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LieutenantFalcon

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Everything posted by LieutenantFalcon

  1. Sure it'd be nice to have variety so people can pick or have it randomized, but so far there's not even any internal model and the external model still wears incorrect gear. They'd have to get on that first.
  2. I have this issue as well, so I've just come here to dump some system info as well to get a fix figured out. System specs: i5 8400, RTX 3060ti, 32gb DDR4-3000 RAM, DCS running on OS drive (Samsung 980 pro). Fxo and Metashaders2 freshly deleted before these pictures. Screenshot 1 is settings, 2-6 are example shots.
  3. I might be wrong, but wasn't this only for the earlier implementation of DL? I recall TACAN restrictions being removed or remedied somehow
  4. In the final iteration of the DTC it should be a thing you can customise, yeah. Hopefully it will also be in one of the first implementations since it can't be edited in a file as of now and it's a very useful thing
  5. Almost. It used to show black, but nowadays it just shows the non-DBS map in place of it. I haven't heard anything about vertical shift so I can't speak for that. That might be something to experiment with, but I don't think it's going to give you the same gains as horizontal shift
  6. Actually, do. These are an important part of the signals your RWR recieves too. This is how you get spiked by radars that are not even looking close to your azimuth and elevation
  7. This behavior is a thing, but still exaggerated. Only anecdotal, but: a few days ago I had an issue where due to server lag a taxiing jet clipped into me very momentarily, and the only damage decals I had from it was on the tip of the left wing not even reaching Store 8 and it lead to rapid fuel loss of the left wing tank and left internal wing tank. Total fuel dropped to abt 8.9k lbs.
  8. One thing: don't expect too much from the A-G radar. The pilots don't like it and don't use it much, it's a tiny radar. The most you'll get out of it is slaving it to landmarks and infrastructure, not individual ground units. The DBS modes are reliant on you going off-angle. The further off angle you are, generally the better the image will become. Still, even then at short range with the highest manual zoom you can get (range scale on the top-left the lowest) you will still struggle to identify individual vehicle-sized units. It's best in this case to use the TGP in conjunction with the HMD
  9. It's something that would have to come with the DTC yeah, but for the time being I wish they would just enable the file that lets us set it up ourselves like we can do with countermeasures. To install a separate mod for it that you have to run every time you play and afaik messes with tracks is a bit drastic
  10. Any update on this? It's been marked 'investigating' for a while now so if you guys need any help let me know. Bug is still present as of 2.8.1.34667.2
  11. Guys how about the devs finish this one we have right now before we start debating an F-16 II The debate is futile anyways, we need a Desert Storm Block 40
  12. Maybe they requested a library of PRF tones from LockMart or commissioned someone specialised in something like that to make PRF tones, and they have to wait.
  13. This thread contains some statements on manual updates. They are working on it, but it is quite the task since it's getting fully revised and a lot is being rewritten. In the meantime Chuck's Guide and Wags' videos will have to do on general topics
  14. Yeh the F-16 has had a wonky damage model since a few patches now, especially with the fuel. With a fuel leak at least add the external effect, since right now there's no way to even tell an F-16 has a fuel leak from the outside.
  15. I think the issue is you (or OP/others) are expecting a bit too much from the IR mavericks. What your TGP sees is a TV image of (I assume) cold tanks, if you switch it to IR they would also hardly show up as they do on the Maverick seeker. The IR mavericks aren't going to be able to target an object that's at ambient temperature effectively, it needs a contrast in terms of temperature. For this use case you would be much better off using the EO/TV Mavericks.
  16. They put it in SIM because you gotta remember even though these 2 nations hate eachother they're not going to openly shoot on eachother. They're both members of NATO and right now anything more than sabre rattling with weapons in SIM would be an actual issue
  17. SIM is a master arm setting in the F-16 (and many other jets) mean to make the jet act as if master arm was on but without being able to give concent to release weapons, it's often used in trainings and mock dogfights. It's not an indicator it's some sort of fake.
  18. Pretty much every map short of the WW2 ones and Caucasus see actual F-16 operators, so you can pick whatever you want in that aspect. South Atlantic has Chile which operates F-16AM/BMs and a couple of 16C/D block 50s without AMRAAMs, HARMs and L16. Syria of course is the holy grail for F-16 flights, with plenty of combat service with Israel and with Coalition nations against ISIS, including block 50s from the USAF. Even for the older scenarios with Israel the block 50 makes for a decent stand-in when you disable the HMCS and turn off DL. Persian Gulf has the UAE as an F-16C Block 60 operator. The USAF has a strong presence at Al Dhafra AB, though not with F-16s but they visit for exercises sometimes. The 480th FS was there in 2020 with their F-16s. NTTR pretty much goes without saying. The USAF Weapons School at Nellis AFB uses all sorts of F-16 variants with the 16th WS. Red Flag exercises also bring plenty of F-16s around. Marianas is in the same vane as PG. The USAF operates from Andersen AFB on Guam which hosts exercises involving the 13th and 14th FS F-16s from Misawa, as well as other PACAF F-16 squadrons from Korea and Alaska /nerd I can strongly recommend both Syria and PG for a realistic setting for the Block 50. The Gamblers campaign coming for the F-16 made by Baltic Dragon is set in Syria, and overall both maps have a lot of community content.
  19. Well yeah, but how? Did you take damage or did you somehow interrupt it? Do you know what caused it to fail? Edit: putting the FLCS BIT switch back to off when it runs seems to be a way to get it to fail for now, but I'm not getting anything on the PFLD. Edit 2: Seems like force-failing the BIT twice by cycling it quickly gets the PFLD working. You can F-ACK it properly or just resolve it by running the BIT and not failing it.
  20. Woooow PFLD is finally a thing! How'd you get this fault, damage?
  21. It's been moved to Post EA. It's still in the Roadmap post. Wags explained in one of the follow ups in the planned systems/payloads for EA thread.
  22. Placing an air defense group that normally qualifies to generate a threat ring on the F-16s HSD page and enabling the 'activate later' setting hides the threat ring for multiplayer clients. I have been informed that this is a bug and has been reported internally, but I already had put some effort in isolating the bug and making it reproducable. I believe the bug is best demonstrated using videos and tracks. Attached to this point are 3 tracks and a .miz file. The .miz file contains an SA-2 group (1 SR, 1 TR, 4 launchers) set with 'late activation' enabled, but is not set to be hidden on map, planner or MFD. The mission contains no triggers or conditions to activate the SA-2 group. The tracks have been recorded in DCS Open Beta 2.7.15.25026. Running this mission in singleplayer (track: 'Singleplayer_Late_Activation_Guideline') you can see that in the briefing the SA-2 group shows up, and it is indeed reflected on the MFD. The SA-2 group doesn't spawn/activate since it doesn't have a trigger to do so, which is correct. Exiting the replay confirms the SA-2 group never spawned. This is how I believe the 'late activate' should be working in conjunction with SAM/AAA groups. It draws a threat ring on the position the group is placed at, regardless of when/if it spawns later in the mission. If this wasn't the case the 'Hide on map/MFD' options would become redundant. Running this mission in multiplayer as a host (track: 'MP Demo Host') shows the same exact behaviour as singleplayer. A threat ring is correctly generated off of the late activation SAM group, since it is in no way hidden but just hasn't spawned (yet). Loading this mission on a dedicated server and connecting to that server as a client ('MP Demo Client') yields different results. In this mission the SAM also never spawns, but a threat ring also is not placed on the HSD page. Below are links to videos of the same track recordings, to show the process I took of getting them. Singleplayer Multiplayer as a host Multiplayer as a client Having late activated air defense units/groups create a threat ring on the HSD/SA page is a very useful tool for mission makers. You can 'plan' threat rings without having the SAM site/unit directly in the center, as you simply chose to never activate the late activated group and can make a second unit/group to be hidden. This makes for a bigger and more realistic challenge for people hunting SAMs, which makes coordinated missions vastly more fun. It would be nice to have late activated units generate threat rings for clients the same way it does in singleplayer. Until we get a mission planner where we can input threat rings ourselves, this is a good workaround but unfortunately it doesn't work correctly as of now. Reproducing the bug is as simple as taking the .miz file and running it in singleplayer and on a dedicated server in multiplayer. In testing I have used the F-16CM Block 50 module, but I believe the issue is also present for the F/A-18C Lot. 20 and maybe the AH-64D MP Demo Host.trk Singleplayer_Late_Activation_Guideline.trk MP Demo Client.trk Late Activation SAM.miz
  23. Yep, they improved it to be a lot more similar to how it should be IRL. The CAT-III we had before was akin to flying an airliner even with little ordnance on, now it actually feels like a fighter even when you bring a heavy load. It's gonna take some getting used to, when you do get used to it it's a joy.
  24. Bumping this topic again as the bug is still present, but has probably been missed due to a poor description. Version: 2.7.9.18080, latest Open Beta Issue: F-16 MMC time creates an offset with zulu time equal to the time after mission start when you flip on the MMC. In other words: the time on the DED always begins at the mission start time (in this case 0800z, 12:00 local at Tblisi) regardless of how much time has progressed in the mission. It appears to not be tied in to GPS time. Replicate: Simply start up the F-16 and take note at which in-game time you turn on the MMC relative to when the mission starts, returning to the CNI page will show an exact offset between the 2. F16_DED_Zulu_Time_Bug.trk
  25. Well realistically you'd be going haywire with Sidewinders and Pythons, or just calling in the F-15s and F-4s.
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