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MARLAN_

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Everything posted by MARLAN_

  1. To clarify, I was paraphrasing his words, and I didn't mean the FLIR can see into the center of the universe, I meant that there should not be a 40nm wall where vision suddenly ends, that's why I said "infinity" in quotations. I already noted the loss of resolution over longer distances (e.g. over 40nm/50,000 ft) I'll try to be more careful with my wording in the future, did not mean to create confusion that there was a belief the FLIR will have perfect resolution into infinity. I added some underlining and bolding to my original comment to make it clearer.
  2. I think I see what you're saying, of course the game wouldn't want to actually render out forever. I believe you guys use something similar for the normal "eye" vision where eventually everything in the distance fades away. All I meant was, the ATFLIR should be able to "see" as far as our eyes normally do in the game (no 40nm wall), however picking out details like vehicles/etc. beyond 40nm wouldn't be possible due to resolution, not because of a "fog wall" or however else the game engine/devs decide to eventually cull visibility (but the usual eyeball "fog wall" would still apply of course, wouldn't make sense to render the entire map) Excuse my lack of proper terminology on the game side lol. I think what you are saying, we are on the same idea!
  3. I'd need to look into it further, but I can't imagine the camera feed just blacks out (even if it was smoothed) at ~40 NM. I'll see if I can find better proof since this is just a hunch of course, but I can't be the only one who thinks it would be very weird for the camera feed to just stop at a specific range. Edit: From our group's F-18 pilot: The ATFLIR can see to "infinity" meaning: there is no "no-render wall" that appears like in DCS. However, the image resolution is not high enough to make out "tactical" objects such as buildings/vehicles beyond those ranges. This is the same in either IR/TV, there just isn't enough resolution to make out small objects, but to be clear, you can still see, large objects such as geography, mountains, hills, etc.
  4. Just an FYI, 3/4 NM is only for CASE III, in CASE I it's a 15-18 second groove with time starting when you are level wings (generally within ~10 degrees) or when you cross centerline. This is important for things such as angled approaches, or long in groove.
  5. North West of Incirlik is my assumption, there's some nice mountains/valleys that way.
  6. Agree. While we can speculate forever and ever: talking to various SME's, piecing together what we can from tactics, etc. of the era DCS is simulating we know from various sources that the real world method to defeating a modern ARH missile is through kinematics and not these last ditch maneuvers. These last ditch maneuvers should certainly work to some extent, but the end goal should be a place where it is not repeatable or reliable to defeat missiles through these measures, certainly not reliable enough that it becomes option #1.
  7. Mist doesn't actually activate units, at least not with the respawn/clone/teleport commands, it uses DCS's dynAdd function which sounds like it doesn't count for starting units hot.
  8. Is this a different issue? It seems like the issue may still be present if I'm following correctly.
  9. As far as I know, BN is correct about #1. It was a long time ago, but as I recall my community's resident E2 NFO mentioned about how they would sometimes rudder turn to avoid tilting the radar dish. You could also set up long race tracks perpendicular to the expected threat direction to reduce time in turn in DCS.
  10. Sadly, it doesn't. There's an arresting gear at Andersen as well and also does not work. I don't know if this is owned by the terrain or DCS core, but would be really neat if we could utilize the arresting gear.
  11. https://imgur.com/a/U4HhC5L This is what I mean (I'm using a grey scale mod, but this applies without mods as well, easily checked)
  12. Just thinking in text here, I'm no radar expert. 1) Ownship 200 kts, target 200 kts, hot, 400 Vc. Closure to ground 200 kts. Difference between target and ground 200 kts. 2) Ownship 600 kts, target 200 kts, cold, 400 Vc. Closure to ground 600 kts. Difference between target and ground 200 kts. Isn't this the same? Also hopefully ED can make RCS at least partly dynamic because generally showing your tail or beam quarter increases your presented RCS which would negate some of the gains by reducing your closure to the radar.
  13. I'm talking about how in DCS at around 43 miles or so the video feed just turns into a flat green wall as if you're looking at the edge of rendering (except you can see well beyond 40nm in game, so it's some sort of DCS FLIR issue), I'll send a picture in a bit.
  14. Well, supporting your missile to timeout/splash would increase Pk, so that's not wrong, but the missile should be capable on its own when active as well. If the missile had for example a 80% Pk supported to pitbull, it may have a 90% Pk if supported to timeout/splash.
  15. Will this ever be increased? Even increasing to 50-60nm would do wonders for high altitude ingresses into a target area. Even just allowing the FLIR to view the terrain at a minimum would be nice, it's disorienting when the view is cut off.
  16. The AMRAAMs are at MPRF active and should have no issues continuing to track the target under attack even through a notch at that range, especially when there is little to no ground clutter effect such as against an open ocean background (but even with ground clutter, it wouldn't be anywhere near 100%). Though, when ED implements HPRF active for the AMRAAM it would likely be reasonable to be notched if ownship support was terminated before MPRF active (cheapshot). Notching is a certainly a thing, but its effectiveness is greatly overdone in DCS, especially with 4th generation radars. A good sanity check would be to ask any actual SME if notching is still a tactic employed in modern combat. Additionally, and importantly, in DCS when missiles are notched, they stop flying a predicted intercept. Even if an aircraft momentarily flies through a notch during a split-S (or any notch) the AMRAAM should still continue to the last known point of intercept (unless it bites off of on chaff since it would be intercepting the chaff, but that doesn't happen here)
  17. Was also unable to detect the helicopter at any range.
  18. The christmas tree bloom on the F-18 is better, but still exists, still a wacky bloom off of the lights. Better for sure, but still gonna stick to using mods to fix it for now.
  19. Has there been any development on the investigation of this issue? @BIGNEWY/@NineLine
  20. I did another very brief test, shooting a few times once at 28nm and another at 22nm and both times the missile performed for me as I would have expected. At least from what I've seen, lofting seems fine right now.
  21. I've only done 2 tests thus far, but both times the AMRAAM lofted for me, I shot at 35nm and 40nm respectively, perhaps it stops lofting at shorter range? I'll do more testing.
  22. The Virpil CM2 Throttle has a radar axis but it isn't spring centered, so it would be wonderful for anyone who uses this throttle (like myself) to have an absolute position. Currently I just use up/down on a hat.
  23. It's almost certainly because of the battery life. I think one of the ED developers has mentioned they will improve the battery on the AIM-120C, if I understood correctly, they sourced the 80 second life time from the AIM-120B, and it would be logical for a newer missile with more range to have a slightly longer battery life that would support that kinematic potential. Maybe they'll bump it to 90-95 seconds or something.
  24. BTW, just relevant for the topic. All lights should be off at all times during daytime carrier operations. I wish ED would default the master light switch to OFF during Daytime ops too (assuming it does this for night time spawns)
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