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Preendog

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Everything posted by Preendog

  1. Currently STT is not range gated. It just locks the first thing it sees when you press the button and the antennae goes woogity. Correct behavior is to only lock what you have the cursor over. It's been reported before, don't know if there's any progress.
  2. Top speed, 40,000ft, fuel fuel (unlimited), full afterburner, level flight. Clean: M1.75 Cheek and tip missiles: M1.65 3 fuel tanks and nothing else (44,500 lbs, mission editor): M1.51 8 MK83s, 2 Mavs, center tank, cheek and tip missiles (51,680 lbs / 44,736lbs [CKLST, mission editor]): M0.99 M1.4 with 58,000 seems like a misunderstanding. The "Max" weight in DCS mission editor is shown to be 51,899. That speed must be for a lower drag configuration. edit: Mission editor shows different weight than DDI page. Majapahit, 3 fuel tanks gives 44,5000 lb and M1.51. It's almost exactly what your chart says. Unless it says what exact stores there is no way to know.
  3. The values, except for AMRAAM, TGP and Sparrow are from 2.5.5.33184, mid-July. I'm hoping their next change would be the AMRAAM bug, which hasn't changed yet, so I doubt any other values changed to date. When Walleye comes to public I might do a small cross section of weapons again. Anyone can try, the tests are pretty fast if you use time compression.
  4. New stuff (didn't recheck all, but AMRAAM is the same, anyway) The sparrow has every so slightly more drag than AMRAAM on pylon and cheek. Litening pod has very little drag. Guilt-free TGP. A double AMRAAM and rack still has the same drag as a single AMRAAM on pylon.
  5. JSOW drag is bad but not quite the worst: https://forums.eagle.ru/showthread.php?t=245521&highlight=jsow
  6. No joy I'm afraid. Something for the wishlist. edit: At least now I know it cycles in order of which weapons were released first. So if you do a bomb, mav, fox, it F6s on the bomb first, then mav, then fox.
  7. Silly question: With airplanes on the F10 map, I can select a plane, press F2, and get the external camera for that plane. Is the same thing possible for weapons (bomb, missile, etc)? I know about F6, that will cycle the camera through all weapons in order, but I want to set the camera to a weapon I click on F10.
  8. Reported many times. It's a CPU load issue with some inefficiency of the sharing of contacts, or raycasts (datalink LOS) between donors, raycasts (radar line of sight) against the contacts themselves, or something. It's n squared, so you don't notice it with few contacts, but becomes a huge issue with many contacts. The inefficient function(s) is(are) not done every cycle, so it causes stuttering as opposed to a uniform frame drop. Drawing the actual icon graphics on the display is trivial.
  9. No they should be diffrent because the USA does it that way.
  10. I like it, it looks funny. Here's a really short track. Bonus points: I am blacked out while the wobble is occurring, so control inputs are impossible. Replication instructions: Be very low fuel. Pull G in any direction Do a roll and maintain a small amount of AoA. Stop rolling suddenly and center pedals. The goal is to get a little sideslip while you stop rolling as if you were going to snap roll. Be between 375-425 kts and keep it there. This track is a really short example, but you can keep it going for as long as the conditions are maintained. The exact conditions are different depending on your loadout and fuel state. This is not just for yaw, BTW. At low fuel state the plane porpoises on it's own, too. The FCS gain is too high for the CoG and intertia moment and the plane overcorrects for everything, like it's on springs. When heavy, the opposite is true and the controls feel mushy. Video if track not work: wobble.trk
  11. yngvef, when I watch the 83 and 84 tracks, I notice you pickle slightly before the CCIP reaches the target. Here's a pic of the 83 drop, taken 1/10th of a second after you hit the button, when the vertical line disappears: In the 82 track, you still pickle early, but it is not as bad. The random drift of the bomb may have made it hit. I don't know if different bombs have different random drift, but it's significant. Maybe try aiming for the roof of each target? That's what I do. It also helps to unload a little just before release, like 0.25G, so the pipper isn't moving over the target so quickly. Bombing at a steeper angle helps too.
  12. Confirmed, Walleye has no zoom? Asking because in Hornet 3.0 it does.
  13. When you drop a Walleye, you see it's video on the screen. Then if you drop a second Walleye shortly after, does the screen show the video from the first one you dropped, or the second one? Wondering if you can huck these at different angles for different ToFs, and guide them to targets in sequence. edit: Just watched Matt's video, the current TV image is selected by switching the channel of the datalink pod. The channel of each Walleye is determined by it's hardpoint number. Also, these are Fire and Forget, and don't require intervention unless you want to switch targets mid-flight. The weapon can be dropped as soon as it is locked on a target. I'm guessing the seeker resolution is the limiting factor of it's range, like MavF. So, if the effective launch range is anywhere near 16nm like it says on wikipedia (hopefully more than 6nm), this bomb is now the ultimate medium ship killer and short range sam killer. You can Fire and Forget 4 of these at the same, or different, targets (3 if you want the datalink function), and the SAM AI in DCS does not try to shoot down bombs. The warhead is double the size of Maverick, and can't be shot down like a Harpoon would. No Tpod to muck around with, no coordinates to type in, no loitering to shine a laser, and will follow a moving target. The radio control gives it hella stunt and prank potential and maybe even air-air capability. The only thing that could make it better is a destruct button for airbursts. Muhuhahahaha! edit2: In the Matt video the lock-on range was about 7 or 8 slant miles. Dunno if this is the max but it might be. Hopefully this can be gamed by locking a nearer target, releasing, then retargetting to a further target mid-flight.
  14. Specifically for weapon damage effectiveness, there is no better way than to make a mission with a variety of different ships and vehicles set to hold fire, give yourself a variety of weapons of different sizes, and go to town. You'll quickly learn what kills what most reliably. It's important because sim != life, and you'll be surprised by some of the weapons. For example, APC columns are hurt more by MK83s than the Hornet's CBUs.
  15. Well, if anyone can find a video of a F-18C cruising at wingspan height without crashing maybe they'll change this. I could swear I've seen it before.
  16. It skims only once it acquires a target, currently. It cruises at whatever altitude you drop it at. If you deploy it too high, sometimes it will hit the water when transitioning to skimming.
  17. I've had some success with using my plane as SAM bait. Fly low and approach until the boat starts spamming misses at you, get closer still, then shoot your Harpoons. Then, hang out inside the edge of the threat circle defending, and you might get one or two poons to hit. Mind that the boat will only want you if you're hot and close enough.
  18. Barrel rolling or porpoising is way faster than the airbrake, anyway. The brake is only ever useful when you can't do those things, which is usually just for the few seconds before landing touchdown.
  19. Something is definitely weird with online versus offline play. Online (4YA training server) I have a really hard time killing M113s. Sometimes I can damage them, sometimes not. Sometimes I can use up all the ammo and not kill a single one. Granted this could be a mission setting, but it happens with other APCs too, being hard to kill. When I shoot at M113 offline, they die immediately with a few hits. Strafing a column once, expending 150 rounds, I destroy 4 or 5 of them and damaged many others. There is certainly a difference between online and offline hit detection or damage allocation. In offline, for sure, vehicles have different armor values for different sides. Try a Ka-50 gun against a T-72. It does damage to the rear and top deck, but not the front. But multiplayer uses a different damage model, or there is simply a lag or loss problem that prevents hits from registering. You can see the sparky-explosion particle effect of a hit, but no health is actually lost. I have a hard time believing that it's a bug, though, because other guns seem to work just fine (I always see Harriers taking out APCs with a couple of bullets). Since M113 is only armored against rifle caliber, the F-18 gun should definitely deal some damage per hit, AP ammo or not. Don't know why, but it's way harder to kill M113 online than offline with F-18 gun. I even tried this on different maps and with the tracerless ammo, same results. Off the top of my head, maybe it's a rounding issue? Offline, fractional damage values are counted, but in multiplayer, only full integer damage values are counted? edit: Strykers, however, don't seem to show a difference between online and offline play. Offline, I strafed a column and did only 1hp of damage to one vehicle, and similar results online. Weird.
  20. For reference, in DCS F-18, the detection range for a beaming target is about 2/3 the detection range if that same target were flying toward you. Eg. a Mirage 2000 detects at 50ish miles (moving 400kts) head-on and 35ish miles beaming. This might be different for different planes because of their shape, but they will all be in that ballpark.
  21. I just assumed that was intended behavior? If you accidentally bump the switch with your hand, it could fall into ARM. It's in a spot really close to your arm, next to a lot of other switches that you might flick on a regular basis. Makes sense to use a switch that requires a downward click before upward ones. No examples come to mind ATM but I'm almost certain these 3 position safety switches are a thing. edit: It also looks like it feels the same as the FLIR switch, which is right beside it.
  22. Also note that taking off with auto flaps will screw up your pitch trim.
  23. You can fire an AMRAAM in the general direction of each target, with no lock. Don't shoot two in the same direction because the missiles will attack each other. edit: The AMRAAM trajectory is kind of random when you shoot it so it can be hard to aim at long distances. So what you do is lock a target, shoot a sidewinder (out of range and right when you get tone) at it, then lock the leaving sidewinder. Then you fire two AMRAAMs at the sidewinder. The first one will chase and destroy the sidewinder, whereupon the second will go pitbull, more or less facing your intended target, and it will hopefully acquire the intended target. You are free to fire another AMRAAM at another target in this time, so that's two targets at once with four trigger pulls, or 3 targets at once with 9 trigger pulls.
  24. Never play without beer and I didn't notice a change in the last version or two. The drifty barrel rolls were always possible so long as your AoA didn't get so high the FCS locked you out. Maybe you were a different weight than usual? Full fuel plane is a different animal than lo fuel plane.
  25. +1 for subscription model. There is no reason for ED to work on a product after revenue has jumped the shark. The only motivators after that are personal interest of the devs, and threats by early adopters, neither of which are reliable. It also encourages hacking together features and leaving them in an unoptimized or buggy state, and the overall game accumulates spaghetti and code rot. This could be why so many obvious omissions or bugs persist for months or years, some only one line of code or even one single character. Eg. F-18 engines run underwater; one line. Radar elevation control freezes if you lose a target that was locked by autoacq; nobody tested that before release and it's not remotely an edge case. Parachutist view control is backwards and that's literally 2 character edits. If subscription model, income would be basically constant as long as people continue using the module, and development effort would be financially justified. No more honor system. More, I only own F-18 and kinda feel bad that I only paid that much for such a deep game. I'm either not interested in the other modules or I don't like the steep price for a module I might not like. Online servers rarely use the paid maps because few people buy them. If players can buy modules monthly they would get waaay more modules, and then likely forget to cancel the subscription. More variety online, less risk for players and more money overall for ED. I understand there would be a huge upfront effort to implement that system, but it is the way things are going for large games that are supported and expanded over actual decades. Steel Beasts also comes to mind.
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