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Everything posted by MARLAN_
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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
@BIGNEWY -
investigating AIM-120 flies into space, easily reproducible 100% of the time.
MARLAN_ replied to MARLAN_'s topic in Weapon Bugs
If you read my whole post, I tested without lofting and it has the same issue. -
38K, Loft up 15 degrees, fire on jamming F-14, 100% of the time the missile goes into space, despite having a solid STT lock the entire time. Track also includes bug with MEM where locking a bandit turns into MEM mode EVERY time and refuses to lock what should be an easy lock. Reproducible every time. (Designate L&S, SCS Right for AACQ, enter MEM mode, broken box appears in timbucktoo, will not lock) Edit: Tested again without lofting the missile (ASE Centered) still does the same thing. (Would share track but DCS crashed at the end) bugsgalore.trkTacview-20210530-020129-DCS-f14test.zip.acmi Tacview-20210530-014822-DCS-f14test.zip.acmi
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Is this normal? GBU-38 (500lbs) can be dropped 12-18nm or so away, while GBU-12 (also 500lbs - with appears to be bigger fins) only flies about 5nm. This is also slant range, so the closer you are the less "ground" range it actually is, GBU-12 is dropped nearly overhead, seems wrong, like I'm dropping a parachute bomb. I don't have data to back it up, it just seems very wrong.
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GBU-24 may not be properly classified as a penetrator warhead.
MARLAN_ posted a topic in Weapon Bugs
I noticed the GBU-24 (2000lbs Penetrator) will not destroy the Workshop 1 static and only damages it. GBU-31v4 (2000lbs Penetrator) will destroy the Workshop 1 static. GBU-31v2 (2000lbs) will not. JSOW C will destroy it (1000lbs penetrator). Leads me to believe that maybe the GBU-24 is not flagged correctly as a penetrator? Just a guess, that's all, thanks.- 1 reply
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@lee1hyAny chance for a re-uploaded .PSD? I'd really love to use this as a base texture for some liveries
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F/A-18C Kneeboard Suite - Updated 31 October 2024
MARLAN_ replied to Minsky's topic in Utility/Program Mods for DCS World
Yea good points! -
1. Yes, arrive at initial @ 350 KIAS flying a normal CASE I recovery at this point (Flaps come down in the break) 2. Unsure, however my initial thought would be that since CASE II is essentially CASE III until you have visual on the boat (no sooner than 10nm) then if you do not see the boat by 5nm you simply continue your CASE III approach to land. If you're AFU for some reason, then wave off.
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F/A-18C Kneeboard Suite - Updated 31 October 2024
MARLAN_ replied to Minsky's topic in Utility/Program Mods for DCS World
Personally I'd go with FCS because you need to verify flap position, and images of real pilots show them using FCS not CHKLST, you can temporarily check your checklist any point before you're in the break, but it's not a big deal either way, and it is true it's up to pilot discretion. Also I noticed you write AW: After Wires but it is in fact All the Way https://www.navyair.com/LSO_NATOPS_Manual.pdf -
If you don't want to deal with AAR just enable infinite fuel.
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F/A-18C Kneeboard Suite - Updated 31 October 2024
MARLAN_ replied to Minsky's topic in Utility/Program Mods for DCS World
Hey! Sorry for the 2nd post nitpicking! I think your kneeboards are the best and most well researched ones I've seen, which is why me and my airforce buddy went through them because they are so close to being perfect. Your kneeboards are seriously awesome we are both extremely impressed!! You clearly put a TON of work into this and did your research Couple more nitpicks if you're not annoyed yet 1) On the HAIL-R DDI configuration, the R-DDI should be set to FCS - You need to confirm your flap position via this page and can't rely on lights or switch position. Landing Weight/Fuel can be checked via CHKLST temporarily and doesn't need to remain up. 2) Minor error here, just a mix up of words Should be DME = Angels + 15 -
F/A-18C Kneeboard Suite - Updated 31 October 2024
MARLAN_ replied to Minsky's topic in Utility/Program Mods for DCS World
Hey, noticed there is a small error on your lat/lon/grid examples window. It says it is DD*MM.mm' and DD*MM.mmmm' respectively but the examples are DD*MM'SS" and DD*MM'SS.ss" respectively. While looking at it I also noticed it doesn't show the two different modes the Hornet can take, but adding in both modes wouldn't fit the square, so I drew up a really quick mock-up. -
The JDAM in-zone cue for the FA18 on the HSI/HUD is wildly inaccurate. In my testing it appears to get worse based on a combination of altitude and speed to the point where it eventually cannot be trusted at all. Dropping IN ZONE at M0.85 @ 20000ft results in a hit on target with about 1meter spread. (acceptable!) Dropping IN ZONE at M0.85 @ 25000ft results in a hit on target with about 5meter spread. (acceptable!) Dropping IN ZONE at M0.85 @ 30000ft results in a miss as the bomb falls short approx. 300-400 meters. If I delay my drop until I'm approx 1/3 to 1/2 the way through the IN-ZONE "zone" the bomb will hit but with approx 15 meter spread. (unacceptable!) Dropping IN ZONE at M0.65 @ 20000ft results in a miss as the bomb falls short approx. 300-400 meters. (unacceptable!) I need to leave the house, I can provide track files later, although this can be very easily tested and reproduced 100% of the time by using the parameters mentioned above, I tested last night many times.
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F/A-18C Kneeboard Suite - Updated 31 October 2024
MARLAN_ replied to Minsky's topic in Utility/Program Mods for DCS World
This is amazing! Amazing work. Love the accuracy too! -
reported AIM-120C losing targets easily for chaff even at close ranges
MARLAN_ replied to Comrade Doge's topic in Weapon Bugs
Elapsed Time: +00:59:47 AIM-120C launched HOT aspect, 6.4nm, gets spoofed by the FIRST chaff bundle, while skylined, bandit remains HOT and 120C remains spoofed. You can see in the Tacview by going to HUD view selecting the AIM-120C that it locks onto the very first chaff bundle. TACVIEW: https://drive.google.com/file/d/1xKx_A9awr6-N-mgvVKgizWUwXjiuJk2y/view?usp=drivesdk TRACK FILE: https://drive.google.com/file/d/1m3jqrSY1tcLSanUonVKr7Y4n-ZIqhe1j/view?usp=drivesdk EDIT: It happens a second time at +1:20:55, bandit is COLD aspect, skylined, and it bites off on a chaff. He does start a very small vertical notch, but not nearly enough to actually be notched, and he is skylined while cold.... -
Hi, sorry, I believe this was already reported but I can't find the thread, just wanted to add some evidence. Elapsed Time: +00:59:47 AIM-120C launched HOT aspect, 6.4nm, gets spoofed by the FIRST chaff bundle, while skylined, bandit remains HOT and 120C remains spoofed. You can see in the Tacview by going to HUD view selecting the AIM-120C that it locks onto the very first chaff bundle. This seems really unrealistic to me. TACVIEW: https://drive.google.com/file/d/1xKx_A9awr6-N-mgvVKgizWUwXjiuJk2y/view?usp=drivesdk TRACK FILE: https://drive.google.com/file/d/1m3jqrSY1tcLSanUonVKr7Y4n-ZIqhe1j/view?usp=drivesdk EDIT: It happens a second time at +1:20:55, bandit is COLD aspect, skylined, and it bites off on a chaff. He does start a very small vertical notch, but not nearly enough to actually be notched, and he is skylined while cold.... EDIT2: I found the right thread and posted there. Mod can just delete this or whatever. I can't do that myself.
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mod conflict ATFLIR not displaying target coordinates (2.7)
MARLAN_ replied to MARLAN_'s topic in Bugs and Problems
@bomberSorry, posted the solution in my other thread, or at least, what I assume is the solution. Ensure your materials.lua file is up to date, ED changed how some things are referenced, so any mods that adjust the materials.lua will now be out of date. In my case the LCD mod broke it, but after updating the mod it now works fine for me. -
mod conflict AGM-65E not displaying "Crosshair Grid" on MFD (2.7)
MARLAN_ replied to MARLAN_'s topic in Bugs and Problems
Hi, I fixed the problem. I think OVGME was overwriting files with 2.5.6 files when trying to unload mods, the first time I cleanup/repair I must have done OVGME afterwards or something, after the 2nd cleanup/repair it worked. Forum Flair is correct it was mod conflict and was incorrectly unloaded when I tried to the first times. Same response for the ATFLIR thread. I believe Harker is correct that is was materials.lua. -
mod conflict ATFLIR not displaying target coordinates (2.7)
MARLAN_ replied to MARLAN_'s topic in Bugs and Problems
Hi, as the other thread, I removed all mods, and ran a cleanup&repair with no change, including verifying my materials.lua is original. -
mod conflict AGM-65E not displaying "Crosshair Grid" on MFD (2.7)
MARLAN_ replied to MARLAN_'s topic in Bugs and Problems
Hi, thanks for the reply. I already removed all mods, and ran a cleanup+repair with no change. Actually hold on, let me double check one thing first. Okay, can confirm, all mods removed, no change. -
mod conflict ATFLIR not displaying target coordinates (2.7)
MARLAN_ posted a topic in Bugs and Problems
As title. Coordinate Sub-page has COORD ALL selected. -
ED mentioned they will no longer be supporting Win 7 after DCS 2.7 which will likely release before the next RS campaign.
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I don't see any zones in the mission planner to be edited (on Mission "2" - Assuming the intro is Mission 0, the one after the show of force/refuel/target practice/recovery) Manual Shows this: But I see this:
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To start with what I enjoyed - The music was awesome - I loved the voice acting, despite it not being perfectly mil-sim, it was still a lot of fun to hear, felt like I was roleplaying a Gundam anime or something like that. Maybe mix in a bit more real life communications into the fun voice acting next time EG: instead of saying "Missile--LAUNCH!" just say the proper brevity term instead? - Loved the world building and the different personalities of the characters and even the factions as a whole, awesome how different factions have different airframes, skill levels, personalities and everything. - The action packed story was a ton of fun and I loved every minute of it, even the formation flying when escorting the cargo plane near the end was fun hearing everyone chat. - LOVED the set pieces and background stories, you made every location beautiful & exciting and I loved how you mixed the Persian Gulf and Caucasus maps into one fictional world. Maybe if it isn't decided to be too exclusive, you could even start including some Syria locations! Some suggestions: - The idea of scaling up difficulty through the missions was a good idea for sure, to help beginners, but maybe for the more experienced you can select an option somewhere (maybe in Mission 0?) where beginning missions would be harder. For example, when you defend the oil rigs from basically passive air-to-ground drones, they could be upgraded on "hard" mode to actually shoot back/fly faster/etc. Or even better, if you're training the players in early missions, just make it an actual in-story training mission! Makes a lot more sense in my head canon that the opponents are super easy, when they're supposed to just be training targets anyways. - Have an option to be allowed to recover in ALL missions please! It can be totally optional for sure, it's not everyone's cup of tea, but I'd love to be able to land. (Also take-off! Though with how DCS is configured this might be hard to make take-off an optional thing and not forced) Can't wait for the next part!