

dorianR666
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Everything posted by dorianR666
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Some say the doubled pylon should act as two separate pylons in the QTY/STEP logic. Might be just a rumor though, public availability of documentation is poor.
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Hi, will INS drift (without GPS corrections) be simulated on the new A-10C? I know it wasn't on the old one. I'm porting the old Sturmovik campaign to the new A-10C and I've noticed GPS is still available even when in Redfor with Unrestricted SATNAV disabled. Which is a bit non-immersive for the story of that campaign
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lua predicate function doesn't work in 1.5 beta
dorianR666 replied to wolle's topic in Mission Editor Bugs
are lua predicates still not working? at least in "mission goals" i cant get them to work. tried "true" and "return true", neither works -
They cant be launched, they have no fuel nor explosive. Its just dead weight with a seeker.
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investigating AIM-7 not guiding on launch ? - UPDATE WITH TRACK & TacView
dorianR666 replied to jojo's topic in DCS: F/A-18C
This puts Hornet in a very problematic state. Neither AMRAAMs nor Sparrows work right at the moment, so BVR is broken. Hopefully the march update will address this. -
presence or absence of GPS should have no effect on CCIP with AGR. similarly with CCRP, the only thing that should happen is the designation point being moved but otherwise it should work exactly the same. if it behaves differently, its a bug.
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investigating AIM-7 not guiding on launch ? - UPDATE WITH TRACK & TacView
dorianR666 replied to jojo's topic in DCS: F/A-18C
i confirm this problem aim-7 is going for chaff that is completely off axis from the line to target. whats however interesting is that the target i shot at did NOT throw chaff, and the target nobody was shooting at DID throw chaff. so this seems NOT to be problem with chaff, but with the missile genuinly guiding on a completely different target for some reason. attached i also attached tacview. you can see me shooting a second aim-7 afterwards - thats me shooting at the same exact target i was shooting the first aim-7 at, i didnt exit STT. aim7_guidance_failure.trk Tacview-20210303-154843-DCS-Hornet 1989-Alert 5.zip.acmi -
Hello, after mission 2 (with exception of mission 5), NONE of the relevant vehicles in the following missions have "Player can drive" checkbox checked. This means that these missions can only be played on the F10 map. However there are some vehicles that are (mistakingly?) drivable, such as the static ZU-23 in mission 3, which are completely irrelevant to the action (you are supposed to capture a bridge 25km away....). Some other vehicles are also marked as drivable but game master only as well, so they arent accessible to the player anyway. Why? Half of CA is controlling the vehicles. Why cant I take part in the tank battles, why should I only be able to watch them from external views? This is such a massively wasted opportunity where this campaign could shine... But thats not all, the missions have voiceovers - except the voiceovers only be heard if you are inside vehicles - which you cant be! Unless you modify the mission in mission editor and set the checkboxes (tho you cant save them because DRM). Or have set "External view cockpit sounds" checkbox in DCS settings, but thats not mentioned anywhere in campaign description or the PDF manual. I have played through the whole campaign without hearing any voiceovers in majority of the missions...
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Hello In the introductionary combined arms mission ("First Lessons"), i found this insane phenomenon. When i hit a concrete barrier with BMP's 100mm cannon twice, it "dies" and all the other barriers around survive (as expected). However, when i hit a wooden watchtower with the cannon once, all concrete barriers in aproximately 50 meter radius instantly die. All the other objects around like tents are perfectly fine (as expected). It makes absolutely no sense. Track attached. barricades_bizarre_behaviour.trk PS: The "corpses" of the barriers reset to 0 degree azimuth for some reason. That could be fixed too.
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without the miz file these are useless speculations. as kang said above, setting jtac units to invisible is a very common practice in mission scripting. try it in your own mission to be see how it really is.
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It means "not resolved". Good thing the visor can be removed by editing Lua, so no big deal.
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fixed internally F18C In-filght breakup with G Limiter overrided
dorianR666 replied to musren233's topic in Bugs and Problems
I cant watch the track right now, but are you sure you didnt have any damage? The wings get torn off if they are damaged and you pull high Gs. -
fixed internally F18C In-filght breakup with G Limiter overrided
dorianR666 replied to musren233's topic in Bugs and Problems
Yes it is, but thats not what you are supposed to calculate. X increased by 33% is 1.33*X - thats the number of interest. You are computing 33% from the end result, which is something completely unrelated. A third of the base will be different amount than a third of the result. -
fixed internally F18C In-filght breakup with G Limiter overrided
dorianR666 replied to musren233's topic in Bugs and Problems
That math is wrong though. Override makes G limit increased by 33%. 9G with 33% increase is 11.97G. Not 13G. Besides, thats still wrong, because its counted from the current normal G limit, which can be maximally 7.5G, not 9G. NATOPS says: Maximum allowed g-limit increased by 33% (allows a 10g command at 7.5g Nz REF). 13G should not be possible. -
its not implemented
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correct as is Event Marker switch should toggle SA EXP
dorianR666 replied to Jak525's topic in Bugs and Problems
User Ziptie said that in 2019. Though question is what he bases it on... -
You dont need radio to open the rearm-refuel menu. Just open canopy is enough iirc. Also your comm1 should work with just battery. But you cant change channel.
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Radar mapping the ground simply emits the radar beam around and displays the amount of reflected energy. Light = highly reflective, dark = poorly reflective. This is how MAP mode works, no doppler filtering involved. The problem is that the radar beam is fairly wide (say, 1 degree) - this is a technical limitation of the radar hardware. Which means that if you want to zoom in onto an area (EXP modes), the beam is just too wide and you wouldnt see any detail in the image. It would be just a blob. This is where Doppler Beam Sharpening (DBS) post-processing technique comes in. The radar still emits its wide beam, however when you emit the beam, say, 45 degrees to the side of the aircraft's axis, different parts of the beam will be *differently* Doppler-shifted by the ground (because the ground is moving on the axis where the plane is pointing, not on the axis where the beam is emitted). This means that if you measure the returned signal as many combinations of Doppler shifted frequency and its reflected energy, you can divide the wide beam into many tiny "subbeams" so to speak. This way you have image of much higher resolution. This is why DBS doesnt work when emitting straight ahead of you. The Doppler shift within parts of the wide beam would be roughly the same for all parts of the beam. So you cant distinguish returns for each "subbeam". So you cant render EXP3 of an area in front of your plane.
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[RESOLVED] VTB shows incorrect bar count for BAH/BA2
dorianR666 replied to dorianR666's topic in Resolved Bugs
bump -
you put two dashes in front of the line with sanitizeModule('os') in file MissionScripting.lua. if i remember right, its in MissionEditor folder in DCS root folder.