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Lukas2438

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Everything posted by Lukas2438

  1. when enemies are within visual range it will open this menu as the contextual menu, just like pressing A two times and then pressing 3
  2. Same goes for APU panel You can see the english texture for turned-off lamps, overlayed by russian labels
  3. Well, it seems that the OB update some kind of fixed my problem. I can confirm that in all of my recent tests on different maps/locations the launchers fired all desired missiles. Anyways thank you very much for looking into this.
  4. Hello again, I did create a very simple "mission" just including two SCUD launchers and a GAME MASTER slot to occupy. Weird thing now is, that Ground-1 with a target about 60 percent of max range will not engage, but the Ground-2 prepares and launches its scud missile with a target at about 95 % of max range. Tested this with swapped targets so Ground-1 would engage the identical point that Ground-2 was firing at just before, but still nothing. Is there maybe a bug with the first placed scud unit overall, Ground-1 in this case? SCUD-test.miz
  5. Hello guys, a few months ago my preplaced SCUD launchers in a mission started preparing and finally launching the missiles towards the Fire at point marker created via Mission editor. As of now this no longer works. I tried to use the F10 Map while in mission to set a target, but after clicking on start fire nothing happens, too. I know it usually takes a few minutes until the SCUD launcher is ready, but there's absolutely no movement. Any ideas or simply a bug? Greetings Lukas
  6. Since 2022-05-18 update I won't get A/P CPLR light on ACLS final. Double-checked all manuals and videos I've found, seems to be not fixed yet.
  7. Hello guys, some instruments in the Huey cockpit don't look like they should. Perhaps a major (graphics) update in the past was responsible for this. I have created a comparison between DCS and the manual, should be easy to understand what the issues are. Greetings Lukas
  8. I flew a few missions in dusk with hardpoints removed and can confirm the dim/bright switch is reversed.
  9. Hello guys, I would like to report a minor issue. When switching to another skin via the refuel and rearm radio command, it takes the full time a complete reload of all weapon stations would last even if you don't change anything else, leaving fuel at it's current level and don't touch the armament selection as well. This might not be a problem when starting a mission in a cold and dark plane without any weapons, as you would prepare your aircraft for the ongoing mission. In all other cases the skin change takes a lot of time - unless this is intended as repainting a whole plane would take some time anyway.
  10. I would appreciate this! When flying without TrackIR or VR you have to do an extra step to move your head closer to the canopy housing and look at your aft fuel tank or approaching aircraft from behind. Maybe there's a workaround for the meantime by editing game files?
  11. undo, maybe redo functions - already mentioned I believe but it's quite important for distant future: 3D editor of course
  12. still not fixed ... I think only two EXT POWER positions were considered. As you can see all subsequent switch positions beginning with GENERATORS LEFT A-B are only shifted by one. There is no other position where the selector is between two fields except in the EXT POWER section. Also the selector knob seems to be a bit off center, like it should be placed half an inch to the left. But maybe this is just my personal preference.
  13. they added this in late September as a new feature, maybe you activated this somehow.
  14. I have noticed that none of my kills were logged to the pilot logbook, is this because the threats are generated dynamically? If so, is there a way to fix this? @pixie Maybe you set the restriction flag in the mission editor/planner when configuring your loadout. Are you still able to select (all) A-A missiles without using the loadout preset?
  15. In fact the STR has a search sector of 90° and a missile steering sector of 120°, the +/-55 should corrected to 60 if I understand your unit definition correct. It's a bit hard to determine when I noticed this change first since I'm not using PATRIOT defence that often. When playing Through The Inferno missions, I started to deploy one group with 3-5 launchers for securing the home airfield and providing safe take-off conditions. I'm pretty sure in early 2021 the STR worked the old (known) way.
  16. Thing is, in older DCS versions the STR performed well, starts tracking and following enemies even a bit outside the maximum radar range, also rotating/turning and "gives" rotate commands to individual launchers (within the 120 degrees L/R limits) And then locks on shortly before weapon engagement range is reached by the threat, followed by firing the first 1-2 missiles. That's the reason I discovered this difference to previous beta releases. Other (russian) SAM performs well, at least those I tested.
  17. If the launched MSL would not hit this window, the missile starts self destruction. But in DCS (at least current beta version) the LN seems to work without guidance by the STR, they start engaging threats. Don't know if it's a feature, but in real life the STR is mandatory.
  18. By default the base stays stationary but the upper part (radar itself) is supposed to rotate 160° left/right and faces directly into threat's direction.
  19. Hi Frederf, I should be able to rule out incorrect positioning or parameters since I work as a Patriot crew man in real life. The attached mission contains an AI Su-25T with waypoints straight through the engagement area of the SAM site. As you will see, the RS will stay focused at 315°, while 1-2 launcher turn their platform and "track" the incoming threat. Greetings test-caucasus-SAM.miz
  20. Hi folks, the radar set of the Patriot SAM seems to have an general issue with detecting and tracking hostile targets. It won't turn it's radar part into target's direction, even with threats deep in weapon engagement area. At some point (about 50 % of max. weapon range) the launchers (LN) start turning and firing on it's own, but missiles are some kind of inaccurate (missing guidance?). I have tested this both with the Patriot template and by placing separate units one by one (all in the same ground unit group), on Nevada and Mariana Islands. AI Skill (Average, High ...) doesn't matter, at least I didn't notice any difference. Can someone confirm this misbehavior?
  21. I've played in multiplayer with a friend, while doing the exact same procedures he was able to drop bombs but I wasn't. Then I activated the "Explosion on jettison" switch and jettisoned my bombs ...
  22. Would like to have a bit south-expanded version to see part of the country of Jordan too, as I was stationed in Al-Azraq (Muwaffaq Salti Air Base) during Counter-Daesh CBI in 2020. There are lots of US (F-15) and jordan (F-16) fighters starting multiple times a day heading north (Syria). Until March 2020 there were also german tornado fighters and a A400M tanker is still there.
  23. well, I shouldn't remove the external hardpoints in the editor, if I want to get rearmed with weapons ... thank you very much, Furia
  24. Hello guys, I have the same problem with rearming on FARP, everything else works (refuel, repair, comms). I've placed a FARP tent (for repair), FARP ammo and fuel, a M1025 for comms, 3 M818 for electric power, rearm, repair and finally a M978 Tanker. All vehicles are very close to the FARP helipads. Could you please provide a FARP in your rearm test mission?
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