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Ignition

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Everything posted by Ignition

  1. The VV flashes when it's on the limit of the HUD and beyond. It shouldn't be used as a reference for AoA.
  2. In the F-15E it's still very green, there are some things that are missing and/or working incorrectly, but it is in a very nice starting point since it has been out from a few months now. I hope after so many many years of development of the F-18C ED finally add a proper INS simulation to this aircraft.
  3. I did another test, this time with a .miz I've made. Full alignment with the correct coordinates. The helicopter was the waypoint. With EGI With INS This time the altitude didn't change, just the LAT/LONG It has an error but is precise. Should it be on top of the helicopter or this error is common? The screenshots were taken in less than a minute after the update was done.
  4. Yes, sorry. I will do more tests to see what was the problem. It may be related to a .miz thing. The aircraft wasn't in the correct position when aligned with SH. The next time I did a full INS alignment (changing the alignment with the correct coordinates) and the precision was way better, it still had 80-100ft error but it was almost on point. TGP after ins fix TGP where it should be
  5. I see, it's more a problem of the pilot than a lack of datalink You can build a lot of SA with TEWS, AWACS, Radar a wingman and common sense. But if you only fly on PVP airquake arenas with 40 aircrafts all of the same coalition and go alone like a cowboy, I can understand why you're not training that SA. I don't know, that doesn't sound a like representation of real BVR to me.
  6. There's a problem with the altitude when using MN or INS. The waypoints are always looking below the terrain, I did some tests in the Caucasus map and it ranged between 250ft and 640ft When changing to EGI it gets fixed. I did PVU updates to both MN or INS in each test before updating, did a radar update (PB 17 on radar was correct and altitude was also correct in waypoint), the waypoint gets updated but it's looking below the terrain. In the last test the waypoint was at 16ft. Looking with the TGP to the correct place of the waypoint, it said 644ft (which was way above the real 16ft). Changing manually the waypoint to 644ft did point to the right direction. Switching to EGI, now the waypoint was way above the ground, changing manually to 16ft did point to the right direction.
  7. Datalink will not change change the aircraft in BVR so much. I don't understand why so many people say this. Datalink is useful for situational awareness, it will not change the F-15E on an intercept aircraft. It's not a bad BVR plane but it's not the best. I see many people flying on PVP server arenas who want datalink, but the SIT page on the F-15E is much more than a display to see the enemy. You can evaluate and make many things through JTIDS.
  8. If the bombs are set to AUTO, you will only be able to drop them when "In Zone". In DIRECT you can drop them when "In Range".
  9. I tested isTargetDetected, it doesn't return distance. detected is the same as getDetectedTargets. Useless functions right now.
  10. I tested it and it's still not working. isTargetDetected doesn't return distance. getDetectedTargets does return distance but once it detects the target once, it will never stop detecting it until the target is destroyed.
  11. Yes I thought about that. If that's the way it's supposed to work it would be really useful to have an option to reset it and force a check from 0. As it is right now its only useful for the first time it sees the target. I'm going to couple this with isTargetDetected and see what happens. I guess it will check the table generated by getDetectedTargets and it will not be very useful.
  12. I have this executing every second on a trigger: local SAM = "Ground-1-1" local maxRange = 160000 local controller_unit = Unit.getController(Unit.getByName(SAM)) --sam local tDetectedTargets = controller_unit:getDetectedTargets(Controller.Detection.RADAR) trigger.action.outText("#tDetectedTargets: " .. tostring(#tDetectedTargets), 15) if #tDetectedTargets > 0 then trigger.action.outText("Mayor a 0", 15) for objetivo = 1, #tDetectedTargets do local objName = Object.getName(tDetectedTargets[objetivo].object) trigger.action.outText("objName: " .. tostring(objName), 15) if Unit.getByName(objName) then local target = Unit.getByName(objName) local coal = Unit.getByName(objName):getCoalition() if coal == 2 then local distancia = Distancia(Unit.getByName(SAM), target) trigger.action.outText("Distancia: " .. tostring(distancia), 15) if distancia < maxRange then a = 1 else a = 0 end end end end else trigger.action.outText("No detecta NADA", 15) end The problem is when it detects a target and the target goes beyond detection range, it still keep detecting it forever. If the target gets destroyed getDetectedTargets, it gets fixed and it doesn't keep detecting it.
  13. getDetectedTargets() retains the detected targets and never resets itself. Once it detects a target it will retain it "forever" even if it's way beyond the detection range. I tested it with enum 1, 4 and nil and it's the same. local SAM = "Ground-1-1" local maxRange = 30000 local controller_unit = Unit.getController(Unit.getByName(SAM)) local tDetectedTargets = controller_unit:getDetectedTargets() for i, v in ipairs(tDetectedTargets) do if v then local objName = Object.getName(tDetectedTargets[i].object) if Unit.getByName(objName) then local coal = Unit.getByName(objName):getCoalition() if coal == 2 then local coord1 = Unit.getByName(SAM):getPoint() local coord2 = Unit.getByName(objName):getPoint() local distancia = Distancia(nil, nil, coord1, coord2) if distancia < maxRange then a = 1 else a = 0 end end end end end
  14. The problem may be also be multiplayer servers. I wouldn't say its not posible but the scenario were 30 vs 30 fighters, all fighting in the same place at the same time is... strange in real life.
  15. In DCS I find the JDAMs lose a lot of speed if you try to loft them above 5-10º. I drop the bombs at around 5nm with minimal pitch (around 5º), I don't know the altitude sorry since I never check because of defensive maneuvers but maybe 1.000ft, very high speed 750kts. The bombs arrive with a lot of energy and minimal time of flight. You need to use the trees for ingress-egress. The speed you carry helps a lot for the defensive egress, you need to take care of Gs! If I have a mountain that I could use its great. Yeah its dangerous but those bombs are deadly.
  16. Maybe you're dropping them to high and far. At 5nm and M1, they are not able to intercept them.
  17. It works up to 15nm, I tested it in the patch before this one.
  18. It's about 15nm. It wasn't reflected in the F-15E TGP rengefinding return, I don't know if it was fixed now.
  19. It should update the coordinate by looking at the laser, I don't know how it works on DCS. I guess it will guide like a paveway II
  20. DLAA and DLSS will make the graphics worse. There's no magic FPS gain without consequence. MSAA is better (the best?) antialiasing.
  21. JTIDS and Link-16 are compatible. IRL the SIT page has a lot of information, we don't know how many of this information will be available in DCS. It should be compatible with F-16 and F-18 DCS datalink.
  22. Ignition

    AGM-154

    If I'm not mistaken, the BLU-97 in the CBU-87 don't have drag chutes so they are more useful since they drift is less.
  23. Ignition

    AGM-154

    AGM-154A uses BLU-97 which are not CBU-97
  24. Ignition

    AGM-154

    The AGM-154C it's only for the navy. The AGM-154A it's useless in DCS, BLU-97 fly away with the wind. Very unreliable weapon.
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