Jump to content

raelias

Members
  • Posts

    398
  • Joined

  • Last visited

Everything posted by raelias

  1. Yeah kind of absurd this even got out, it's like they didn't do a single test on using the radar, and still no fix, I'm not programer but sounds like a pretty easy fix to lower the gain of an input
  2. Nevemind that, turns out Kobuleti's ILS wasnt woking, works fine on batumi
  3. Thank you! For some reason I cant get ILS to work as well
  4. When you rearm the Falcon with empty external tanks, it doesn't swap for full ones, you have to rearm to remove then, and then rearm again to put them back on
  5. So, when I try to press M-SEL (or 0) to change the band from X to Y or vice versa, it actually types 0 instead of changing the band, what am I missing? THanks
  6. Oh i misread, thanks!
  7. I have the same issue
  8. What do you mean? You can clearly see the missile falling WAY short on a non-manouvering target on both the AMRAAM and Sparrow, the calculation is clearly off by a lot
  9. So if you are using SAPHEI (No tracer), me flying the F-16 see no tracers corectly, but my buddy reported that he could see my tracers normaly, not sure if it's the case with other no-tracer ammo. Can't show that on a track but hoping you will look into it Cheers
  10. Thats the friction but I use that for zoom so...
  11. Hey, so the radar elevation is really hard to control on buttons, like a one second press makes it go from full down to full up, or am I doing something wrong?
  12. Medium does it as well, also they all detect the target at around 8nm, surelly that's incorrect Also less than 5% damage seems a bit off
  13. That's incorrect, non manouvering means it's keeping is current speed/altitude/heading, it should calculate Rmax based on those conditions, as such in this case it shows an rmax of 15nm, if the targets were head on it would be sometimes over 30nm depending on the altitude and speed Fact of the matter is that the Rmax and Rne are incorrect and must be addressed
  14. Can someone please acknowledge this?
  15. So? That enough?
  16. I hava the same issue of sometimes the target getting locked is another one further away on the same azimuth, it's really annoying
  17. You can't program different targets on jsows for the same rack atm What you would need to do is program one target per pylon on PP1, then to the same on PP2 Then release two jsows (one per pylon), change the PP and release the other two Same goes for JDAMs hope it helped
  18. Same happens on the Sparrow, shows rmax of 11.8nm but I could only get a hit on a 6nm shot Sparrow test.trk
  19. So the test is as follows: Hornet behind a group of 4 IL76 flying straight and level at angels 20 M75, spaced 15nm apart First I do some radar lock and AACQ tests, as I understand AACQ should lock the closest target but sometimes it locks the one ate 15nm, sometimes the one at 30, I do understand however that this feature is in EA not working properly locking the closest Il76, the plane tells me I have an rmax at those parameters of 15nm, so I start shooting getting closer and closer The target never manouvers, and yet only when I get within 10nm i finally get a hit (just barely) Am I misunderstanding the concept? The way I see it the missile should be able to get to the target at rMax as long as it doesn't manouver at all (as the test is setup) which should be 15nm, but in reality It can only reach it at 10nm Sorry if I'm wrong about the concept, but there you go track attached Amraam test.trk
  20. Ok so here are two tracks: 4 Grisha group On the first one we launch 4 harpoons, 1 high, one med, 2 low (pop n skim) The harpoon at HIGH just doest not see the 4 grisha and cruises above them The MED harpoon sees them but gets engaged (thats ok), altho you can clearly see that it's path would lead it over the targets The low Harpoons see the grishas, the pop gets engaged (and thats ok), the skim hits it's target dealing only 5% damaged (is that ok??) On track number 2 we see the following (Grisha's set to weapon hold) I launch from below 30k feet, the ones set to high does not climb to it, but fly in the launch altitude (is that correct?) 2 harpoons at MED, 2 at HIGH, all of them detect the target at the same range (same as LOW), about 7.5 to 8nm 2 MED harpoons compleatly overfly the target, make a 180 turn and hit it (pretty sure it's not suppose to do that, sometimes hit water on the turn) The HIGH ones were going to also grossly overfly the targets, but end up making a steep dive in the end straight into the target from above (good hit, not sure if it's suppose to do that tho, also first time I seem it doing this, usually just overflies away and make a 180 turn, usually to a new overfly) I was under the impression that the High harpoons should detect the targets from much further distance then the MED, and LOW, then dive to sea skimming altitude Damage looks like about 5% on skim, 15% on pop Also all 4 harpoons went for the same target, not sure if that's correct behaviour or just EA option missing for group attacks Harpoon test 1.trk Harpoon test 2.trk
  21. I love how when on MED or HIGH settings the missile dives too slowly after detecting the ship and just flies over it
  22. Just happened to me as well during a multiplayer session on my 3rd aircraft (DDCS) Worked as normal when I restarted DCS
  23. Pretty sure it's already in the "known bugs" thread, but yeah, i get the same thing
  24. Well it's pretty unefective atm because the damage is so low compared to other antiship missiles, but of course it's initial ob launch so thats ok, hoping for a fix next patch!
×
×
  • Create New...