's all that's really necessary). Definitely agree there, though I'd say this is the wrong way to go about solving this probably specifically (we really need the release quantity settings to work properly and a way of configuring what weapons and how many they should use against what targets, when firing at targets of opportunity and in self-defence (the WRA settings in C:MO is essentially a perfect example of how to go about this).
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Maybe, but personally it's probably a lack of research - we have ships with the wrong guns, ships that fire the wrong missiles, ships that have the wrong radars and even a vessel that has the wrong name. Not at all, nothing about this is classified in the slightest. You just have to do the research (and there's plenty enough online for it). For example on the OHP: https://www.navysite.de/ffg/ffg7class.htm or paying a visit to seaforces.org and looking at the photos and the dates. For another example, let's take a look at the Arleigh Burke: it has the 2 CIWS from the first 4 Flight IIAs with the 5"/62 Mk 45 Mod 4 (DDGs 81-84), yet it has the funnel design from DDG 89 onwards, liveries comprising the last 12 Flight IIAs, all 3 restarts and the first technology insertion but has the missile availability from 1990s - early 2000s Flight Is and IIs, which don't have hangars and have Harpoon.
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Well, when you consider that ED's OHP is a hybrid of an early and mid 2000s version (Mk 15 Phalanx Block 1B, Mk 234 Nulka, Mk 13 Mod 4 GMLS but no STIR (which, for the latter 2, the absence/presence of one should entail the absence/presence of the other as the STIR is what provides illumination for the SM-1MR). In that case, the RIM-66E-6 SM-1MR Block VIB (which is from the mid 1990s), the RGM-84D Harpoon Block IC or RGM-84G Harpoon Block ID and the Mk 46 Mod 5A(SW) torpedo. But even then, DCS doesn't have the fidelity or modelling for their to really be much of a difference between variants, especially when it comes to AI AShMs and ASW torpedoes are non-functional.
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As killjoy73au said, the overall idea is to have the P-37 and PRV-11 (but especially the -37) present as a core game unit, using the existing model (which, despite its age is fairly high-quality, though I'd probably get rid of the green mound it sits on). It's also one of the radars the Shrike targets and I'm not sure if the mod has the bands set up.
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Yep, definitely. Personally, I'm inclined to prioritise updating existing assets before adding completely new ones and the priority should probably be aircraft > weapons > ships (particularly because the lower quality ones are very low quality) > ground vehicles. I wouldn't be surprised if some were even older than that, i.e. Flanker 2.5-era. Well, unfortunately we know very little about that one, there hasn't been any update on it in the 8 months or so since it was first announced. It was also supposed to go beyond being a simple asset pack - what the actually means we don't know (will we get proper buddy refuelling store functionality for the AI? Will the B-1B, B-52H and S-3B get all of their missing/incorrect weapons implemented/replaced?).
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Is the AGM-45A supposed to roll in flight?
Northstar98 replied to Northstar98's topic in DCS: F-4E Phantom
That probably explains the rolling to try and stabilise the missile in-flight. AFAIK the Paveway II is supposed to do exactly the same thing (but doesn't appear to do so in DCS). The Paveway III is also supposed to roll (though in this video, the rolling appears to briefly stop when the bomb is attempting to climb) but AFAIK that uses proportional/PID control as opposed to bang-bang, with proportional navigation (though again, it doesn't roll in DCS). -
[DCS Issue] GBU-24B/B Coatings in Fuze Selection Menu
Northstar98 replied to AlexCaboose's topic in Bugs & Problems
Yeah B/B is the Navy version, so only having the Navy coatings available for that makes sense. The actual problem here is that the Phantom has the wrong version of GBU-24. It should have the A/B, but instead has the Navy B/B. The A/B does already exist in DCS World and is available for RAZBAM's F-15E and the F-16CM, so hopefully this should be a fairly trivial fix. -
This a general DCS AI problem - they're only set up for countermeasures that are carried internally (i.e. not something that's added in the loadout). It's not just the F-4E, the AJS 37, the MiG-21bis and the Tornado (though with the AJS 37 and the Tornado it is possible to set the countermeasures to 0 to prevent the AI having countermeasures without the appropriate payload). AI versions of the Mirage F1 that rely on Phimat for countermeasures don't have anything whatsoever - a consequence of DCS' AI not support countermeasure dispensers as pods. Every aircraft that uses a pod or something you have to equip in the loadout in order to have countermeasures (such as the Phantom) is similarly affected, though with those you can set the numbers to 0 to prevent the AI from having countermeasures.
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Is the AGM-45A supposed to roll in flight?
Northstar98 replied to Northstar98's topic in DCS: F-4E Phantom
Interesting, thank you! -
Hi everyone, Just posing a question (not sure if it's a bug or not, or whether it's real life behaviour) but is the AGM-45A Shrike supposed to roll the way it does in-game? Kinda like how I'd expect a Paveway I or II to behave. I couldn't find anything about it online and the little snippits of test footage don't appear to show any kind of rolling motion - though there it could be that the footage is taken over such a short time interval that any kind of rolling motion would be difficult to determine, the resolution obviously isn't the best either. AI_F-4E_AGM-45A_test.trk
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Yep +1, would be very useful to simulate prior engagements and to disable specific weapons entirely.
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Hi everyone, For whatever reason, I cannot seem to get the AI F-4E-45-MC to use Paveway II and Paveway III series laser guided bombs against points on the ground. Upon reaching the waypoint with the bombing task, the aircraft simply turn around, follow the rest of their waypoints and land. I've tried numerous options on the weapon to use (AUTO just ends up using the internal cannon, I've also tried guided bombs, guided and bombs) to no avail, override AI attack avoidance decisions also doesn't appear to change the behaviour (and in any case, this mission is empty apart for the AI aircraft - there's no threats). It also doesn't seem to matter if the task is set to CAS and whether or not you use the CAS, Attack Group/Unit or Search then Engage tasks, none seem to work. The issue seems to be fairly exclusive to Heatblur's F-4E-45-MC (though the F-5E-3 also failed to drop the bombs, but then, there wasn't anything to provide designation). Attached is a track showing what happens with the GBU-12, the issue is also present on the GBU-10 and GBU-24B/B (the latter should actually be an A/B, but that's for HB to fix). EDIT: The problem is also happening with a few other weapons as well, it seems mostly isolated to guided air-to-surface weapons, with exceptions (so far the AI is fairly reliable when engaging with the AGM-12). In AI_F-4E_AGM-65D_nofire.trk, you can see that the AI won't fire Mavericks at a tank platoon, the same is true for every other Maverick the F-4E-45-MC has available. It also happens regardless of what the Maverick is mounted on (be it the LAU-117, the LAU-117 on the special weapons adapter or the LAU-88). In AI_F-4E_AGM-45A_nofire.trk, you can see that the AI won't fire an AGM-45A at the SON-9 (the guidance section is set appropriately), I have got it to fire at the Big Bird and the P-19 however - it seems a bit inconsistent. I also can't get it to fire at the Fan Song or Low Blow. EDIT 2: The AI will only fire AGM-45A if the SEAD advanced waypoint task is active, it doesn't work if you only have an Attack Group/Unit or Search then Engage task set. The GBU-8 is as with the Paveway II and III described above, see F-4E_AI_GBU-8_nodrop.trk. Both Walleyes however are unaffected. F-4E_AI_LGB_bug.trk AI_F-4E_AGM-45A_nofire.trk AI_F-4E_AGM-65D_nofire.trk AI_F-4E_GBU-8_nodrop.trk
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It should be possible to remove entries from the unit list, while keeping the relevant files in the background in order to not break missions using them - IIRC that applied to the USS Carl Vinson.
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Hi everyone, Very minor one (though one that should be trivial to fix) - the F-4E shouldn't have the GBU-24B/B Paveway III available and instead should have the GBU-24A/B. The former is a weapon that's only used by the US Navy, the latter is the appropriate air force version. In game, there isn't any difference aside from the ablative grey textures on the B/B (IRL the B/B uses the BLU-109A/B as a warhead, which aside from the thermal protective coating, is filled with the more insensitive PBXN-109 as opposed to trinotal as in the BLU-109/B as used in the A/B). The GBU-24A/B already exists in DCS and is available for the F-16CM Block 50.
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Just FYI, historical mode seems broken on the F-4E-45-MC - it isn't available regardless of operator or date.
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Hi everyone, Another minor issue that's been present for a while - the R-24R and R-24T missiles have misplaced plumes. R-24R_plume.trk R-24T_plume.trk
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Hi everyone, Minor issue - as of 2.9.5.55300, the control surfaces on the rear of the missile no longer unfold after launch (though they, like a lot of missiles and bombs now, have their animated control surfaces implemented in-game now and will deflect when manoeuvring - that's really cool to see ). So far I haven't seen the same on any other missile, but I'll update this post if I find one. 5V55R_bug.trk
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It was mentioned that it would change - quite odd and somewhat misleading, but hey, it's accurate to what's actually happened now.
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DCS F-4E Phantom II Release Date Announcement- May 21st 2024
Northstar98 replied to IronMike's topic in DCS: F-4E Phantom
Lots of interesting stuff in the Shapes folder for the F-4E - AIM-4D, AGM-78 (though I thought USAF F-4Es couldn't use it - AI F-4G model down the line?), AN/AVQ-26 Pave Tack, GPU-5/A, GBU-10 w/ BLU-109/B (GBU-10G/H/J/K /B Paveway II). Some new weapons, apart from the GBU-15(V)1 they're all done to the same standard as ED's weapons (i.e. w/ animated control surfaces). -
fixed Kh-22 flies through launching aircraft
Northstar98 replied to Northstar98's topic in Weapon Bugs
Indeed it has - much more realistic now, excellent news! Thank you very much! -
"Official" F-4E Livery Discussion
Northstar98 replied to LanceCriminal86's topic in DCS: F-4E Phantom
Regarding the liveries - would it be possible to have these sorted by country (fairly easy to do with minor edits to the description.lua). Obviously everything should be available for CJTF blue/red but IMO, for everything else, they should be sorted by country. -
BIGNEWY clarified that for the auto-boresight it was for the HMCS when starting hot/starting from the air. Maverick boresighting works the same way - it's automatically done when air starting or starting hot, with Cold starts still requiring manual boresighting. Personally, I think this is the best option - it retains the perfectly realistic limitations, but when time is limited (when you'd do a start hot or an air start), you've got the option to have it be done automatically (as with other items when starting hot or air starting).
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Well, as I said, both are already animated, the problem here is specifically the PRV-11 due to it being a height finder, which is somewhat different than any other radar currently in DCS. There’s no excuse for the P-37 not to be animated, it already rotates even as a functionless scenery object - just pay a visit to all but one or 2 airports/airbases on the Caucasus map.