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Whiskey11

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Everything posted by Whiskey11

  1. Don't forget about IAM lofting as a missing feature that is present on our tapes and a key delivery mode for SEAD/DEAD. It was promised as being worked on, but there has been no progress shown for well over a year.
  2. There are a couple of options for configurations of the site Always Required: -"107th Square Pair" -"107th Launchers" One of the following: -55G6 (For "Stock" compatibility) -ST-68U Tin Shield (The one from the default SA-5) -P37 Bar Lock (From the Sam Site Asset Pack (2SAP)) -P-14 Tall King (From the P-14 Tall King mod) -P-19 Flat Face (From the Default SA-2/SA-3) You only need one of the search radars and none of the "mods" are required. You can use the 55G6 if you want even though it isn't realistic. The goal was to remove the search radar as the limitation to the SA-5's max range. The 55G6 was included as an option for those who wanted a mostly stock experience.
  3. I hope one of those tweaks/features for shortly after EA ends is IAM tossing... because who doesn't love a 12nmi CBU-105 toss?
  4. There is already a working P-37 from the SAM Site Asset Pack, so no use duplicating that work. The PRV-11 is... a different challenge. As I pointed out with my mod of it, the DCS 3D model animation arguments are such that it isn't possible, at least that I've seen, to make it function correctly. The rotation of the entire array is reverse what is necessary for a tracking radar and so it tracks inverse to what it should. (Target moving right to left, radar tracking left to right). The animation for the nodding is similarly broken. The way DCS modules get around the repeating animation problems is by having -1 and 1 on the animation argument be the same place for the model so it resets to where it already is. This isn't the case for the PRV-11 as -1 is all the way up and 1 is all the way down (or reverse that, i don't remember)... it isn't for the mobile Soviet ILS truck though and it works with similar animation arguments to the PRV-11 but the file which controls the animation arguments for it are buried in ED code. Short of ED giving that code up, I doubt we can get the ED PRV-11 working animations.
  5. Appreciate it, I apparently missed that in reading through the manual after it was released. I'll have to try it and see if it works. Still would be nice to have a direct bind not tied to three possible outcomes if you accidentally double tap it, single tap it, or hold it.
  6. I'm quite enjoying the F-4E, however I doubt it'll replace the F-14A for me unless the mission doesn't allow for it. I think the hardest challenge for me has been fighting the jet... specifically just the intercept geometry and the lack of SA on where to really point the nose of the aircraft. Jester seems to really struggle, even in look up situations, to find enemy aircraft to employ AIM-7s, and the AIM-9 sensitivity to having to be PERFECTLY on the bandit seems unreal. Overall, I'm enjoying the process. I REALLY cannot wait for Bullpups to be implemented and working as the Rb-05 is my favorite weapon on the Viggen. I'm not sure how much LGB work I'll be doing or even SEAD work with the Shrike (G Model + Standard ARM would be awesome though), but I can see myself doing DEAD work for the S&G's of it. The new Jester UI is........ not my favorite. The Tomcat's Jester UI is really awesome and it seemed to track head movements much better. I REALLY have to deflect my neck to get the menu to work in VR and god forbid you touch the mouse in that process... A LOT of irritation in that arena. The other irritation is the menu doesn't default to the main menu after you make a selection like the F-14 UI does (or whatever master mode you are in). I get the F-4E is a lot more basic than the tomcat, but at least tying it in with the gun sight selector, or being able to tell him to go to A2A and then have it default to the radar menu would be awesome. My BIGGEST complaint is that "Lock enemy ahead" is not bindable, nor is it on the main page of the Jester Menu... it is instead buried in the radar menu, which inconveniently Jester doesn't default to when he is calling out hostiles at 10nmi. If this could be bindable or at least on the main page of the Jester Menu that'd be awesome. Or, my above where the menu defaults to whatever page is relevant to the gun sight selector. Finally, Jester's biggest achilles heel is back... if you suck at A2A refueling... mute him before going to the tanker. I had him yapping for, I kid you not, 25 solid minutes "you are charging the probe!" "10 feet up" "6 feet back" "ahh in the sweet spot" just non stop. Even muting him (which now overrides him, thankfully) doesn't clear his queue of things to say and sadly, neither does other coms... he's perfectly content saying "5 degrees left, a bandit!" and then go right back into "you are sinking!" "3 feet forward!" I also noticed, while tanking, that if you disconnect for any reason (and there are many, sadly), you have to cycle the AAR door or the tanker will say "Transfer Complete, disconnect" the next time you connect up, forcing you to go through the radio menu again to recontact the tanker. Not sure if that's intended, but seems odd... To Summarize: 1.) Loving the challenge of getting this brick to fight 2.) Jester UI needs some work... head tracking issues, lack of defaulting to certain modes tied to the gun sight selector, not defaulting to the main menu after a selection... 3.) Jester's non-stop gift of gab at the tanker is back and equally frustrating 4.) AAR disconnect/reconnect causing "Transfer Complete" if you don't cycle the AAR door closed and open again. 5.) We NEED a bindable "lock enemy ahead" and it should be put on the main jester menu, imo. Overall, enjoying the aircraft! Hoping to get the A2A work down so I can switch over to the A2G stuff!
  7. I've had this issue after take off when the radar first powers on. My rig is a 9900k OC'd to 5GHz, a 3090Ti (also OC'd slightly), 32gb of DDR4 RAM and DCS is installed on an NVME SSD. It's pretty aggressive and in one of the worst phases of flight.
  8. Well... I was flying around in MP on the 107th TTI Kola map and went to hit the tanker and Jester's refueling bug from the F-14 days is very much alive and well in the F-4E. He spent about 25 minutes of the flight AFTER tanking doing nothing but giving the "old" corrections... I don't have a track, sadly, and if I did it would be very, very, very long... but the results are exactly the same as in the F-14 when he was doing it. =(
  9. This went unanswered, so I'll answer it. Does DCS simulate blinking SAMs? No.... at least not without scripting/mission editor shenanigans. I'm not sure why DCS is set to have the sites always operating, but I doubt highly it has anything to do with performance issues. Even before Multi-threading was a thing (and it still isn't on the server side in multiplayer), Skynet-IADS and Wheelyjoe's IADS script were handling this and many, many, many, many, many other SEAD/DEAD related functions (point defense prioritization, ECW, etc). The performance hit is pretty minor. It's not performance impact free, but it's pretty close to it. I've run missions with 20-30 SAM sites all being controlled by Skynet-IADS and never had anyone complain about performance. My guess is it has more to do with a codebase for the game which dates back a decade and a half and a lack of prioritization of it by ED.
  10. In COMPLETE fairness to Orbx, they said AD sites and other military bases will come later in EA... so I'm holding my breath... plus, I know someone on the test team who has given them all of the sites for the Soviets who is as obsessed with SAM Site Rivet Counting as I am... hell... he helped me create my Google Earth KMZ with the entire Soviet IADS (and now a few other IADS) on it, just to see what it looks like IRL. It's nuts by the way.
  11. The Bodø HAWK works correctly although the search radar is on a little bit of a hill. The pads are level for the launchers and the CWAR is flat enough to work correctly. Andøya I haven't checked, however. Was a little too focused on the Soviet side since that's where I spent all my time pinning things on my Google Earth KMZ file and have only recently started looking into the Scandinavian countries for SAM sites. I'm familiar with the HAWK sites in Norway IRL, so next time I boot up DCS, I'll check.
  12. I'm hoping for SAM sites better than Syria, to be honest.... Syria's SAM sites are not well modeled relative to the real sites and the revetments look out of place on the map. Really hoping for better on Kola.
  13. The vast majority of them are blank areas... the SA-5 sites may have the primary roads and a few secondary roads, but the revetments and elevations for the radar sites, the minor roads and locations for radars or launchers are all missing... Some of the SA-2 and SA-3 sites are in areas where they are 100% covered in trees (scenery delete allegedly works in the Mission Editor) and the terrain is... well... not always optimal. The "Super S-300" site near Olenegorsk (68 08 41.87N 33 30 14.24E) is occupied by civilian buildings... and many EWR sites are not represented. Basically, it's more like the Caucuses in that basically the site locations "exist" but they basically are 100% undetailed... some don't even have roads. Heck, Severomorsk 2 airbase is just missing... completely. Many others missing too, but that one is a pretty big omission given that it's right next to Severomorsk 1 and Severomorsk 3...
  14. Even if Pershing and Nike Zeus and other Nike versions weren't FUNCTIONAL, their bases were key bases in West Germany and were notable landmarks. It'd be incomplete without it and the other sites... also... ANY East vs West German border map is going to be a SAM NIGHTMARE depending on the era chosen... certainly a modern conflict is very... err... out of place given the reunification but nothing is saying you couldn't "role play" it. Regardless, if those images aren't just some assets plunked onto the Channel Map and we are getting a Fulda/East vs West German conflict map, I'll be happy.
  15. Everyone is focused on the aircraft and tanks of a 80s WWIII scenario and In over here crying because the SA-4, early variants of the SA-2, SA-3, and SA-7 are all missing on the REDFOR side and Nike (All variants), Pershing MRBM, and a bunch of BLUFOR SAM systems are missing... as are a HUGE number of their associated EW and IFF radars... Fulda excites me greatly because of the potential history we didn't get... but SAM technology would need to improve DRASTICALLY to make it even close to realistic... or enough to suspend disbelief.
  16. While I don't have hard data available right now (at work), the AIM54 had radar fallback modes which allowed it to continue to guide on reflections from the AWG-9 even if the active seeker lost the lock. Since the AIM120A was effectively a smaller, digitized AIM54C (hence why TWS modes were tested on the F-14A), I'd be shocked if the AIM120C7 didn't have some sort of launching aircraft radar fallback mode in case the missile lost lock with its own seeker.
  17. Yup, and I've given up trying to use the ED model, mostly because I've run out of ways to try and get the animation to work correctly. It works as a sensor, it tracks across the sky and it oscillates the dish, but it's pretty janky and the tracking is inverted for some reason...
  18. The way DCS SAM sites work is EACH site requires the appropriate search radar(s) and track radars IN the group. The S-300PS in game requires, at a minimum, the Flap Lid (truck or mast) and either the Big Bird or mast Tin Shield (trailer one from the S-200 doesn't work). If you don't have either the mast mounted Tin Shield or the Big Bird in the group, you'll get strange behavior like the site sometimes working if the aircraft falls within the search envelope of the Flap Lid, but not the Clam Shell. Hopefully ED will give us more realistic IADS behavior so we don't have those dependencies and we can more accurately represent how those units are deployed IRL.
  19. Are you on main power when engaging it? Used to not be able to engage it without power being on in the jet.
  20. So it's the ED PRV-11 from the Caucuses. It can be found in <your DCS install>/bazar/world/shapes/prw-11.edm. Animation Argument 7 is the radar dish up and down movement. Animation Argument 8 is the base rotation. Animation Argument 7 -1 position is all the way down and 0 is neutral and +1 is all the way up Animation Argument 8 -1 position is -180 degrees of rotation (so rotated to the left 180 degrees) and +1 is +180 degrees of rotation (rotated to the right 180 degrees) Those are the default built in arguments. Because it's an ED EDM, I'm not sure there is a way to import this into a model viewer to tweak the animation arguments (that was my first thought for fixing the radar dish articulation "glitch")... not one I've found, but I'm also not a 3D modeler (hence using ED's model). I'm REALLY perplexed by the inverted tracking though. You can literally put this next to my modded SA-5 Square Pair and watch them track the same target. The Square Pair is right on the target, but the Side Net is mirrored the Square Pair.
  21. Getting closer! Managed to get it to track targets in rotation about the base by effectively turning it into a Square Pair with no missile tracking channels. I added it to my modded SA-5 for testing purposes... however... the tracking of targets laterally has the animation backwards... If the target is going left to right across the screen, the radar tracks it right to left. I haven't messed with any of the sensor data because honestly, none of that matters until it is animated correctly anyway. So animations continue to be an issue. =\
  22. Syria has a lot of SAM sites modeled... some better than others. For instance, the Homs SA-5 exists... but it's wildly inaccurate compared to the real site. There is an SA-2 site west of Tabqa which never existed IRL... Those are two easy examples.
  23. Greetings all, I decided to try and hijack ED's lovely 3D model for the PRV-11 Side Net from the Caucuses and implement it into DCS World. This is an early build, and I'm only releasing it because I think you all might be able to help me. BUT, lets talk about where we are at. The PRV-11 Side Net is a height finding radar commonly associated with the SA-2 and SA-3. It was also usable with the SA-5, although they preferred more modern Height Finders like the PRV-13 or PRV-17. P-14 in the background is the P-14 mod: Link to the P-14 Mod So what does this "Alpha" build include? A very basic sensor based upon the P-14 mod's code. The height finder is animated, but the animation is "bugged" in the sense it cycles from all the way up to down just fine, but then jumps from all the way down to all the way up. Looks a little janky. The sensor itself cannot pivot (yet) in azimuth without using scripting (Argument 8 is the azimuth, Argument 7 is the height finder radar's angle). The sensor is also "all seeing" in that it currently has 360 degree coverage as I have not figured out how to get it to actually track onto a target as you'd expect... still a WIP Alpha build. Things to Do: 1.) Fix the animations 2.) Set it to track in azimuth whatever target the track radar is looking at. 3.) Fix the sensor so it has a fixed beam width and can't see where the radar dish isn't pointed at. 4.) Associate it with the modded SA-5 (Link) and work on modded versions of the SA-2 and SA-3 How YOU can help: If you know how to address some of the above issues, I'm all ears so I can get this working! The animation argument for the PRV-11 is set to "locator_rotation" which seems to at least animate the dish. I've tried others and have been unsuccessful. The only things I've seen with oscillating radar dishes like this is the RSP-7 Soviet Airfield Approach Truck, similarly buried in ED's Caucuses code, and one of the Forrestal's radars... sadly, the later is tied into an animation argument which moves ALL radars and the specific radar itself is coded so both -1 and 1 on the model viewer are in the same spot to avoid the animation glitching problem the PRV-11 has... I might have a lead on #2 using the SN-75 Amazonka Height Finder radar with the SA-2 in game, but need to do some searching first. #4 is easy. #3 is a bit more complicated. Any and all help is appreciated! Thanks! PRV-11 Side Net.zip
  24. Any updates on this bug (slope sensitivity of the Big Bird) being fixed internally yet? As much as I love the Tin Shield, and I do love me some Tin Shield, it'd be nice not to have to redo an entire DCS Liberation template file to use it over the Big Bird.
  25. I can't provide any additional tracks at the moment, but I've noticed when I'm using Skynet, that search radars are also not losing LOS. I have a Skynet enabled mission using vanilla SAM sites and radars and while the radars fall off the RWR, the Skynet script is still showing my jet, flying through the Caucus mountains down low, as a target with a "last seen" time of zero seconds. Normally I'd point directly at Skynet and say it's a Skynet issue, but between the issues with the SA-2 and other SAMs, and vehicles being able to see through and shoot through trees, I wonder if this isn't an issue with DCS core and the script is only showing the symptoms. I'll try and get a quick track for you guys. EDIT: Uploaded a track where a 55G6 is able to see me deep in a valley on Caucus. EWRGodTierSA.trk
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