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DoorMouse

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Everything posted by DoorMouse

  1. See attached. I can make some educated guesses, but it would be neat to know how to read these accurately.
  2. Same for me - they never start their engines. Tried the mission twice, same result.
  3. I had this same issue. I moved the flightblock guy to take a different path over into the woods and 3x times it didnt work. I got it to work consistently by pressing Spacebar to send your flight lead going AS SOON AS POSSIBLE and that reproduced success
  4. This is awesome thank you! What is click Press on 4TWSH? I've never tried or seen NARROW. Do you mean you cursor over to the text and click it? That's an oddball
  5. F14 BLUE ETF Riker / Patrix ETF Doormouse / WhiteRabbit
  6. DCS: Steam Version running MT Option VR - Index Computer: 10700k Clocked to 5ghz 3090ti 64GB ram Windows 10 Description of problem: When launching in MT mode the lobby and in game stutters- see FPS Graph and Attached Video dcs.log DxDiag.txt
  7. It's interesting, this absolutely became my best practice with the previous iteration of the missile. You either need to fire in TWS with enough range for it to get a good shot... Or you need to gauge their/your altitude and speed so that it burns (most of if not all) of the way in at sub 20 miles. Once that motor is off it's speed drops rapidly unless it's in a very high loft. With the way the current missile is though, I'm not seeing that as clearly. 30-40 it is defeated nearly without maneuvering. Inside 20 it's likely your target is fast and maneuvering. If they stay high, maybe sure a sub20 mile shot will work... But any high to low shot is extremely low PK right now. It's so slow to accelerate, barely accelerates when being shot downhill, and reaches a significantly reduced top speed, it's total distance it travels while under motor is much less - and that's the only time it's really lethal vs a maneuvering target sub 20 miles.
  8. F-14A Red Pilot Doormouse/ Rio @WhiteRabbit
  9. no. I did get an email from you on May 26th saying I would get one shortly, but never saw it. Checked my spam and other folders as well.
  10. yeah it CAN work. I am just making the point that it just doesnt work in the way that is intuitive or obvious. The "hold Track" on your TID is kind of complete nonsense. Behind the scenes its doing a magical hidden "am I still tracking yes/no" calculation that you have no way to tell. The game CANNOT track anything except a real physical object.... Behind the scenes a successful hold track is actually just a regular old track. The logic to determine if it magically continues to track or not is a mystery to me, but it does not work even when it should.
  11. Thanks! Ill take a look, but be aware, in DCS the missile will NOT guide to a track hold. What happens behind the scenes is that to the USER It throws up a track hold icon but to the SIMULATION it is still actually factually tracking the missile IF conditions are met- and I don't know exactly, I've heard it's 3 miles but I've seen Hold Tracks on top of the target never pitbull consistently. So if the report is that missiles don't follow the hold track, that is working as expected and has been so since day one. The problem is the missiles simulation isn't sophisticated enough to Track or guide to an INS point. The code just doesn't exist. It either IS or ISNT tracking an OBJECT. I believe the new missile API has this feature but it has been in development for years and well.... Look how awful the 120 Is (which is on the new code). So careful what you ask for.
  12. I rarely ever see extrapolated tracks ever go active. There is a major limitation in the game engine, and the way its implemented is extremely hit or miss. Basically the actual target needs to be very close to the extrapolated track, and even then I rarely see it work. Could you provide some tracks/recordings/descriptions of the other two items. I don't understand.
  13. @MilesD Hey Miles not sure where the best place to post this is - I've put in 3 requests on May 2021, December 2021, and just today via the website and got 3 emails stating: I think something has gone wrong because I have not had a reply back. Appreciate the help!
  14. Yes, when you tell Jester to STT he will PSTT and then your missile is hopelessly searching with its seeker on. The seeker can only detect at ~10 miles. TWS you should be getting them to guide. There is a loft error but its relatively uncommon. My suspicion is that you are not holding the track and need to read the symbiology. Could be wrong, but never hurts to review the manual : https://www.heatblur.se/F-14Manual/general.html#tid-symbology In any case, I promise that it does and can work just fine in single and multiplayer. The loft and or guidance issues are not a 100% of the time bug
  15. Ok well you are definitely doing something wrong. It does work appropriately Are you holding the TWS track till pitbull? IE you let it create a track number and hold it till it times out and blinks?
  16. 120 isn't bad. But if you are having lots of packet loss or network issues then that could definitely be causing a whole host of issues. When you fire in TWS, is your ACM switch covered, your missile mode is NORM, and you have a confirmed GOOD TWS Track? Do you hold a good track all the way until the PITBULL indication? Actually, you are saying "LOCKED" which makes me think you are STT. If you lock a target and fire a Phoenix at more than say 10-15 miles you can expect it to miss UNLESS you are in Pulse Doppler. The Phoenix can only get guidance from the AWG9 from Pulse Doppler modes... TWS and PDSTT. If you are in PULSE STT then the Phoenix acts like a torpedo- it gets a direction, turns on it's seeker, and kills the first thing it sees friend or foe. I suspect you are using the incorrect mode for the job
  17. That's incorrect, all phoenixes can have loft issues, especially if you nose up and manually loft them.
  18. So with many hours in the tomcat I can tell you it does work. But I'd be happy to help figure out what's going on. To be clear, they changed nothing with the radar, only the thrust and drag coefficients of the missile. So you can't fix, what isn't a problem. If it's STT, you need to really be within 10 miles, it's highly dependent on the target and your altitude. If it's TWS, are you holding it until the TID icon blinks, and it is pitbull? Was this single player or multiplayer? (Edit- it might be possible Jester is defaulting to the FOX1 PULSE DOPPLER mode and that's why it's not hitting, unless you retain lock)
  19. Are you firing STT or TWS for those long range shots. If you are firing STT, they won't hit at that range. Pulse STT is firing the missile directly at the target at the correct Azimuth and Elevation for a direct shot, at 36 miles it wont reach, and the seeker can't see the target. If you are firing in TWS it works just fine if you are able to keep the TWS track until pitbull (sometimes the loft is an issue but usually at much longer ranges) (or fire in Pulse Doppler STT, but thats a whole other method and discussion)
  20. That's a known guidance issue with loft. Anything related to guidance logic is Eagle Dynamics. Heatblur can adjust thrust, drag, weight, etc...
  21. A giant radar return less than a mile directly off the nose of the missile doesn't raise any red flags for you? Its going to be hard to have a discussion If the starting point is that far apart, quite frankly. Only because stating something as 100% certain is foolish- I find it HIGHLY UNLIKELY that an Aim120's seeker and couldn't tell the difference between terrain very far away, and a f14 very close (we don't even need to consider that DCS does not simulate geometry of the aircraft to compute RCS either). Under no reaonable circumstances besides a major failure of equipment or software should that missile have missed. Please, I think we would all like to hear the rationale for how that missile, with look down capabilities, Medium PRF signal processing, and a host of other modern features, could lose track of a Tomcat at 1000 feet from impact against clear blue sky or a ground which is miles away.
  22. It's unfortunate but true that all of the missiles in dcs are (for the lack of a more subjective statement) - Bad. There are really two issues: 1) Guidance which is 100% ED 2) the third party missile API for missile features, kinematics, radar interaction, etc. Guidance is a whole other can of worms... Missiles pull turns which lose their targets and have to be G-limited to not bleed All their speed... it's not ideal. All that being said, this is serviceable if the API is implemented. Without seeing everything in the API, I can guess as to what it might contain... It would be a massive quality of life improvement for DCS is to complete the missile API and expose it to third parties. Once there is a working and well documented API then third party developers can finally start building weapons for their aircraft within the same physics framework AND finally get access to features which only some missiles have (like INS guidance). Please, prioritize effort into providing a working API and offload this to 3rd parties. This would be the #1 thing you can do to drastically improve multiplayer. If you took another pass at missile guidance and removed it's Bang-Bang control surface logic that would be a huge improvement too.
  23. OK - So the behavior described in the changelog does not seem to be exhibited in game.... which is great. I presumed from the changelog that it would universally change the timeout of the VR cross. However it ONLY does so if you have the use mouse ticked. Apologies. doesn't look like there is a problem at all.
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