

DoorMouse
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Everything posted by DoorMouse
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Aim120 can be trashed with a barrel roll and chaff headon
DoorMouse replied to GRY Money's topic in Weapon Bugs
Chizh, the missiles have been on different models for a long while. Is there any expectation when everything will be on consistent model? -
IR Missiles Much Harder to Flare if not Impossible From Latest Patch
DoorMouse replied to ColdClaws's topic in Weapon Bugs
Yeah... It's because the modeling is poor In real life a hot flare moving away from the aircraft would pull the seeker head away from the target. (Let's presume a less modern missile without fancy ccm or multi spectrum sensors like an Aim9x) However in DCS, the ir missiles aren't locked on an IR signal, they are locked to a game entity and don't even bother to look at flares unless they dice roll comes up. There is likely some sort of additional math done if the seeker is in the FOV, in front of the aircraft, or is closer to the missile than the aircraft... Who knows. Net-net what it means is that flares that should be effective, if they do not get a positive dice roll, do not do anything. This is also why IR missiles cannot jump targets and are completely safe to shoot into merges (IN DCS) if you have a positive lock. It is impossible for them to pick up a second target once launched. Whatever the underlying code, the behavior is definitely strange and unrealistic. When you're doing that inverted maneuver it's exploiting some limitation or implementation of the game code, who knows what. -
IR Missiles Much Harder to Flare if not Impossible From Latest Patch
DoorMouse replied to ColdClaws's topic in Weapon Bugs
It's still very much just a dice roll, but it takes into account distance. The inverted flaring is.... Interesting. But hilarious, and unrealistic. It's very interesting it's so consistently defeating missiles. I'd venture the consistent ability to push negative G is some poor guidance implementation. Missiles used to have strange issues when going through zero degree axis values, so everything is on the table. Otherwise, it's likely a very crude implementation of the FOV of the seeker. Test it with the mig 21 who launches flares off the top. Or pull different directions. The whole missile implementation is just, bad across the board. But in this case it seems they just messed something up, because it wasn't in the change notes. Maybe something they edited for the new fog messed with the core IR code. -
IR Missiles Much Harder to Flare if not Impossible From Latest Patch
DoorMouse replied to ColdClaws's topic in Weapon Bugs
Flare cooling? DCS doesn't model any systems near sophisticated enough for that to be relevant Countermeasures are a dice roll. There is also a CCM dice roll to reject countermeasures. That's it. People have pulled the exact coefficients from the files previously. This is likely just they put the wrong values on the wrong weapons somehow. -
I can confirm the Tomcat's animation for the GLOC is broken. I thought it was just the way the new DCS GLOC effect worked but then I tried it in the F16. The Viper still has tunnel vision and a much more gradual visual indicator that its happening. The Tomcat goes grey slowly and then instantly blacks out no tunnel vision. Its definitely not consistent with the way other aircraft experience it anymore.
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It's all going to be unrealistic, and it will be as close as possible to realism if you can mimic the actual capabilities. That unfortunately means things like, making aircraft spotable at realistic distances. If ED wanted to go a step further you would need to deal with geometry, lighting, and contrast. You can't accomplish realism with straight rendering the model, you need an aid.
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Its hard to replicate the resolution capabilities of a 20/20 mk1 Eyeball. They could put aircraft models in, but scale them up slightly, or they need to make black dots which are visible at 2-3 miles. Maybe they could greyscale the color of the aircraft depending on angle, lighting, etc.... but thats a whole bit of code to develop.
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@Gareth Barry @Katsu The test configuration was significantly lightened - Yes they never fired it... and their data is about as good as anyone here can ask for. As much as I personally would love the AIM-54 in game to be better. I think the Kinematics are probably pretty close... The Guidance is a major culprit of the poor performance, id wager. hey have a couple charts for performance. One is 45kft Mach 1.2 45 degree launch. The other is 45,000ft Mach 2 launch. Fire up the mission editor and test it, post tacviews. I'll give that a shot later. null 171793main_fs-093-dfrc.pdf
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Mission 7 - nobody takes off
DoorMouse replied to Tophatter14's topic in DCS: P-51D Debden Eagles Campaign
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 -
Callsign: Doormouse Aircraft: Blue F14B
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- pg97
- persian gulf 1997
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F-15E Radar Modes HOTAS Diagram & Azimuth vs Elevation Plots
DoorMouse replied to CourageousPotato's topic in F-15E
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 -
F14 BLUE ETF Riker / Patrix ETF Doormouse / WhiteRabbit
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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
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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.
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F-14A Red Pilot Doormouse/ Rio @WhiteRabbit
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reported [DCS ISSUE] TALD's do not attract SAM fire
DoorMouse replied to StarLiner's topic in Bugs and Problems
Stuff like this is ridiculous.