Jump to content

Druid_

Members
  • Posts

    2482
  • Joined

  • Last visited

  • Days Won

    1

About Druid_

  • Birthday 05/13/1967

Personal Information

  • Flight Simulators
    DCS A10c & BS
  • Location
    Dubai (Expat)
  • Interests
    Golf, Rugby, Real Ale
  • Occupation
    Airline Pilot

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Setting any aircraft in ME Advanced Waypoint Actions to Attack Map Object does not work. Aircraft turns towards next waypoint and completely ignores action. Tried varying the options to no effect. Changing the action to bombing works fine. Attack_map_object_broken.trk
  2. Not sure if you can use switched with increasing FLAG value. Try using 1 ONCE UNIT OUTSIDE MOVING ZONE (F/A-18C, Moving Zone Boat, Boat) FLAG 1 ON 2 ONCE UNIT INSIDE MOVING ZONE (F/A-18C, Moving Zone Boat, Boat) AND FLAG 1 TRUE AND TIME MORE THAN 600 GROUP ACTIVATE (AAR Shell) you can take-off leave zone and accidentally pop through it again within the furst 600 secs after that entering zone tanker will appear I only use switched condition to make something turn on and off repeatedly throughout the mission. Its not like you can spawn more than one AAR unit doing this though.
  3. Also at this airfield this fence it far too close to the runway. Flying a 2.5 or 3 degree slope approach to the threshold results in impact with the fence. Also you may want to look up something called a 'clearway' at airfields. The buildings off the other end shouldn't be there either.
  4. same shot, one is HUD view (target not even in view and certainly not lockable) and the second is the external screenshot from the same exact moment of missile release.. I'm surprised this hasn't been reported before now. Where is the lock logic ? I really hope this has been given a high priority in Jira and makes 2.7
  5. Thanks Grimes. All good mate, hope all well with you in these challenging times we live in. As we both know, the AI is long overdue an overhaul. Hope to see some love and attention given to it soon.
  6. We've been flying our own made MP campaign. We have mig21s AI (veteran) equipped with R-60s IR Air to Air missiles. Apart from the usual AI FM & don't bleed energy issues we now also find that they can launch before even acquiring a lock OR they appear to be equipped with HMD's and can fire high off-boresight! LOL. Here are a few tacview pictures, all from the same timeframe, showing this in practice! He is shooting at Ghost 3 who has launched an AIM-9P-5t. As you can see the Mig21 is cheating, he is nowhere near a lock position! (all pics taken as Mig-21 launches his R60). These aren't even the worst, I've seen higher off-boresight shots than those. There is a glaring error in the AI code there somewhere! I suspect that the code is using the missiles FOV and launching as the target enters its boundary rather than any aircraft pipper locking perameters. 1. Is missile lock from AI plane possible based on vector then 2. Launch depending on AI set parameters 3. Missiles FOV is then used to try to track target 4. Is countermeasure a better target? 5. Does target fly outside of missiles FOV ? Sorted!
  7. Bug confirmed still present. Shame as this is a great feature for Helis to be more supportive in multiplayer other than just shooting shit.
  8. Its not just AIM120s. Their ordinance FM is a little off …… (FF 45 secs)
  9. Well if you can pick out an F18 at 100ft over the sea whilst you are based on land covering 360 degrees at 10nm which is 18km then, even with optics, you are truly superhuman Chizh. Also, do Tunguskas aquire visually and only then raise radar IRL ? I very much doubt it somehow. Whilst we wait for the new damage models can we not just up the explosive damage of the Harm for now? Adding it as a feature to the F18 then making it unpredictable is frustrating for those trying to use it.
  10. Its been around a while https://forums.eagle.ru/showthread.php?t=245587 Yes a simple fix to the explosive value would fix everything.
  11. Sure. But in the meantime a simple solution is to increase the warhead damage value. We both know how long it will take ED to sort out the ground unit damage modelling.
  12. 2 Harms fired. 40% damage on a direct hit and still operational. and don't start me on Tunguskas where the operator can pick out an F18 at 100ft agl at 10nm VISUALLY !! only then does he switch ON radar and fire at 5nm. Quite ridiculous. Whole AI is long overdue an overhaul in DCS.
  13. Look up Z diagrams and manual bombing techniques. Then apply that knowledge using CCIP for that extra bit of accuracy.
  14. exactly! If your stick position happens to be at the max G limit ( say 7.5g) then pulling the override paddle will have no effect. If your stick is all the way back then the G onset will jolt.
×
×
  • Create New...