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Everything posted by BonerCat
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Right now, If a Viggen fires an Rb-15F, and then dies, the missile will go stupid, and self destruct, despite the fact that all the communication between the missile and the plane gets cut the moment the missile comes off the plane Do i not understand how the missile works? And if the missile is suppose to be autonomous, is there any fixes planned for this? Thanks
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I have some feedback on the Op Desert Viper, specifically on the configuration of the blue fleets Redfor gets 4 viggen slots, with an optional task to attack these fleets However, on multiple occasions, when attempting to attack them, my Rb-15F's decided to lock onto the speed boats that are travelling with the fleet, only to miss, and self destruct after passing by It would honestly be less annoying if the fleets had 2 more oliver hazard perrys, or instead of those dinky little speedboats, with 2 guys on them ...and more realistic Could something be done about this, or is it actually the intended purpose of these boats? Thanks
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The MiG-21 has a disgusting flight model right now, I'd advise steering clear of it, unless you want to meme about with it It behaves a lot more like a mirage, than a MiG-21 It used to be great, but then magnitude 3 took over... I'd personally recommend a Tomcat or Viggen Tomcat is a fantastic A/A platform, but is most definitely hands-on when it comes to flying (no FCS), best flown with a human RIO. In ideal conditions, you can score A/A kills before the enemy has a chance to shoot back. With up to 6 Phoenix missiles, you can get some really nice long range engagements before having to head back Can fight modern planes, with some degree of success, mostly depending on how good/bad you and your opponent are Has some A/G capability. Carries a lot of dumb bombs (accurate CCIP), and up to 4 laser guided paveway II's, plus a Tpod (only works from back seat, and jester can't use it yet) Viggen is a special beast. It comes in, drops all the shit it's carrying, and gets out at M1.1 on the deck, hopefuly before anybody knows what happend. Requires some flight planning for textbook sorties. Difficult to use against opportunity targets. Has dumb bombs, rockets, mavericks, bullpup-like Rb-05's, anti ship missiles (Simple, 30km Rb-04, and more advanced 70km Rb-15F), Bk-90 cluster munition glide bombs (10ish km range), some gun pods and sidewinders It also sports an A/G radar (ground/sea/terrain avoidance modes. Only ranges targets in A/A), and a fiddely on-board computer. If you like making a plan, checking input codes on a kneeboard, coming in low and fast, executing one strike, and getting out, you'll like this thing. Suprisingly good A/A platform with 6x Sidewinder loadout, in the right scenario Unfortunately, no onboard gun tho. Needs gunpods for that, which take up the main A/G stations F-5E is also an outstanding module, tho the plane's capabilities are somewhat limited It only carries 2 AIM-9 missiles, and the onboard A/A radar leaves a lot to be desired It does however come with gun, and a gyro/radar gunsight for it As for A/G, it only carries dumb boms and rockets for self employment, but can also carry 4 GBU-12's. They must be buddy lased in tho, either another plane, or JTAC No CCIP or CCRP of any kind. Just a sight you can move up and down, some ballistic tables, and releasing at the right speed, altitude and angle. Bloody difficult to pull off, especially under fire all 3 of these modules have very little bugs, with the F-5 coming out on top here (I don't think i've ever experienced a bug in the F-5), with the Viggen right behind it. And to answer your question, i think the only part of the viggen that is post cold war, is retrofitting it with the Rb-15F anti ship missile. The Rb-04 still exists tho, for those true cold war scenarios Might be wrong on that one tho
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To answer the thread title It's marinating Since 2012 Hopefully it's gonna be like good wine, but i m not gonna hold my breath
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While we're on the topic of new modules, would be cool to know your plans for the MiG-23 (RAZBAM) and Mirage F-1 (Aerges) More specifically, question if they're gonna get their medium ranged fox-1's (R-23/24 for the MiG and the R.530/Super 530F for the F-1)
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If you don't wait between your shots until the timer on the left of your HUD times out multiple times, especially if you're doing multiple sorties, there's a good chance the laser will eventually burn out, and won't work properly You gotta take it easy, and wait a few seconds between launches, until that timer on the left reaches 0, and you get full launch auth You can launch in rapid succession, which is useful when you're under attack, and taking out whatever is shooting at you, but when attacking and not under pressure, don't overdo it
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There's 2 bugs i want to report regarding the deep strike objective, and the B-52 triggered by it in the mission "Catch me if you can" 1st bug: Killing the Sa-2 STR did not bring up any messages I've taken a viggen and decided to drop a bunch of high drag bombs on the target, in an overfly attack Here's some before and after screenshots Before After The strike was a success, destroying the STR, and 4 launchers However, no message confirming target destruction ever came up, like it used to a few months ago, if memory serves me well Interestingly enough, the Sa-2 STR never had the white "hit" box you can see on other units in the "after" screenshots Secondly, the B-52 never bombed it's target It spawned ok, and flew towards the target alright, until 20nm from the target, at which point it turned right, pulled a 270 degree turn, flew back over the sea, and then turned left to retreat to sochi It was never under any direct threat, never locked by enemy fighters, as they were busy with our own, and the enemy Sa-6's were destroyed by the script, as intended (i presume) It's a little difficult to capture in a few screenshots, so i m linking the tacview recording Would upload it directly, but it's too big https://drive.google.com/file/d/1fwUCE9tLnCqt0XYsQl-5xrwvE7xbdmeN/view?usp=sharing Time stamps: Viggen strike: 2 hours and 1 minute in B-52 Weirdness: 3 hours 31 minutes in Maybe the mission is working as intended, but these 2 things stood out to me as something worth bringing up Thanks for hosting a good server Alpen
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If you input the range and bearing to the waypoint, then yes, you can change a position of a waypoint It probably won't be very accurate if you're moving tho, unless flying straight towards that point
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I m just gonna point out that there's threads on the F-15E section from 2012 asking the same question...
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I think it's capped to roughly 4000 (or something around that) I think that's because (again, this is a guess) it's the highest closure speed that the AWG-9 can still detect a target, therefore, there's no reason to draw a vector longer than that Something worth noting, is: since you're adjusting speed, not length of the vector, it'll always take up the same amount of space on the TID, regardless of the scale the TID is currently in Therefore, the further you zoom out, the longer (in miles) the vector would be when overlaid on the map, but keep it's length on the TID A max speed vector will always be 1.5'', regardless of the TID scale
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I m sorry guys. I never meant for this thread to become a shitshow
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Technically, you could fly it with only mouse and keyboard if you really wanted. Wouldn't be easy, but you could. Rudder pedals will help you immensely in helo flying. Not required, but definitely recommended On top of that, rudder pedals will also improve your flying with other modules
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It's for marking stuff on the TID You can mark shorelines, orbits, flight paths, runways, and really anything you can think of As for how to use it, you'll have to select a waypoint (either thru CAP panel or hooking it on the TID), and then on the TID panel use the speed button (i think it's nr.3) to change the length of the vector, and the heading (or bearing) button to adjust it's angle from 0 to 360 degrees Note: I don't remember exactly which button adjusts the direction of the line, but it's one of the two mentioned above The other one changes the position of the waypoint, taking the heading you intput it, and placing it on the designated distance on that bearing from your plane Note 2: Don't use the range pushbutton (nr5). That will change the position of the waypoint in relation to your plane. It will put it on the same bearing, but change the distance to the waypoint Disclaimer: These conclusions are just me messing around with this for some 10 min, so take it with a grain of salt and experiment a bit Cheers
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When the Devs, who took countless hours to research this topic, cooperating closely with SME's, *People who actually worked with these planes and weapons IRL*, state otherwise, and you still refuse to change your mind, I loose faith that anything can I can't pull you out of your bubble against your will, but if you wanna stay there so badly, at least stay there for good, instead of making walls of texts on the forums, where people want to bring up and discuss issues, and get shit fixed People tried to reason with you Fri, but you just don't listen. I m sorry i had to be blunt, but i m just about done with this "discussion"
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The point of the entire thread (at least the original one) was to point out that it *shouldn't* be the required G for intercept It should, instead of pulling 4 g for some 5-7 seconds, pull 0.5g for 15-30, resulting in much less drag during that pull, therefore less speed loss. That "jink" happends some 5 seconds before the missile goes active and into terminal stage. It will happend regardless of what the target is doing I m sure the US Navy settled on having half a mil missiles that are stupid... You clearly don't see my point, despite the fact i tried to explain it to you multiple times now I m sorry i can't get it through to you. I stand by my arguments, even if you can't see why
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You are missing the point man The thread was meant to be about the sudden maneuver, not so much about the max G of the missile itself My point is, the AMRAAM does not "jink" half way to the target, and only starts onsetting G if the target maneuvers and the missile is already close to the target, while the Phoenix will suddenly loose a whole mach of speed before even getting close to the target, for no apparent reason The whole "Missile needs to pull so and so G to intercept target onsetting so and so G" is irrelevant here, since i was talking about the long range intercept alone. The point of having a non maneuvering target was to show the long range guidance, and that sudden jink The target was not meant to be a factor in the example Such jink will still happened, regardless of if you're shooting a bomber, an AWACS, a fighter, a missile, or a bird. As long as the missile lofts, it does that pull, which reduces the speed at which it enters terminal stage and turns on it's radar, giving it a lower PK While 4g may not be a lot compared to the max G it can pull, it does cause the missile to loose a fourth(!) of it's speed way before even entering terminal! plus, on the second shot, the missile pulls up to 11G! Roughly 2/3 of it's max G according to the 18G figure you brought up This thread was never meant to be about the missile in terminal stage, pulling G to intercept a maneuvering target It was meant to bring up the speed loss before the terminal stage My point is, the missile *should* perform a smooth intercept, much like the new AMRAAM, keeping that speed for the terminal stage When making this thread i mostly wanted to know if ED is planning to fix this any time soon, and bring it up in case they weren't aware
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Could you not hijack this thread please? The issue isnt that the missile G-pull is not small/big enough, the issue is that sudden pull some 20nm from target I had no intention of bringing up if the missile G pull in general is correct, just the sudden G in this specific circumstance, causing speed loss
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The new AIM-120 guidance gives it really good energy retention during manouvers, which allows for massive range shots (40ish nm compared to the 10nm max range from a year ago) However, the phoenix does not currently enjoy such guidance (yet) Long range phoenix shots have the missile cruise at high altitude and high mach, until some 20nm from the target, at which point they nose down aggresively, loosing a lot of speed and kinetic energy I did a quick test firing an AIM-54A Mk60 from angels 40 mach 1, on a hot AI Tu-95 85 miles away, and this was the result The AWG-9 was operated by jester. in TWS-A, no other settings changed. It illuminated the target all the way until impact. The missile lofted high, like it's suppose to, but it waited with pulling down to the target for a long time, and had to nose down aggresively (3 to 4g for a few seconds) loosing 1 mach of speed (mach 4 to mach 3) There is a 2nd shot in the tacview (not recorded on the vid above), where the missile pulls 11 G on a 45 mile shot, again roughly 20nm from the target I find it hard to belive that a missile is suppose to pull such a manouver so far from the target and loose a fourth of it's speed, instead of anticipating having to nose down earlier, and doing just that The Tu-95's were just set to go to a waypoint somwhere around sukhumi, with default difficulty and settings. Tacview was played at 5x speed I've attached it here, in case anyone wants to take a closer lookTacview-20210119-184547-DCS-F-14 Testing.zip.acmi Would appreciate some info on this issue! Note: I originally brought it up on the F-14 forums section, but was informed that this part of missile guidance is out of HB's hands. Therefore this post
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Thanks, i'll bring it up in another forums section Keep up the great work on the 14 guys!
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This should picture what i had in mind better I did a quick test firing an AIM-54A Mk60 from angels 40 mach 1, on a hot AI Tu-95 85 miles away, and this was the result The AWG-9 was operated by jester. in TWS-A, no other settings changed. It illuminated the target all the way until impact. The missile lofted high, like it's suppose to, but it waited with pulling down to the target for a long time, and had to nose down aggresively (3 to 4g for a few seconds) loosing 1 mach of speed (mach 4 to mach 3) There is a 2nd shot in the tacview (not recorded on the vid above), where the missile pulls 11 G on a 45 mile shot, again roughly 20nm from the target I find it hard to belive that a missile is suppose to pull such a manouver so far from the target and loose a fourth of it's speed The Tu-95's were just set to go to a waypoint somwhere around sukhumi, with default difficulty and settings. Tacview was played at 5x speed I've attached the recorded tacview file Tacview-20210119-184547-DCS-F-14 Testing.zip.acmi
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Do you set a different AN/ALE-39 loadout in ground crew settings? It changes the flare/chaff programmer wheels indicated positions on the kneeboard, and i belive jester should adjust them to whatever is there
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The AIM-120 and AIM-7 got their new guidance, improving energy conversation and extending their effective range a -lot- Should we expect similar updates for the Phoenix sometime soon? It would be really nice to not have a missile loose a fourth of it's speed in long TWS shots because it has to pitch down some 30ish degrees to hit the target some 20nm form the target
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Could be very very OP at finding hidden units, but having to overfly the area would make it an interesting dynamic
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A slippery slope indeed, tho one that might be worth exploring at one point
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F-14 A / B not possible to select in mission editor
BonerCat replied to marek.babic's topic in Bugs and Problems
The Tomcats are only available for the USA, Iran and i think also USAF Aggressors Make sure that the country is set correctly in the unit setup