

J20Stronk
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[FIXED] SPI/WPT not visible on HSD in AG with non-PGMs.
J20Stronk replied to J20Stronk's topic in Fixed Bugs
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Not sure if this is correct behavior of the JF-17's AG mode, but you do not get neither SPI nor Waypoint markers on the HSD in Air to Ground mode. The only way to get a SPI to show in AG mode is to equip an INS guided munition like the GB-6/LS-6 glide bombs or C/M-802AK/G missiles. This is kind of an important symbology to have when doing bombing runs or CAS strikes, since it improves SA and may help you figure out where the TGP or AG radar is pointing. If the lack of SPI and Waypoint is correct behavior then.... seriously, AVIC? related: https://forums.eagle.ru/editpost.php?do=updatepost&postid=4335681 The second problem I see is that SPI LAT/LONG/ALT/RANGE is not being repeated on the lower 3rd Right MFD sub-page when you enter AG mode. I think this actually is a bug because I have not seen this info get filled in with any weapon, with any delivery mode. This subpage would actually show a lot of useful info for FAC roles and it would actually give target info when employing weapons in PP modes, as neither HUD nor CNTL menus show PP or RP Point range and location data unless you select it as a waypoint.
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Something more, tame... Our DCS F-18C is supposed to be a ~2006 model operated by the US Navy and USMC. Neither of those branches use the Cheek-Mounted LITENING pod, and you'll never see one carry 10 AMRAAMs under their wings on a combat sortie. And yet, ED has given us the option to do so, since the plane is capable of doing it according to their docs and SMEs. I'd like for Deka to do the same: if AVIC says it can, then we should have the option to carry it, regardless if the PAF doesn't.
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SD-10 deliberately veers away from target just before impact
J20Stronk replied to njoyyoursalad's topic in Bugs and Problems
I think RWS/SAM or DTT launch still makes the missile fly to the initial bandit position. STT guides just fine. I think it's actually related to this bug reported for the R-27, where losing lock will just make the missile home in on chaff. https://forums.eagle.ru/showthread.php?t=253434 I'm assuming that due to how the game works, using "soft" locking modes like TWS/SAM/DTT, you're technically not "locked" to the bandit; a condition, 'istargetlocked = false'. The game only recognizes STT as "istargetlocked = true" state, while other modes are not. And since the AI are cheaters and know that you fired at them even in soft-lock modes like TWS/DTT, they immediately drop chaff. So when locked on state is true, the missile homes in properly. when false, even if you are in TWS/SAM/DTT, the missile will chase the chaff instead, like it does for the R-27. Theoretically, if a human player were to drop chaff as soon as they were fired on in with TWS, the same would happen. I think this also affects the current AIM-120, AIM-54, and R-77 too. Thankfully it's been fixed internally by ED and should be in the next patch -
Ah ok. I thought the brakes used PN because there was a reddit post of someone being unable to use the Brakes after expending their PN because of the drogue chute. Regardless, PN not being replenished and EMER PN not being usable needs to be fixed
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SD-10 deliberately veers away from target just before impact
J20Stronk replied to njoyyoursalad's topic in Bugs and Problems
The only guidance issue I ran into was launching TWS'd SD-10 at AI bandits. The missile won't actually fly to the target and will instead fly to the point where the target was when I fired the missile. It would then do a sudden turn towards the target as it goes active, effectively killing all of its energy. This only happens against AI in both MP and SP. TWS guides the missile just fine against human players. -
Speed of the controls depends on fps
J20Stronk replied to arkasha_s_mishkoi's topic in Bugs and Problems
You guys should really not use FPS to determine speed of functions. It's an awful way to determine rates, as it will be completely variable and not realistic at all. IRL, JF-17's TDC, radar scan rate, or TGP zoom speed wouldn't slow down or speed up simply because there are more aircraft parked nearby. :lol: -
I think you ran out of pneumatic air. For some reason that isn't being refilled on rearm or repair. (Which is kinda dangerous since the chute and brakes need that to work.)
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Yep. I went ahead and mapped F4 chase, F6, and F1 views to my HOTAS. It may be a bit akward, but my BRMs are finally hitting their targets. :thumbup: Hopefully Deka will have this fixed by next patch (whenever ED decide to ship it out. I hate SVN workflow :mad: )
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OK. So after some more testing I have noticed that when you track the rocket in F6 view, it actually flies perfectly normal; no violent swerving around the laser track. However, once you switch to F1 cockpit view, it'll start violently swerving again. If you cycle between F6 and F1 views You'll be able to see the missile overcorrect trying to realign on the laser. I was in Active pause while testing this, so aircraft maneuvers were not a variable in my testing; the rocket still wobbled in F1 view, but flew perfectly straight in F6 view.
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Again, even if you fly perfectly straight into the target so that your relative position to it is the exact same, the BRM-1 will still bounce around the laser violently, where it didn't before the latest patch.
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ehhh. If the main reason as to why we can't have lightweight bombs on the inner stations is because the PAF always carries fuel tanks there instead of said bombs, then ED should get rid of the Dual Rack 120Cs, because the USN/MC are definitely smarter than loading 10 missiles on their planes. :lol: No, there has to be a reason. We already have an excuse as to why we can't mount rockets and missiles on the inner stations, but we don't have one for smaller, lighter, and significantly less expensive munitions. Clearance and weight should not be an issue, and SMS - LOAD has entries for them on those stations.
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No there is definitely something wrong with BRMs in this patch. Even if you fly in fast, get real close, and don't maneuver as you guide the rocket it will still jump and wobble around violently, often missing the point where you were designating by a couple meters. They never spazzed out like that in previous patches, and still managed to hit their targets dead on even if you did sudden evasive manuvers.
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I've been noticing this happening alot recently, but only against AI. Both in SP and MP (I play on GAW at times.). Using TWS "Soft-locks" to engage a target just sends the missile out to the position where the enemy was when I initially fired it. If I use STT, the missile correctly follows the target all the way through the engagement. Again, this only happens against AI opponents in TWS, SAM or DTT modes. STT works just fine and all modes TWS SAM and DTT guide the missile properly if I am against a human opponent. I believe it could be the AI dropping chaff when they get fired on. I know that even when engaged with TWS, AI will still drop chaff because they're all-seeing cheating scumbags, and maybe that's causing the missile to go to the initial position where they were fired from.
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Ace Combat Assault Horizon has an F-2A with with a Japanese VMU voice. Though, I don't think you'd wanna spend $10 just for the voice. (Game isn't that great anyways) You could use Text-to-Speech and some Audacity magic to add a mic / computer voice filter. FYI the triggers for each advisory is: Altitude : Aircraft is below set Rad. Alt Warning (config in NAV page) AoA : AoA is above 27 Deg. WARNING : Aircraft has detected a minor to moderate system fault or malfunction. Check Advisory Panel. DANGER : Aircraft has detected a major malfunction that makes flight dangerous, best to eject to ensure pilot's survival. Typically this is tripped by full FCS failure (failure in all FCS channels) or 0 hydro pressure while in flight. Fuel : Fuel is below set bingo level (FUL on UFCP) Bingo : Fuel is below set bingo AND flight computer has detected a nearby airfield to land at with remaining fuel. (Automatically switches to BNG APR mode) LandingGear : Gear overspeed warning (>= 300 kts) Lock : Target locked using any DGFT radar mode (VS, BRST, HA) Missile : Missile detected by MAWS. Overrides Missile launch warning (the fast beep.) Pullup : Sink rate is too high and you are too low. Was bugged and never played, now fixed internally for next patch. Speed : Speed is too low (< ~120kts) Tracking : You are being tracked by a radar (STT/ SAM etc) YawRate : Yaw is being limited to prevent flight departure.
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+1 The main issue is definitely DL and AG radar being active at the same time in MP only. In SP, AG radar and DL do not drop the framerate to single digits on my system (4790K, 16GB RAM + 32GB Pagefile on SSD, GTX 1070,), but they do in MP. I have to silence the radar, or turn off DL if I am going to use it. I am certain it has something to do with the ground target detection in MAP mode (the little gray boxes.), but frame drops also occur when detecting in GMTI or SEA1/2 modes, and HSD is spammed with AG contacts.
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Why isn't the JF-17 module at 50% discount like the rest?
J20Stronk replied to Hardcard's topic in JF-17 Thunder
2 weeks + 2 days free and $65 for the JF is way too good to pass up. HB didn't even participate in the FFA period and neither of their modules are on discount, despite being of the same level of care and quality as the 17. I haven't heard a complaint about that. And yet, people are willing to spend $40 on this: -
it's in his attached .acmi. You can see he fires an SD, 54, and 120C from an F-15. Ignoring the fact that he is in a superior high-altitude launch platform going M 1.35 at 42000ft and his target is a "dumb" AWACS, all 3 missiles would have hit. What makes the SD-10 superior to all 3 missiles is its loft. The last patch gave the SD-10 hands down the best, smoothest loft of all 3 missiles. The 120's is too high and too long, and the 54 does the "overcorrection jerk", as I call it when it goes pitbull. Hence, you see a sharp drop in speed in his graph (went from M 5.0 to 3.75 in 1 second :megalol: ) The SD-10 does have a drag advantage over the AIM-54 (it's a smaller diameter than a Phoenix) and a slight turning energy retention advantage over the AIM-120 (subject to change once the 120 CFD research is complete and Dual-thrust/impulse is implemented properly), but ultimately the SD-10 is no "god missile". In fact it eats chaff like crazy and can easily be defeated with a steep dive and some chaff.
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Took a look at the .acmi: 42000ft for both launcher and target. No defensive moves whatsoever from stationary E-3. AIM-54 did a "Jerk" maneuver that killed a lot of its energy (you can see it the moment it happened in both your graph and the .acmi) otherwise it would've hit first with a lot more energy. HB needs to look into it. SD-10 did not do it thanks to the new lofting guidance. Also, the 120 would've hit the E-3 as well, but the current loft leaves it hanging way out for too long (it would have hit going Mach 2.9). Overall: nice cherry-picked parameters. Good luck getting a JF up to M1.35 at 42000 with a combat load against a non-maneuvering target. If both 54 and 120 didn't have crap lofts, they'd would've hit first with more energy.
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Radar still tracking TWS locks when target is outside scan limits
J20Stronk replied to fragal's topic in Bugs and Problems
Fixed internally ~2 weeks ago. https://forums.eagle.ru/showpost.php?p=4294879&postcount=10 -
I think foxwl and l0opback said they wanted to further decrease the range to something around a hard 4.5nm /7km. Before, you could ignore the IN RANGE cue and fire these from well beyond 6nm and still get a hit. What they didn't realise was that their FM tweaks also makes the BRM violently overcorrect while still having a beam riding guidance. Therefor it will bounce and often go over the top of the target due to the autocorrection. They said they're gonna revert changes.
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Yeah you have to manually lower flap using the TEF switch. Gear down, Flaps down, Air Brake out is the proper landing config for a light JF-17 (<2500lbs fuel, no stores/2 wingtip PL-5) If you're coming in heavy, Speed brake should be in during descent, out when touched down. Always aerobrake, pop chute below 130 if needed. Touchdown speed should be around 150-160 heavy, 130-140 light.
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They can only be changed by the ME prior to mission start, so you're gonna need to contact one of the admins of the Hoggit Discord and ask the to change the freqs so you don't have to.
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The thing is, even if you fly perfectly straight to the target by placing the plane's Velocity Vector on the target, the BRM will start bouncing around the laser eratically where it didn't prior to the patch. Before, the missile would ride the laser pretty well, where even if I turned perpendicular to the target, the BRM would stay perfectly in the middle of my TGP display as it made its way down. Now it bounces as though the TGP turns off the laser intermittently, and the missile loses and reacquires the beam and tries to correct it's flight path.
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Yep