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J20Stronk

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Everything posted by J20Stronk

  1. J20Stronk

    PL-15

    True. The Viper can, for some reason, scope things 80nm out and the Hornet's barely see beyond 30nm, despite inverse size between the two. (also they're incapable of being jammed because, why not?) Still, I believe DIS and ED would still want some solid evidence that KLJ-7A is being fitted on the Blk. 1 or 2, plus docs on performance, capabilities and basics on how it works before they decide to add it to our sim.
  2. Already upl'd hours ago, but it's still not active for some reason. Here's the direct DL link though, if you want it now: https://www.digitalcombatsimulator.com/upload/iblock/6dd/JF-17_Reworked_Cockpit_1-02.zip Make sure to change your Cockpit Livery to "JF-17 Better Lights" in the Special Menu.
  3. Step into my office. :joystick:
  4. J20Stronk

    PL-15

    Back on topic: PL-15 on our jet seems HIGHLY unlikely. Even if the PAF start equipping them on their blk.2s, that most likely means they're also equipping them with KLJ-7A AESA radars. To put it simply: there is an extremely low chance we'll get either of those things since the old, rusted, duct-taped together spaghetti code DCS is built on most likely does not support AESA, and that's if DIS somehow gets their hands on a decent amount of the KLJ-7As docs and info. Same with the PL-15, and like it's been said before, it's performance numbers will unfortunately be left to the hands of some incompetent ruskies.
  5. Man, I just wanna load dual racked bombs and rocckets/missiles on the inner pylons.
  6. We're still missing OBOGS and KLJ-7V2 (the non-AESA upgrade). It's still a Frankenstein'd Blk.1 to Blk.2
  7. Anything? I get the feeling this is probably tied to the model as an arg, but I just want to make sure.
  8. Maybe with HMD/S, if the PAF decides to bring it to Blk.2? (Unlikely, but still)
  9. This plane uses the default afterburner shader and textures by ED. They've been messing with the lighting in recent patches, but did not adjust the AB shader to better fit the changes.
  10. Is there a way I can mod the JF-17's cockpit floodlights and console\panel lights? I've sifted through the Cockpit script .lua's trying to look for them; Are they hard coded? I want to make them dark blue, like the Ka-50 Hokum. I was able to mod the MFCD and HUD colors, and other indicator light colors (which are just textures), but the lights controlled by the knobs are hard to find.
  11. You need to be in AG mode and be less than 20nm to the point you want to lock
  12. This was in the Hoggit MP Training server. (Server is public but PW protected. Password is hoggitfw1) My ping was 50ms. Loaded my plane with TGP, GBU-10 and the BRM-1. As you saw, fire the rocket from 4.2nm, alt of 5000-6000 fts at 350kts. Even the gentlest of turns, offset about 10°-20° left or right and the rocket just starts oscillate like crazy. Even if you don't turn away and just fly into the target, it still shakes. Less than what is seen in the video, but still enough to cause the thing to miss most of the time. Needless to say flying straight into a target in a real combat mission is suicide, and for a marginal increase in precision? Nah fam. This also happens in SP for me, however. Mission and mode are irrelevant. But alas it shouldn't matter anymore; THANK YOU, for finally making them use the S-25L SALH scheme! My video was recorded using the latest update. They're still as bad as before. Also tried your methods of just pitching up instead and they still miss horribly. EDIT: ok! TJ, you were actually right! If you fire these things in Area Track they will fly very stable trajectories. No more oscillations! They actually fly just as smoothly as before! But only if they are fired in Area Track. If you fire in Point Track, then they oscillate like crazy. Thanks man! This is good enough until the S-25L scheme is adapted! EDIT 2: it seems that the stability lasts only if you remain in Area Track. Once you go into Point Track, all BRMs fired from that point on become unstable and oscillate until you respawn, even if you shoot them in Area Track. In other words: NEVER GO INTO POINT TRACK MODE
  13. Fr.... It USED to work just fine, albeit with the reduced capabilities and increased restrictions of a beam riding scheme. At least it would hit targets, even with gentle offset maneuvers like you saw me do in my video with consistently decent accuracy. Now, since you guys applied your "research" into a weapon with the completely wrong guidance, you've turned this into a useless turd. It was a big-brain move to make it a beam rider to begin with; introducing post-launch maneuvering restrictions and reducing capabilities just for the sake of making it spin. But to also apply an artificial guidance error/instability ontop of a completely incorrect scheme? Friggin' cosmic-brain move... ...and now, after all this you won't revert the change, opting instead to wait for ED to develop a scheme they've apparently been "working on" since 2018. Never mind the fact that you'll probably have to rework the rocket's guidance and instability once that comes out, IF it ever does...
  14. Its a decently maneuverable aircraft, but the akward gun placement, lack of HMD and sluggish radar-assisted sights hamper it in gun fights. (Seriously the F-14 with its boomer radar has a quicker, more precise radar gun sight. I hope Deka are prioritizing tracking speed improvements for them, like the Hornet's GS a while back.)
  15. :cry:pls:cry:
  16. No FPM is clearly visible there above the WPT indicator and well above the horizon-roll datum, unlike the HUD FPM that's almost lined up with the horizon line.
  17. If you're still wondering what exactly I'm talking about, please watch this video of the BRM-1 from the first couple days of the JF-17's release: As you can see when the player fires the massive salvo of BRMs, all of them remain inside the inner part of the TGPs crosshair at max zoom all the way down until impact. Despite being fired at sub-optimal conditions; 4.2nm @ Mach 0.38 /241kts IAS, at a shallow 2 degree dive, ALL of them hit the Abrams tank. Here is a video of me doing the same to a couple of BTRs in the latest patch: In this video you can clearly see the BRMs, when fired in similar conditions to the first video will bounce and swerve wildly around, often going outside of the outer parts of the TGPs zoom bounding box in max zoom. And yes, while some still managed to hit the target, others landed meters away from the designated point, unlike the previous video which all BRMs scored a hit. I was also in active pause in my test, and the rockets still bounced around alot. Had I started to maneuver, they would bounce more erratically as they tried to stay in the center and ultimately over-correct and miss by a considerable distance. EDIT: Screen shot of the rockets, if you can't see them Old BRMs. These ALWAYS stay inside the circled area New BRMs. These always bounce around, this isn't even the worst I've seen them veer away from the center.
  18. DTOS still drops all of the selected ordinance regardless of selected count in SMS. >Spawn in a JF-17 with Mk.83 loaded on all stations (that's 5 bombs total) >Select DTOS release with 1, 2, or 4 bombs released at once. >Designate and watch as aircraft releases all 5 loaded Mk.83s
  19. Then why is this the only beam-riding rocket with an extremely unstable trajectory, despite there being no edit to the .lua on the patch this "bug" first appeared. It's quite a noticeable change, going from the pre-4/16 BRM to today's BRM. There's 0 chance they could've missed the rocket behaving wildly, especially since in the last couple of patches they did the .lua, unless Deka don't play-test their changes. (which I starting to believe they don't, since that SPJ bug from yesterday's patch would've also been easily caught the week and a half ago when they updated the changelog)
  20. I have one question that I really need the answer to: Did you guys add an artificial bounce to the BRM to make it extremely inaccurate and reduce its effectiveness? I ask this because way back before the April 16 2020 OB patch, The missile flew a straight and stable trajectory. It barely veered away from the center of the TGP reticle, even if you maneuvered 90 degrees left or right. After the patch that day, despite there being no edits to the BRM-1.lua file, all of the sudden the rocket began to fly an extremely unstable trajectory. It didn't matter if you flew perfectly straight, firing while going M1.0 at a range of 2nm, they still swerved violently around the laser beam, often missing the target by upwards of 10 meters. I understand that these use the Vikhr scheme, as stupid and unrealistic the decision to make them like that is. (let's forget the fact that the S-25L is a spinning SALH rocket already in the sim) Here's the thing I don't get: the Vikhr on the Frogfoot and Hokum do not violently swing around the laser beam as it flies down to the target. Even if you begin to turn away in the Su-25, the Vikhr will remain stable and near the center of the Shkval display. If you intentionally made them like this, why? If it was because they had too good range, then this is not really helping because the bounce makes them useless even when fired as close as 1.5nm/2 nm. Please get rid of this change as it further degrades an already unrealistically downgraded weapon. (Better yet, adopt the S-25L scheme. No more of this unrealistic beam-riding crap)
  21. Yep. pushing the AAP button no longer turns on the SPJ. Must've missed something while you guys were adding it to the wing stations and decreasing jamming power.
  22. Ok, it seems that today's patch finally fixed the weird swerving that the BRMs had. I fired a couple off at 4.5nm, at 250kts 4000ft and they didn't swerve erratically like the previous couple of patches. They feel just as accurate as before and don't feel OP in terms of range, absolute r_max is about 5nm Thank you guys for fixing them. EDIT: Nnvm it's still there when you maneuver. If you fly perfectly straight, they're much more accurate though. EDIT2: I give up on these things. They're needlessly inaccurate and extremely inconsistent. Besides the fact that their guidance is completely incorrect to the real one, just for the sake of making it spin, they still refuse to hit targets when fired in optimal conditions. I'm begining to suspect you guys intentionally gave it that stupid bounce as some sort of artificial nerf way back on the April 16 OB patch because the Vikhr on both the Su-25T and Hokum do not have that crap, despite it being the same scheme. More than that, no changes were made to the .lua for the BRM and the "bounce" is only present when you're in F1 view, which means it must've been a shadow edit in the .dll instead. The adamant need to have awfully incorrect guidance and an artificial FM anomaly ultimately ruined one of if not the best, most versatile weapon in the JF-17.
  23. It's because the radar antenna doesn't reset fast enough and the radar modes don't have a lock delay. You are unlocking the target, it's just that the radar immediately reacquires it due to the reasons above. ACM radar modes and radar-assisted gunsight in the JF-17 are kinda borked and crappy atm. I hope Deka will fix and improve them soon.
  24. Nope. The Vikhrs on the Frogfoot and Hokum guide perfectly, just as always. It's only the BRM that have seizures while they're flying towards their target
  25. Yes, the JF-17 automatically fires the laser marker when laser designator fires.
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