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Posts posted by Sideburns
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Bear in mind the RIO was typically also doing manual navigation techniques as a backup, the AWG9 was not 100% reliable!
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23 hours ago, RustBelt said:
I mean, at some point “End Of Life” needs to be talked about. It’s not realistic to keep pretending every module will be maintained and supported forever. Modules will sundown at some point. Or rather, it needs to be acknowledged this is already happening intentionally or not.
It's fair to talk of modules going into "maintenance only" mode, but I would expect outstanding faults/bugs/inaccuracies to be fixed (the F5 has a few) and promised features to be delivered / complete (speaking generally here for all modules).
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1 hour ago, RustBelt said:
It’s a 1960’s computer. You want to absolutely positively hit a target; STT. Especially in an AirQuake environment, the AWG-9 is going to lose its mind trying to manage TWS.
AWG-9 TWS was primarily a Marketing, Development, and Situational Awareness feature, NOT a reliable method of attacking anything other than drone targets and Hail Marry fleet defense SHF events.
The FEAR of a TWS ninja attack made the Tomcat formidable. If you heard an AWG-9 on your RWR you knew you COULD get a Phoenix to the face with less than 60seconds warning. And you also knew if they did LOCK you. You WERE getting a Phoenix or a Sparrow guaranteed, because for the time the AWG-9 was a hell of a good automatic STT beast.
Heck the USN only EVER made kills in STT. And never did with a Phoenix STT or TWS.
This, the F14A/B had among the first uses of microprocessors in a fighter jet, the doppler bins were handled in analogue electronics! It's a miracle it even manages TWS as well as datalink.
The AWG9 TWS is going to suffer trying to track/correlate a manoeuvring target, as well as any lag (thankfully dramatic changes of position and vector seem to be minimised in this patch), but as a bonus you get a more efficient trajectory from the Phoenix when in STT.
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23 minutes ago, KoN said:
Thank you , so what is this API implementation .
When you say over performing do you mean in jet propulsion or radar guidness
Ive been watching AIM54s being fired in the online servers and most of the 54s are missing its targets .
This is the A version which require permanent lock to hit targets Correct . ?
Afaik it was kinematically overperforming, this has now been corrected but the sensors aren't operating as they should... this is due to be resolved when missile API update is rolled out.
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It might also be worth disabling target motion tracking to help remove this as a potential issue.
"Disable target motion measurement by going TAKT, IN, and enter 221 then press LS."
Edit: Corrected the CK37 command, damn google search first result not checking due to lunch break
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Also another good resource to understanding the why https://www.heatblur.se/F-14Manual/general.html#hydraulic-system
TLDR: The F14 has two separate hydraulic circuits, one driven by each engine. The transfer pump allows transfer of pressure and fluid from one to the other if one is failing for some reason. On start up you want to make sure this works in case you have issues. So you deliberately test it by disabling it then re-enabling it into auto mode, with one engine on, and observing for pressure transfer between the two systems. The specific dial you are looking at is the above your left leg and looks like this, you should hopefully see one system healthy at 3000psi and the other equalise around 2400-2600 psi
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Unfortunately this issues is not just one of ping. It would also be very useful for server administrators to also have a "client packet drop" monitoring capability and ability to kick clients who excessively drop packets.
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Thank you, our group look forward to having their Royal Navy Foresstal class carrier back.
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This has possibly been noted before
As someone who makes older scenarios it would be nice to have this fixed.
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Late last year, earlier this year (<Jan 2023?) skins were working on AI carriers in MP. This has been broken for this year.
Oddly the skins appear fine when locally hosting the mission. This appears to be a dedicated server issue.
In my case I am trying to use the RN skins (https://www.digitalcombatsimulator.com/en/files/3319581/) on the Foresstal carrier, but some other examples are reported in the previous, now closed, thread
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I am consistently having the blackout on launch, F14A from Forrestal carrier.
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Great news on the phoenix, also pilot body as per settings menu now?
Edit: Had more time to test. Pilot body as per settings single player, multiplayer it still appears regardless of setting.
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I also wondered why this had disappeared, makes sense now if it is perfectly aligned from startup.
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Obligatory try a DCS repair, make sure you are up to date and remove mods, see if that improves things.
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Bump, issue still persists for Forrestal still seems to suffer this skin issue.
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I really like my VPC Warbrd base, setup with heavy springs and centreless cams. I use it with the Warthog stick, causes it to lean forward a little but can be calibrated out. Enough buttons to map to all the key functions and then a few more if you don't mind losing some realism.
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Also the same for the Forrestal with custom livery/skin. It works fine on a local single or MP server, but not on dedicated.
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There is a simple check in this situation, go to the aircraft folder after the update and see if the files have changed or been added / removed.
But for sure it would be nice if the patch notes were more reliable.
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9 hours ago, LastRifleRound said:
1. Fly at higher altitude (forget the range for the TERNAV sensors) for an extended period
500m AGL?
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Manual fixing, the ternav can be out by as much as 1/2 km when showing "0" drift. Doing a manual fix before firing weapons can bring that down to 0km drift if you get the fix done right.
Remember to try and pick a noticeable landmark or terrain feature, set as a waypoint, to make that visual or radar fix easier.
Edit: Or also the one minute version
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Same for Forrestal on Syria. 1440p flat screen, no reshade or after effects. Lights less than a mile out unless you zoom in
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The Rapier SAM has a similar issue, usually takes 3-4 shots to take out a jet or helo due to the small warhead modelling.
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You paid for a simulator, not an arcade game. Besides, it is still fast.
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Mirage supercruising?
in M-2000
Posted
It might be worth testing this after dropping the bombs and also having never had the bombs on the plane but otherwise a similar loadout. A few DCS modules have had weapons drag bugs where using a weapon results in less overall drag then never having carried the weapon in the first place.