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Everything posted by MARLAN_
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I don't have any documentation on it, so just guessing here... but boxing SIM and then selecting AIM-120C, locking a target and depressing the trigger doesn't do anything. I would have expected it to launch a "simulated" shot giving you a live ACT timer, then TTG on the HUD as well as the symbology on RDR ATTK & AZ/EL screens. Would be really nice to do practice BVR fights, which right now aren't really possible unless you want to use live weapons against each other and some groups don't want to do that kind of thing.
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Use the FPAS for sure, best range is usually M0.83, best E is around M0.5-0.6 or so.
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I reported it and BigNewy passed it on, seems like the same issue. I reproduced it by: 1) Release JDAM (maybe any GPS weapon, so JSOW too?) 2) Be far North in PG map (I haven't tested other maps) when I tested I was above grid CS
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Awesome, thanks! Did a bit more testing, it also seems to have something to do with how far north you are, when I tested in grid CT the gun pipper failed after JDAM release, when I tested in grid CQ the gun pipper worked fine even after JDAM release. Somewhere in grid CS is where the issue starts I think. Additionally, the gun pipper will work again if you continue far enough south even after releasing and the gun pipper failing up north. (This would explain why I thought it was an issue with long flights, but I am able to consistently reproduce it now in short tracks)
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@BIGNEWY Take a look at this track, managed to reliably reproduce it in a short track. I'll do some more testing and see if I can "un"-reproduce it to narrow down the issue. You can see me testing the gun and it works fine, I fired HARM, tested again, still works, (tested AMRAAM in different track, still works) then released JDAM's and gun no longer works. Appears to have something to do with JDAM releases. GUNNOWORKY.trk
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Great guide! It mentions an AMRAAM and BWT version you made? Where are these found?
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Basically, allow helmet liveries to be based on the pilot/player not the aircraft. Could have part of the description.lua match a Username or something like that.
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Had it happen again, to both pilots. Another long track, sorry, when I have time I'll see if I can reproduce it in a short one, but previously I was unable to, it probably has a very specific trigger that I wasn't causing to happen in my previous short tests. https://drive.google.com/file/d/1GrRwOtuzndxKm1a3YRtq6f6iso9r3l1t/view?usp=sharing
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- Myself and a buddy did a double mission, he swapped slots inbetween, I was in one jet for 2.5 hrs, he was in his 2nd jet for 1 hour during the part where we had this issue. - Loaded 1 AGM-154C and 1 AGM-88C for myself, he took 4 GBU-38, we both were double-ugly with 1 monster rack of AMRAAMs. (Not sure if loadout is applicable) - JSOW missed target when IN RNG, however this may have been due to user error, I was a bit panicked defending the SA-11. - BOTH of our Gun Pippers were extremely inaccurate, gun pipper showing a position about 20+ degrees lower than where the rounds impacted. - I am unable to reproduce it in a short track, may possibly have something to do with longer flights. I've never experienced this issue before, did gun strafes just fine only a couple days ago on with all the same settings,server,etc. Track file linked may be of no use as it was a very long mission, if you are able to view it, the gun pipper issue happened when we were far up north in Iran. These guys from what I searched look to have the same problem. TRACK FILE: https://drive.google.com/file/d/1L9T95I5Lt9bD9Iqk7QFhgugWXX5PR5vd/view?usp=sharing
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Unless I'm misunderstanding what you guys are saying here... the mirroring is not a bug, that's how textures work. Mirror the opposite side in your texture so it comes out properly on the jet.
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reported earlier AIM-120s not tracking after launch while in STT mode
MARLAN_ replied to jwflowersii's topic in Bugs and Problems
LOST flashing isn't really a bug per-se, it's supposed to flash if you fire outside of RMAX , the bug is that the computer thinks it's RMAX in the first place. (Launch at 40K M1.0 can easily go 40nm arriving on target at ~Mach 2 but the computer will show this as beyond RMAX) -
Pretty sure the gun is canted upwards on purpose, unless you're talking about accuracy of rounds on target I am pretty sure the gun firing upwards is intended.
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fixed internally Scan zone doesn't follow in HACQ if initial lock is lost
MARLAN_ replied to Sleepy's topic in Bugs and Problems
Can confirm, it's been happening for a LONG time now, like 1 year, I've just been too lazy to post a bug report since the SCS up is easy enough, doesn't dismiss the issue though! -
Yea, no problem, my fault for not clarifying.
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Plenty of games have multiplayer saves, although with that said, for DCS's implementation I only meant to save the game state of non-clients, such that you could create a persistent campaign with a .miz and continue the campaign through server resets/etc. I know there are scripts that can do this, but in-engine solution is preferable.
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investigating AIM-120 flies into space, easily reproducible 100% of the time.
MARLAN_ replied to MARLAN_'s topic in Weapon Bugs
If y'all would watch the .trk or tacview, the missile does not go ballistic, it goes INTO SPACE, directly up,. -
I have no idea what is accurate to life, but I can agree the current implementation of the SPOT mode is certainly annoying with the ~2 second hold and release. LHACQ is way more intuitive.
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For multiplayer too!!!
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Being able to place and use more than 1 bullseye would be nice, using code names, EG: "ROCK". When utilizing an entire map like PG, even if the bullseye is centered there's plenty of locations that are too far away from bullseye to be tactically useful, having more than one bullseye would be extremely helpful for this. AIC could be coded to reference the nearest bullseye to your location.
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Fairly straight forward, I would like the ability to have a custom callsign you type into the Mission Editor. Pre-recorded Callsigns, EG: Springfield/Colt/Etc. voiced as normal. Custom Callsigns voiced with AI/Computer voice.
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