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Chenstrap

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Everything posted by Chenstrap

  1. Discovered this when wanting to see test the performance of the Mica (BTW, patch notes mention Mica ER. No such missile exists in the sim, just the IR and RF?) Setup 2 flights say 60 or 70 NM apart, both nose hot, Target aircraft set to not react to threats, ROE weapon hold. All of the blue (shooter) aircrafts tasks deleted. "Search then engage unit" added, and "AA Missile Range" is set to max. I tested CAP, Fighter Sweep, and Intercept with identical results Blue aircraft will accelerate at max AB at mission start, and then at 50NM just coast up until they launch. . Mica Mission.miz
  2. The search bar for the user files has behaving really weirdly. It seems to work off a 2 step process. Step 1 is, when you type something into the bar, it actively finds results as a suggestion. It lists like 8 or 9 results. In then gives you "See all results" or you can hit the magnifying glass. The problem is, the results it brings up do not jive with your search at all. For example. If I search for NSAWC, the suggestions are all NSAWC skins people have made. However, when I click "see all results" or hit enter (Typical search engine <profanity>), you just get a bunch of random stuff. For example searching NSAWC the first 3 results are a clickable FC3 mod, a Bulgarian Mig 29 skin, and an Anime F15 skin. In addition, none of the files that were suggested in the drop down even appeared in the search.
  3. Really cool to see this. Ive been tinkering with trying to make the AI do pop up stuff with the aerobatics a bit, but that was all thru triggers and was a bitch to setup and didnt work well. Seems doing it thru scripting gets you much better results. Do you think something similar could work with AI for air to air attacks as well? Ive been playing with the idea of using the aerobatics to make the AI give different threat presentations. Its just an absolute cluster to try and setup with a bunch of triggers, I would think a script would likely simplify this?
  4. If you hold TDC down for a couple seconds the radar will follow the cursor around.
  5. Hi, im tinkering with cockpit arguments just wanting to know what all is possible. At the moment all I am trying to do is setup a trigger that displays a message when a user pulls the trigger. In the F18, the problem I am having is that almost none of the F18 Stick arguments function in any way. A couple work, like the weapon release/pickle button, and I can easily set the trigger to work with those. However, I cant make the majority work like the trigger (Argument 479), the weapon selector, (481), ETC. Ive tried a bunch of combos of minimum values and nothing works. One thing to note, in the clickabledata.lua in Notepad ++, all of those arguments im having issues with are commented out (A -- at the start of every line). Is this why they don't work? Are these not even arguments but rather something else entirely like cockpit parameters instead? Second, looking at the F16 clickabledata.lua there seems to be nothing regarding the HOTAS in anyway. Is there any reason for this? And third what in the world does "Avionics Plugin" mean? I cant find any reference to this anywhere. I have tried google and forum searches, the mission editor manual doesnt mention it from what I can see, nor does the decade old A10 cockpit argument document. thanks for any help!
  6. Sorry, didnt mean to imply the AMRAAM/R27 were also bugged. I was more using that as an example that the AI are launching these long range missiles (Phoenix, R33, R40) at the same range of the medium range missiles (R27, Aim 120) and in some cases theyre launching the medium range missiles from further out
  7. This issue persists across multiple aircraft with multiple missiles. I first noticed this when messing around with 1v1 engagements and the AI would only launch on me around the time I was hitting Rmax for an AMRAAM shot (That was hornet vs Tomcat and Mig 31). I setup a few test missions, and ALL of the long range platforms are not taking shots past around 30 nautical miles. The setup is simple: Both shooter and target aircraft are set at 32,000 feet and max speed. Target aircraft I have tested are fighters but most notably large, fast aircraft such as B1, TU22, TU160 ETC that these jets were basically built to obliterate. Target aircraft are set to not attempt to evade in any way Simply put, these are juicy parameters and F14s should be shooting ~100NM Aim 54s at these targets, and I am sure the Mig 31 and Mig 25 would be able to take some long shots with this setup as well. But, all 3 aircraft all launch at basically the same point, 30 nautical miles. A keynote as well, is the heatblur Phoenix will not launch at all. Only the old phoneix from the original AI F14 launches I also tested a couple other aircraft. The F15 shoots an AMRAAM at 40 Nautical miles, The Mirage 2000 a Super 530 at about 32NM, A J11 launches an R27ER at about 30nm as well. I have attached the mission file and a track file below Long Range Missile Test.miz Long Range Track.trk
  8. Dont think so without using the mission editor, the jump to push time technically starts a whole new mission file, and it immediately load it as opposed to letting you go through and see the planner and such
  9. Just played the "Overwhelming Force" F16 mission. In it a flight of Belgian F16-A MLUs were supposed to launch JSOWs and they got oddly hung up on their jets. Same thing as this bug, but its not just the F15E: I have a track file but the forum wont let me upload it saying the file is too large. F
  10. It seems to be an issue with Heatblurs phoenix's in particular. If you try the old F14 AI model it launches just fine, A similar bug existed where the AI wouldnt launch long range before the last build, but they would still launch.
  11. Any chance we could get an update to the B2 to use the new callsigns added to the B1/B52? For those unaware the last update added new callsigns to a handful of aircraft, though they all do not have voice commands as of yet. The A400, C2, works with the handful of new transport callsigns, but the B2 didnt get any of the new B1 or B52 callsigns sadly
  12. Quick add on to this. I posted this to reddit as well, and a user suggested this problem also exists on the Mig 23s R24s. I setup a similar test and saw similar behavior. 20 k feet, both jets mach .8, target setup to not evade, the R24 boosts and then just bleeds all its energy like mad and falls from the sky before it ever reaches the target. User suggested these missiles could simply still be on the old Lock on missile API and never got updated. Would certainly make sense these slipped thru the cracks as I believe the R24 is unique to the Mig 23 and the Mica unique to the Mirage 2000-5. Edit: attached the miz file showing the Mig 23 behavior Broken R24R.miz
  13. An edit to this, a user on reddit tested the Mig 23s R24 and saw similar behavior. Suggested the could be the Mica and R24 are on the old missile API and never got updated. If this is the case it would be amazing for this to be rectified, as both aircraft are extremely useful for Syria map missions with the Mig being widespread in Syrian service and the Mirage being usable for Cyprus scenarios. Am on standalone, latest open beta build Was tinkering around with some of the AI aircraft. I had never really seen the Mirage 2000-5 or the Mica RF in a mission so wanted to see how it compared to some of the other modern missiles. Setup is Jets nose hot, 20k feet, mach.8. Max range launch enabled. Target aircraft setup as a drone basically. Will not evade or engage, just fly straight and level. Initial launch is at about 25-30NM (Basically identical to R27), but the missile just bleeds energy like crazy, even against a non manuvering target. To compare with the R27ER, the ER gets fired just a couple seconds before the Mica. The R27 gets accelerated up to about 2500 knots when the motor turns off, the Mica 2600. When the R27 is at about 2000 Knots, which is not long after the rocket motor shuts off, the Mica is at 1350. R27 ~1500, the mica was at about 800. When the R27 is at 1000 knots, the Mica has already despawned from the game. Mission file attached. Has a J11 setup as an R27ER launcher to compare Edit: Added a 2nd miz file on Caucasus Broken Mica RF.miz Broken Mica RF Caucasus.miz
  14. Deir ez-Zor was shown in an Apache video a month ago getting gunned and no one seemingly noticed. I asked about the airbase on the vid that showed the concrete factory and Wagner to this clip. Cant find discussion about this tidbit anywhere on Reddit or these forums so funny that this just snuck by gunning starts at about 30 seconds
  15. Hi, I recently did a PC build update and am trying to get DCS setup properly again. Note that I only run DCS on a single display, and dont have any external displays and such I wish to use. The problem I am having is getting the sim, when in windowed mode, to appear on my center display. I first tried toying with making various displays my main display but that did not seem to work, though worked fine in windowed mode I tried the .lua fix for a single camera, but that doesnt seem to fix anything? No matter what numbers I put in the "X and Y" values in my Lua file, the game display never changes location. Ive tried restarts, DCS repair/cleanup, power cycling, everything short of a fresh install. I have to do similar things with another sim I play (iRacing), so I am familiar with moving the game menu around using pixel counts like in the Lua. Just seems like the DCS window never responds frustratingly. In the attached image, I am trying to get the sim to open on monitor number 3. No matter what I try, in windowed mode, the sim tries to boot on Monitor 2. Note, monitors 2, 3, and 4 are all 1920/1080. Monitor 1 is 2560 x 1440. Here is my setup LUA. _ = function(p) return p; end; name = _('Chen'); Description = 'One monitor configuration' Viewports = { Center = { x = 1920; y = 0; width = 1920; height = 1080; viewDx = 0; viewDy = 0; aspect = screen.aspect; } } GU_MAIN_VIEWPORT = Viewports.Center The lua appears in the settings menu when DCS launches so I have no reason to believe its not saved in the correct location I know from reading that the x = value should theoretically nudge the screen left and right. No matter what I have tried, the screen just launches on monitor 2. Ive tried X at 0, X at 1920, X at 3840, X at -1920, and the result is always the same.
  16. On Open Beta Learned recently trucks like the URAL resupplied ammo and decided to test it out. Units that use the M4 rifle seem to either not get ammo or they're not told to reengage after being resupplied. The other units (AK units, M249) I tried seemed to work ok but doubt I got every single unit. Also possible the bug extends to other resupply sources besides the trucks. Ive only recently learned about this feature so unsure what all is supposed to resupply. Attached my mission file and YT link. All units are in a single group with a basic "Fire at point" command: Infantry buggy.miz
  17. I know this has been a constant point of discussion, but the F18 Defensive Systems Video its time to ask again Obviously a ton of work has gone into the F18 to make the jamming work. Is there a plan to expand EW within the sim? Not just in terms of similar systems coming to other aircraft. I am talking more along the lines of proper EW/Jammer AI aircraft and ground stations
  18. I dont think theyre intending to distribute the mod
  19. The awacs in the mission is a scripted Voice Over at times, not the actual in sim AWACS. Theres a few instances of that happening in the campaign, such as the times you hit the tanker, those are just custom voiceovers played when certain triggers hit (Thus why you need to use the regular radio to refuel). To my knowledge I dont think "rock" calls are special to the F18, or even air operations in general (Though I could be wrong I am certainly no expert). It is just a name for that particular bullseye. Another example of bullseye names is from the Desert Storm Mig 21 shootdown. In the radio chatter you can hear the AWACS making calls referencing "Manny". Its possible that Rock is just one of the more common/almost default names they use. In the fighter pilot podcast episode on AWACS they use "Rock" as well but they dont give the impression that the name Rock is particularly special outside of being the name of the bullseye.
  20. Is the AI able to make combat drops? Would be good fun for escort missions
  21. Jamming isn't really represented in the sim. You can sort of do jamming using the skynet script, but even then all the jamming script of that program really does is shut off enemy SAMS when the jammer craft is within range of the SAM. Though that said the skynet script is quite useful to make sams react to HARMs and selectively turn off/on
  22. Honestly unsure as I've only been messing with it recently
  23. Random bug with both F35B models. If you set the aircraft as "uncontrolled" and do a delayed start with AI groups the number 2 aircraft will not start. Flight lead works fine. The A models work fine.
  24. Sedlos campaigns and SP missions are quite good.
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