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Everything posted by Sylosis
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It was visible in radar and I'm fairly certain it was not a DL contact, but to be perfectly honest it's possible that for the specific instance I have in mind, it was. But I really don't remember. I was still able to lock it myself using the horizontal scanning so that makes me believe it was "lockable", but maybe these pilot radar modes are more efficient? At the end of the day, it's just very common for Jester to reply "no can do" and if it's because the radar doesn't see contacts then I guess the F-14 radar is more <profanity> than I thought? I've always read it was super powerful even by today's standards. But my experience is that I severely struggle to lock stuff (or keep locks) almost everytime
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I guess I could change the title, but anyways, the fact of the matter the F-14 is one of the best module when it comes to everything except, at least for me, Jester. First, he's dropping chaffs all the time no matter who is shooting who. Can be a friendly shooting an enemy and he'll drop chaffs. Therefore, any way to ask him to only handle flares while I take care of chaffs? Still haven't figured this out. I thought I had by looking at someone on Youtube that was saying how, but it doesn't work. Also, Jester's incapacity to lock is really making it difficult to enjoy flying solo in the F-14. You can have an enemy aircraft at 15nm at 12 o'clock and 30 000 ft and he'll say "No can do" when you ask to STT lock enemy in front. What am I not getting? What am I supposed to do different?
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[FIXED] Unable to open the Communication Menue a second time
Sylosis replied to Skunk 2-1's topic in Problems and Bugs
Confirm I also suffer from this. Surprised they still create new bugs to this day. -
Title says it all. Can't provide track because it is corrupted and doesn't show what really happened (I'm flying straight forever in the track). Wingman finished refueling before I did and I assumed it turned right ignoring entirely I was there also refueling. Part of a mission from Persian Lion campaign, although I doubt this is relevant
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Hi, Often times, when refuelling, I can't get a "connect" even if my aim seems ok, so I then switch to the other side (suppose I was trying to refuel on the right side and it doesn't work, I switch left) and surprise, I easily get a connect even with a worse aim. Is this normal and if it is, how can I know which side to use?
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To be honest I've always set it the same way, but maybe this time I did it differently. I'll double-check and test again, thank you for your help.
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I'm never good at Air refueling, but I usually manage. Tonight I experience something I've never had issue with before: I am connected, I'm told "you're getting fuel" but my fuel gauge doesn't go up... It keeps slowly dropping Never had that before, what would be the issue?
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Mission 10 Part 2: Wrong information given by "Jim"
Sylosis replied to Sylosis's topic in Bugs and Problems
Well the area my AI bombed was a lot more straight west, based on my TPOD compass at least. That being said, looking at your screenshot, I see it seems to be the case (mostly west, so west-southwest). Could be what messed me up, as I was looking a lot more south than that and found another building with 2 pipes on it. Can't say with confidence it's also at 250m. -
Second target Jim asks us to attack is described as a "warehouse with 2 pipes 250m Southwest of their position". There is indeed a warehouse with 2 pipes 250m southwest of their position, but once I bombed it, nothing happened. I therefore asked Ein-stein to attack the warehouse and he bombed something at a completely different location. More like 100m west of their position. My reflex is usually to think I'm bad and don't understand something, but in this situation... I'm tempted to think something is wrong in the mission?
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No it's fine. I was mostly curious to know if it was fixed like that on purpose or not. I see it is not fixed like that and that it has already been noted and discussed. I can definitely understand (and agree) why people prefer to keep it like that, it's simply more realistic. In my situation I think I couldn't have gotten more unlucky as the cloud was super big, dense, low and right where it had to be to make it nearly impossible to succeed. I'll run it again and hope it'll be not as bad! Thank you!
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I was wondering if I'm just unlucky or if the mission design has some control over the clouds. At the portion where you have to shoot infantry on the roof east of a compound, which is north of Kerman, I've had a major huge freaking cloud over that entire area. To top it, the cloud is roughly 3000 ft above the ground. So I have absolutely no vision to try and find them with the pod... I had to resort to the red tags showing enemies and dive with the gun. But then again, I barely had time to aim. I was wondering if this is on purpose or if I was just unlucky and if I try it again, that cloud might not be there? (cause yes I failed that objective so I quit the mission).
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Thanks for the suggestion, I'll look into it!
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Awesome, thank you!
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Wow.... And I made sure I didn't time accelerate during my flight, as I know this screws up tracks..... This is so annoying
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I could be wrong, but I think mission 6 has the same issue as mission 3 which I think you just recently fixed. That is, we are given a grid, but no elevation. As such, when trying to designate with the TPOD, it doesn't. And any waypoint O/S that is created using provided grid will also not allow proper "Designate" when using the pod. Again, maybe I missed something, but it did feel like the same issue as mission 3.
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Having run multiple tests lately, there is essentially just one mode that works for the MK-20. I do not think it's normal, probably poorly programmed by Razbam and/or ED. You essentially MUST drop them using CCIP. I tried CCRP with different methods (higher altitude, lower altitude, etc.) and even created a post on the Bugs and Problems for the Harrier, and others have confirmed CCRP doesn't really work. Meaning there are nearly useless if you're engaging an area that has some kind of air defense close by.
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Hi, Might not be only Harrier related, but I'm flying the Harrier lately and this has happened on at least 3 occasions, one of which made me crash. If I dive for a gun run, it sometimes happened that I suffer from sudden extreme stutters that'll last maybe 1 second or 2, which is enough for possibly crashing. I can't attach a track because the only one I have is too big. It was at towards the end of a relatively long mission. I don't think I can edit/cut a track to keep just the relevant part, right? Also, this has happened on both the Multi-Thread and single thread version of the open beta. Every time it was in the Persian Gulf map, during day time. Every time, it was a dive for a gun run, just as I want to pull up. I don't know if the track will be easily watchable, since I did sped up time during my mission. From what I know, there is still that problem that tracks get "broken" whenever they are tracks from a mission that was accelerated. I have a decent computer and usually don't experience stutters, even when close to the ground. I don't even think my game settings are maxed out. Computer description: AMD 5800x, 32Gb DDR4, 3080Ti, Windows 11, 2560 x 1140 resolution, dedicated SSD for DCS.
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Thanks for that. I also made some tests and might have similar conclusions. Did an Instant Action, but forgot to choose Persian Gulf which is the map where I was encountering issues, but I still think although I wasn't able to perfectly reproduce the same thing that bothers me, it's close enough. Attached is my track. First of all, I suck at landing and I'm probably doing multiple things wrong. So bare with me please. You can fast forward as I have to land to re-arm for MK20s. After that, I made the following tests: - High CCRP release - Dive CCIP release - Low pass 2 bombs CCRP release - Dive CCIP 2 bombs Both CCRP tests didn't do great. They completely missed the target, but I can't say I'm surprised. CCRP isn't a precise delivery mode and I'm probably not good enough for it. The first attempt at diving was interesting because I felt the bomb fell quite directly on a simple truck, yet it didn't do much damage. I'm no military expert, but that didn't look like a heavily armoured vehicle.... so why just 16% damage? Last dive is also interesting, because although it did kill the tank I aimed at (using 2 bombs in the release), it looked like the canister didn't deploy. I simply mean the animation felt wrong. But considering the truck got killed, I have to assume everything deployed correctly. Could you guys please comment on the 2 CCIP dives? The one that did very little damage, and the other one where it feels like the canister animation doesn't make it look like it deployed?(but probably did) Harrier Mk20 Test.trk
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Well maybe I should have put this somewhere else but I thought of it as a "problem" and not a bug, so I felt it was ok to write this here? I kept searching after writing this post and I think my MK20 are simply not deploying. Meaning the canisters hit the ground directly without deploying bomblets and register very little damage. Is it possible that dropping them in CCRP at relatively high altitude (more than 8000 ft AGL) is causing this? I'll run tests later today.
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Sadly no. I release the bombs in CCRP at relatively high altitude, since I'm scared of being shot at by manpads. From my searches online, it seems that at least in DCS, the MK20 are to be used either in a dive in CCIP or a very low leveled pass in CCRP. So it seems I might not be using them correctly. Thanks again for your help. Good job on the campaign
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I know this might not be an issue with the Harrier per say, but that's what I am using right now to drop Rockeye bombs. I'm tried them in a mission where there is a camp with infantry, small vehicles and fuel trucks. I drop 2 bombs in the middle of said camp, which was quite small and clustered. I killed nothing. At the summary after the mission, it said I only had 2 bomblets (Mk118) that hit something. Not a kill, but hit.... I had to drop them in CCRP cause the mission I was in was not really allowing for CCIP (manpads in the area). It's in the Kerman campaign, so I'm not the one choosing the loadout. Read at multiple places the cluster bombs are broken, but these are posts from many years ago. What's the situation with MK20s? Are they that weak or am I not using them right? and am I supposed to do something special to use them? I tried both fuze type, I tried following Chuck's guide (I think quite a few things in his guide are possibly not important). I also read quite different "preferred" methods of delivery. Some say you should do a high steep dive, others a low levelled pass. While I can see both working, does this mean they can't be dropped in a levelled CCRP pass at higher altitudes (say 5000 - 8000 ft?)
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Did it again and now it didn't die. Not sure why. Maybe I waited too long to indicate I was ready to engage. First time it took me a while to get ready Thanks for the taking the time to reply! Also, since I have you, do you have somewhere a good suggestion of tutorial on the MK20? I can't get them to work properly. They just hit the ground without deploying.
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If I understand this right, I'm supposed to be covered by the F-18 Spartan 3 as he "jams" the SA-15? Problem is he gets shot down by said SA-15 in seconds. I'm therefore unable to get close enough to shoot the SA-15. Is this really how this is supposed to be?
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Hi all, was just hoping to get some suggestions and/or advice from more experience pilots here about missions and objectives that make me struggle. I'm talking about having to quickly kill some ground target using a loadout that, in my mind, is not the greatest loadout for what I'm trying to achieve (would have been a lot better with MAVs or guide rockets or guided bombs). For example, mission 4 of the Kerman campaign, my ground troops ask that I kill ONE tank and I have MK82, gunpod and MK20 Cluster bombs. The tank and my troops are close from one another, as such I felt MK20 was the worst choice (but maybe I am wrong on this one). Therefore, I have to rely on MK82 and the gunpod. I have no TPOD, the town I'm flying over is like at 6000ft ASL and the clouds at 12000ft, which makes a steep dive almost impossible. The tank is very difficult to stop from your cockpit and the 6x zoom on the DMT makes it super difficult also to find it. You have like 3 or 5 minutes to kill the tank, else your troop dies. I keep failing this part of the mission (or any mission with similar loadout and objective) and I'm wondering what I strategy I should employ. I did manage to drop one MK82 very close to the tank (a few feet from it), but the summary screen after the mission indicated that it didn't even touch the tank, surprisingly. I shot a few rounds that I thought touched it, but again, summary screen showed I missed all my shots. How do you go about such a mission? Should I have used the cluster bombs?
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Mandatory to have INS knob on IFA and not NAV?
Sylosis replied to Sylosis's topic in Problems and Bugs
Wasn't aware of the bug reports, I googled search for something before making this post and didn't find anything. So I guess this is a bug then....