Jump to content

RedPanda

Members
  • Posts

    23
  • Joined

  • Last visited

About RedPanda

  • Birthday 02/17/1999

Personal Information

  • Flight Simulators
    DCS World
  • Location
    Zhejiang, China
  • Interests
    Military Enthusiast

Recent Profile Visitors

818 profile views
  1. Thank you for your reply. I was thinking I can drop these once the pipper line goes solid. In your way it still fell a little short but the sub-munitions are able to cover the target. Maybe the computer didn't calculate the trajectory of the sub-munition.
  2. The CCIP pipper does not work with MK20 cluster bomb right now. It does not indicate where the bomb will actually hit. The bombs fell short. Inaccurate Pipper for Mk20.trk Mk20 CCIP.miz
  3. AI 052B / 054A launches YJ-83 at friendly ships in the same group. The spacing between 2 ships is about 10-12km so there is no way that the missile hit a friendly by accident. And they often get destroyed by each other's YJ-83. YJ-83 friendly fire.miz YJ-83 friendly fire.trk
  4. I think what you set there is the desired speed at passing way point 1. Click the left arrow on the way point selector to select the start point. You can change your initial altitude and speed there.
  5. Deka developers are not being very active these days...
  6. Currently PL-5EII slaves to the radar only at its first attempt: If the missile seeker lose track of the target (For example, when the target aircraft cuts off afterburner), the seeker will return to the center and will not slave to the radar again (Unless you break lock and reacquire the target). (In my test I used seeker cage/uncage button to simulate the seeker losing track) PL-5EII slave issue.trk PL-5EII.miz
  7. Hi uboat, Thank you for your reply. Also I would like to know if there is any plan in the future to implement the wing deployment animation and dive angle settings for the LS-6 bombs.
  8. This bug is quite unusual. When the LS-6-500 bomb is still on the pylon, it is a normal-looking LS-6-500. However, once it is released from the pylon, it transforms into an LS-6-250 bomb. The LS-6 bombs are also lacking wing deployment animation. LS-6 bug.miz LS-6 bug.trk
  9. CM-802AKG now ignores the cruise altitude settings and flies straight towards the target. The missile also gains a massive speed boost after it started its engine. The speed was 979km/h when it dropped the intake fairing. The speed went all the way to 2260km/h the second its engine started. CM802AKG Bug.trk CM802AKG.miz
  10. The cold launched Mach 100 issue has been resolved. However, it now also misses targets because it goes for a very high trajectory (peaks at around 55,000m) and losses control in the extremely thin air (fins ineffective above 30,000m). Its control fins could not pitch the missile downwards and the missile often fly over the target which is a few kilometers below. Since the missile can't go down on its own, it basically goes for a ballistic trajectory and thus can go insanely far. First HHQ-9 was launched at 130km The first HHQ-9 hit me, going Mach 2 fully cold, at 223km HHQ9.trk
  11. Replay track file added Replay track file added
  12. The current HQ-7 is the very much ineffective in game mainly due to accuracy problems of its missile. It tends to miss even on an aircraft that is simply flying straight. It took 4 HQ-7 launchers (2 Radar guided + 2 Optical guided) 14 HQ-7 missiles to bring down 2 F-5E flying straight towards the SAM battery. The flight trajectory of the missile also seems weird and unrealistic. After miss the target, the missile will loop around and try to hit the target from the back. Some missile even could do a couple of loops before it ran out of energy and hit the ground. Please revise. HQ-7.trk
  13. The Type 730 CIWS on 054A frigate faces the wrong way and I am sure it does not point its gun to the chimney in real life.
  14. This post contains 2 bug reports concerning the behavior of the GB-6 glide dispenser: The first one is the Undershooting issue of GB-6 SFW: its submunitions hit the ground before the target. I have noticed other reports about this behavior but to this date I tested, it is still glitched. The second one is about open altitude of the standard GB-6. It seems the GB-6 will always open and dispense the submunition at the default altitude of 295 regardless of the set height, while its glide path is adjusted for the requested open altitude. In other words, GB-6 will overshoot and undershoot according to the different set open altitude. GB-6 overshoots with 750 open altitude GB-6 slightly undershoots, 150 open altitude. GB-6 SFW .trk GB-6 150.trk GB-6 750.trk
      • 3
      • Like
      • Thanks
  15. It is already turned on. On the central MFCD you can see it is in Type 1 Jamming mode.
×
×
  • Create New...