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DoorMouse

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Posts posted by DoorMouse

  1. On 1/14/2024 at 8:57 PM, Rico320 said:

    HI All, 

     

    I can see the fix up above - but for the life of me cannot seem to get to delete the offending infantry man from the mission editor - I cant delete anything infact.

    I've tried making a copy, amending it in a separate file but then cannot resave it afterwards (was hoping to then just replace the old file with the new), I'm assuming there's protections on the file. Im not overtly experienced with the mission planner but there are no options to delete anything along the left vertical bar when I select anything. So I'm kinda stuck at the moment on this mission. 

     

    Any advice or help in laymans terms would be appreciated! 

    Happy Landings,

    Rico

    P.S - For someone who has always craved that extra realism in campaigns, yours are excellent Reflected. Picked up pretty much any campaign with your name on it. Excellent work and cant wait to try the rest. Your attention to detail and effort is very much appreciated.  

    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

  2. 4 hours ago, Uxi said:

    Puck Howe said Top Gun in 97 trained to shoot long range at 30-40 nm or 0-20 but to hold between 20 and 30 nm since it would be detected and defeated mid range. By that point, only had C.

    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.

     

     

    • Like 2
    • Thanks 1
  3. 22 minutes ago, Noctrach said:

    I'm positively sure I've seen missiles track to some extent on an extrapolated track, at least in the sense that they completed their loft in the direction of the track. Possibly in the way you mention where trackholds and real target are "close enough" but I could be misremembering. I don't recall them really doing what they're doing now.

    That said, most of the extrapolated tracks today were literally overlaid on top of the real returns all the way until TTI -5 so if the sim works as you say there's no reason why these missiles didn't track or go active.

    But yeah, the 120 does not inspire confidence right now 😛

     

    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. 

  4. 25 minutes ago, Noctrach said:

    The issue to me is not that the extrapolated tracks don't activate, but they don't guide at all. They start their loft (or not at all) and just fly straight until stalling. This is a behaviour that was fixed in the past.

    For the other part, I've seen extrapolated track start flashing (active) while it was the solid track's missile going active. I've seen it start flashing way late or way early (I think again because it might have been tracking the wrong missile). It's hard to verify but in general I feel the guidances sometimes mix up when there's a broken track.

    I'll see if I can provide some tracks in the coming days. I'll add some tacviews for tracks where either one or both tracks broke. You'll notice one missile guiding and the other just flying straight.

    Tacview-20220608-173533-DCS-F-14B_IA_PG_BVR.zip.acmi 204.65 kB · 1 download Tacview-20220608-174918-DCS-F-14B_IA_PG_BVR.zip.acmi 164.08 kB · 0 downloads Tacview-20220608-181053-DCS.zip.acmi 155.3 kB · 0 downloads Tacview-20220608-181843-DCS.zip.acmi 203.26 kB · 0 downloads Tacview-20220608-182147-DCS.zip.acmi 183.26 kB · 0 downloads

    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. 

     

  5. 2 hours ago, Noctrach said:

    Change in drag is very minor, but welcome. Intercept geometry seems a bit better.

    The bad news is that this patch seems to have completely broken guidance with extrapolated tracks on the AWG-9

    • Extrapolated tracks don't go active.
    • Presence of extrapolated track seems to break guidance, not entirely in a consistent way, sometimes it seems to affect other shots but this might just symbology related.
    • Symbology for missile activation inconsistent, doesn't correspond with terminal phase, sometimes doesn't appear at all, sometimes appears for the wrong track. (This makes isolating the issue rather difficult, it's hard to assess what's really happening)

    Edit: Can unfortunately consistently reproduce this behaviour in Persian Gulf BVR instant action

    Edit2: Removing some elements TBD because the symbology issues make it hard to correlate tacview and cockpit

     

    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. 

  6. @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: 

    Quote

    Thank you for Preordering PointCTRL. You will receive a PayPal invoice when your order is ready to ship. We are currently starting production for PointCTRL Version 2, and our goal is to have all preorders shipped within 60 days. Thank you again for your support and patience. The PointCTRL Team

    I think something has gone wrong because I have not had a reply back. 

     

    Appreciate the help! 

  7. On 5/7/2022 at 1:05 PM, HarryCooter said:

    I have been using voice attack for controlling Jester. If "track single bogey ahead" defaults to P-STT then that would explain why that is happening with that command, but it still wouldn't explain why the missiles also fly off in TWS mode. I'm not the only one having this issue with the missiles flying off, which leads me to believe there's an issue with the missile guidance rather than user error(which some of it very well could be). 

    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

  8. 3 hours ago, HarryCooter said:

    I just went and tried all the different modes to see. All missiles just went straight and flew off into the distance, it didn't matter which mode I used.

    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?

  9. 2 hours ago, HarryCooter said:

    I don't have tacview and the track file is too large to be uploaded. I just watched the track file again, and all of this missiles just flew up and off into the distance except one. The one I fired at 14 miles looked like it was tracking but it must have been tracking a submarine because it drove straight into the drink. None of them tracked the target I had locked. I was playing with a guy last night who was managing to get hits with the AIM54. His ping was low and I'm usually playing on server with a ping of around 120. So, I'm wondering if that has something to do with it.

    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 

  10. 56 minutes ago, HarryCooter said:

    In this particular instance, I believe I was in TWS until the 20 mile shot. TWS or STT, it's not working for me. I spent a couple days trying to figure out what the hell is wrong with this thing. I'm not wasting my time with it further until there is some fix. I almost wish I had never bought the damn thing, but it was fun for when it did work.

    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)

     

  11. 1 hour ago, HarryCooter said:

    The F14 is practically useless right now and it's extremely irritating. It struggles to keep lock on anything under 20 miles, and when you do manage to keep lock you can't hit anything. During my final attempt the other day I managed to maintain lock from 45m-merge and fired at least 4 aim54s. 1 @ ~36m(30,000+ft), 1 @ ~20m(30,000+ft), 1 @ ~10m(30,000+ft), 1 @ ~4m(~10,000ft). Bogey didn't even have to crank. The missiles just flew off into the distance.

    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) 

    • Like 2
  12. 7 hours ago, Sonoda Umi said:

    My AIM-54C launched at 30,000ft towarding a co-attitude MiG-29, but climbed into 140,000ft and then missed the target ofc. It was not matched the real performance apparently I think.

    Which was the main reason contributed to this? The Missile CFD problem or guidence issue?

    Screen_220504_005425.png

     

    That's a known guidance issue with loft. 

    Anything related to guidance logic is Eagle Dynamics. Heatblur can adjust thrust, drag, weight, etc... 

    • Like 1
  13. On 4/30/2022 at 7:24 AM, BIGNEWY said:

    Not seeing anything wrong here. 

    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. 

    • Like 9
  14. 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. 

     

     

    • Thanks 4
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