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Everything posted by FalcoGer
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When at close range, the target state estimator consistently misses the target by about 10m when the helicopter is in motion. Track only shows with LMC off, but LMC is not a part of it. It does the same thing with LMC on. I only tested with an image auto track, not without it. To reproduce Fly towards a target at some speed (~100 kt) with a slight offset and somewhat high up (500-1000ft) When close (< 800ft) start shooting the gun Observe gun consistently missing behind the target Track attached TSA_bad_close_range.trk
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In the loadout screen the icon for the L version is the very same as the K version. It'd be nice if they were different to easily distinguish between the two. Maybe make the center a light gray instead of a dark gray for the L version to symbolize the white nosecone. For mixed loadouts it could be a circle filled in in quarters in different colors. Or maybe just add numbers beneath or something.
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I'd really love a 3:1 ratio for my missions. 6+2 or 12+4.
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reported earlier Mig29S 40° Radar overspill when locking in STT
FalcoGer replied to FalcoGer's topic in General Bugs
It's still a thing, one more year later. You just ignore mig 29/su27 spikes at this point because it's 99% erroneous anyway. Could this get some priority? Maybe it's just a single number in the radar config. No other radar behaves like that. -
The laser tracker switch is a 3 way switch without springs. It would be nice if one could set it up on a 3 way switch with a special action, for example on the autopilot mode switch on the warthog throttle. That switch sends no button input in the middle position. For the switch to stay on, the button needs to be held, otherwise it should be off. This would be similar to how the A-10 throttle pinkie switch special binding is made.
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I wish to use the great maps made by flappy, which are available here However, this breaks integrity check because the raster maps need to be placed into the core game folder. I wish that raster maps can be placed in the user files directory ("saved games/dcs") instead and if present be loaded from there and if not, be loaded from the default location. Currently placing those files into the user files directory does nothing. There is no reason to include those map pictures in the integrity check, because altering them doesn't allow you to cheat. It's just texture data after all that isn't useful for finding targets (like making the T-55 texture bright red, for example).
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Does this work with multiplayer? changing core files seems iffy. Are you hosting this? If so you should probably look into using SSL to serve your websites. You get free certificates easily with let's encrypt. It takes only 5 minutes to set up.
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I noticed this in the latest video from wags about the radar hellfires. What's the C0 and G-1 stuff about? PS: The 1200 guns was teased since the IAT video, when do we get that? It was in this video as well again.
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The heat blur of the jet engine outside is affecting the hud display on the inside. This shouldn't be happening probably
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The heat blur effect affects the HUD and HMD display. Of course that is impossible since the heat is behind the hud and not in front of it. I'm running MT if that makes any difference.
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At first I selected the HPTP to WP 0 accidentally for all 4 harpoons because I forgot that WP 0 is a thing in the hornet (usually isn't a factor since I don't do air starts), so I had to redo it for WP1 (which is the actual turn point). Of course I had to select WP 1 in the HSI/SA before asigning it as HPTP, I simply forgot so I had to redo it. I then selected WP 2 as target point, which is easier to do for a test scenario than to mess with the radar. The ship was stationary and selecting the ship with the radar would've had the same effect anyway. So I simply used an easier to reproduce method that had the same effect. Then I had to select R/BL mode for each harpoon, set each one to low cruise flight and also select every second one to pop up terminal. I've noticed the bug a few times attacking a ship in the harbor north of Qeshm's eastern tip and it happened every time. My guess is that the scenario must be that the ship is in the harpoon's radar cone on the way to the turn point and that the ship must be relatively close to the turn point as well. In my case it was always just a slight bend, maybe 30° or 40°, not 90° and the ship was only ~10 miles from the TP and visible from the missile's route to the turn point. If you want to test the same mission as I used, you can open the track file with 7zip and delete the track data and rename it to .miz. Track files and mission files are just zip files. I got home later than expected, I will look at this tomorrow.
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Here is an illustration of the problem The black lines illustrate what should happen. The red line is the buggy behavior we observe in game. I do not know the exact numbers, but the enable should happen some set distance before the target point and the self destruct some set distance after the target point. If the turn point is closer than that distance, the radar should turn on only after reaching the turn point, preferably also giving the missile to give some time to get on course, at least that's what I would do if I were to design such a system and that is also what I have seen modeled in other simulators. The missile is launched in R/BL mode, the search and destruct ranges as well as heading to fly are set automatically by the system. But they still exist internally for the missile.
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The scenario When firing harpoons in RB/L mode they will cruise somewhat high up, so they get a good range on their radars. However once they see their target, they will then dive down to skim. The problem arises when the target is behind an island that is shallow enough to be seen over in cruise mode, but not when skimming. This causes the harpoon to slam into the ground. To counter that, you can enter a turn point for the harpoon to fly to first. The bug The harpoon will fly towards the turn point, but when it sees the ship near the target point it will turn, even before reaching the turn point. The harpoon will see the target behind a shallow island, dive down and turn towards the island, then crash into it. The harpoon should only turn on it's radar after reaching the turn point and being a certain distance away from the target point. To reproduce Place a boat north of the easternmost point of Qeshm Island near the the harbor of Havadarya. Create a turn point east of Qeshm's easternmost tip such that the harpoon will clear both Qeshm and Larak. Launch a harpoon strike from Khasab using that turn point, Edit: use RB/L Wait Expected result The harpoon will fly to the turn point, then turn towards she target point and seek the ship to engage it. Actual result The harpoon will fly towards the turn point, but before reaching it it will turn towards the ship and dive, causing it to crash into the island. Why is this a problem? This is a problem because it makes the turn point function, designed to avoid terrain or to attack ships from specific angles half useless. Note The turn point in the track is east of Qeshm at 40R DQ 31923 81048, but the missiles turn way early. harpoon_flt_into_terrain.trk
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This bug occurs in MT only. When the aircraft looses power, for example when the generators are shut down and reset or the engines spooled down for repair, and then power is then reapplied, then the TSD video background sticks (tested with chart only). I tested it a few times in SP and it is reproducible 100% of the time. The video brightness knob does affect the background intensity, but the background stays no matter what page you go to and you also can't switch to a different map underlay either. To reproduce: Start MT Hop into hot aircraft Open TSD on right MFD and select a map scale that shows the map Open A/C -> ENG -> Sys page and shut down gen 1 and gen 2 Reset Generators with the reset switch Observe TSD map stuck in place and nothing you do can fix it I've had it happen on one occasion that the map stayed broken even after INS re-aligned, that happened on syria with multicrew..
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Yes, but this is a bug report.
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Excessive static/background noise in received radio tranmissions
FalcoGer replied to a topic in Bugs and Problems
This is not "correct as is" because the static should always be there with squelch disabled not just when receiving/sending. -
fixed Gun round max range limit then they disappear.
FalcoGer replied to ROACH308's topic in Weapon Bugs
That's not true because the bullets starts with an initial vertical velocity depending on where the gun is pointing. If you were to somehow shoot straight up, the bullet would be hitting the ground a lot later than if you were to fire horizontally or straight down. Your argument only works for perfectly horizontal shots. So it depends on the height above ground, the initial vertical velocity, and gravity. Furthermore because the bullet's total speed is so vast compared to whatever additional vertical speed it might pick up due to gravity, you can pretty much assume the time of flight is t = d/v, where d is the slant range and v is the bullet velocity. Of course it will always be slower than that in reality because the bullet takes a curved (longer) path and also slows down due to friction. Because the distance to the target determines the angle of the gun and therefore the initial vertical velocity, that ultimately also determines the time of flight. So it just happens to be that 3000m on flat terrain is where the time of flight exceeds the time to live. Also bullets vanish even without the ballistic limit warning. -
Air defense systems, such as those found on ships or deployed as anti missile defenses, such as the SA-15, should be able to shoot bombs, rocket artillery and maybe even mortar rounds. Currently this is not the case and they only shoot at items that are designated missiles. This allows weapons, that should definitely be able to be shot at, such as the AGM-62 Walleye, sneak through to ships uncontested, because it is classified as a bomb rather than a missile. The Phalanx CIWS found on NATO ships is literally called C-RAM in it's land version, "counter rocket, artillery and mortar" and it can shoot incoming projectiles just fine, yet it can't do that on the ship?
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APKWS triggers missile warning systems in aircraft that have them (A-10, AH64, KA-50-3, JF17, etc), however the unguided hydra rockets do not. MWS work by using cameras to detect the missile launch. APKWS and Hydra rockets have the same rocket motor. So it would be reasonable to assume that either they're both detected or they are both not detected as missiles on the various MWS.
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If i set the resolution to 1024, the framerate tanks super hard from 30 (playable) to 12 (can just about manage to stay in the air). So I guess I'll have to live with blurry images for now.