Jump to content

MBot

Members
  • Posts

    3938
  • Joined

  • Last visited

  • Days Won

    19

Everything posted by MBot

  1. I managed to get a decent loft profile for Walleyes by carefully tuning a ton of parameters. It basically also works for bombs but because they lack the glide range of the Walleye, the aircraft basically ends up over the target the same as with a level release. A steeper loft angle would be better for bombs, but the Walleye profile is the most that is possible with the AI. Keep in mind that this is not a native DCS feature but basically exploiting existing AI routines to the most extend possible.
  2. Frankly I have no idea, the acoustics physics stuff is way above my comfort level. When I originally made the script, I just made something up that resulted in gamplay that resembled other games I have played.
  3. Sure. It's nothing fancy really, I just threw this together quickly. Bronco_Tarawa.miz
  4. I love the OV-10A. The mod is quite fun. There is still some room for improvements, but a very nice start. Thanks a lot to the developers.
  5. This original issue is still unresolved. On subsequent orders to switch from PDSTT to PSTT (or vice-versa), Jester will acknowledge the command but not actually do it.
  6. I did some tests with the AIM-54A against supersonic Backfires coming in at a slight 20° angle. Here is a little tidbit I found that some might find useful. In TWS, centering the T will point you right at your target (group). Firing the Phoenix in this orientation against a target with aspect will result in the missile doing a slight dogleg with the terminal engagement happening from an odd angle. If you engage in PD-STT though, centering the T will put you on an intercept course. The missile will fly out straight as well, doing a pretty straight intercept and seems to engage the target with more energy in the terminal phase. I experimented a bit and found in this particular situation that firing the first missile in PD-STT at around 80-100 NM (from 40'000k at M1.2+) on an intercept course and continuing on this course, got me a good hit with the target still at around 30 NM. Being fast with Jester, this put me in an excellent position for a follow up salvo in TWS on the other bombers in the group at around 25-20 NM. At this range the resolution of a bomber group is a lot better in TWS with little chances of track mixing/dropping. With this tactic I got a lot of 4/4 kills, while the tactic of engaging bombers in a group in TWS subsequently at maximum range as soon as individual targets became visible resulted in a lot of misses due to track corruption.
  7. Yes, that is exactly the problem.
  8. I may have been a little imprecise with the term splash. In addition to the splash call (when a missile hits), Jester is also making kill calls ("Bandit is going down"). These are clearly linked to the unit "dead" state that is logged by the game. So Jester is aware when bandit is killed. As such it should be very easy to exclude own-speed and position calls on bandits which are logged by the game as dead (and which Jester has already called out as dead). Frankly this seems more like a simple bug to me rather than a Jester improvement.
  9. Still love the wonderful and beautiful Forestall. Just wanted to float this idea again of optimizing the parking positions adjacent to the island and to add additional "overflow" spawn points at the stern of the ship (in the landing area) to accommodate larger launch events.
  10. Just wanted to push this one up again. Whenever Jester is making a splash call, couldn't the target ID be put in a lookup table and these IDs then be excluded from any calculations that put Jester into a combat-state (i.e. bandit position and own speed calls).
  11. SAMP-240 (540 lbs) and SAMP-400 (794 lbs) do roughly twice the amount of damage compared to Mk-82 (503 lbs) and M117 (919 lbs) respectively. Unless SAMP-250/400 are special in a certain way, I would expect that bombs of roughly the same size should do equal amount of damage. This report is regarding consistency between bombs of the same class, not whether bombs should do less or more damage in general. SAMP-250_400_damage.trk
  12. Wow, this is huge news indeed! For me this was totally unexpected. And what a nice surprise this is. Absolutely fantastic map for the most important naval-air theater of the Cold War. And it looks like it is going to be huge. It includes the area for a Soviet land invasion of Sweden via Finnland, which is going to be Viggen homecountry. I would have considered it to be completely appropriate if this would have been its own map, separate from the North Norway-Kola theater. For me this feels like two maps in one.
  13. Consider the following. When looking down to the ADI in your cockpit, you look at an instrument that gives you an abstracted representation of your attitutde in relation to the horizon. The position of the instrument down in the cockpit, its size or its scale do not match the real horizon ourside of the cockpit. You read the instrument independendly to what you see outside the cockpit. The same is actually true for the attitude indications on a lot of early HUDs. They are merely an electronic versions of the ADI displayed on a transparent screen in front of you and should not be read in relation to the world you see behind.
  14. I also noted this. 3rd sortie in MP, approach speed went down to just 120 kts (instead of regular 160-170 kts).
  15. I tried that but it didn't change the download size. Unless of course it isn't the SA map that is clogging up the update. But then what could it be instead with over 30 GB?
  16. ED, I really think you could improve the updater with more options on what to update. This update will take me around 15 hours to download. I assume this update is so huge because of the SA map updates. I just want to fly the the F1 now, but instead I will have to wait a couple of days for an update of a map I do not intend to play right now...
  17. What we see here are premature detonations. What we see in DCS are bombs that are neutralized without going off and without dealing any damage on their own.
  18. See attached track. Two identical frigates are bombed, the first with one Mk-83 the second with two Mk-83. Despite being attacked by two bombs, the second frigate gets the same amount of damage. The log only registers one hit for each frigate. It seems as if the first bomb exploding in the salvo is destroying the second bomb, without the second bomb causing any damage whatsoever. BombDamage.trk
  19. I don't have the exact numbers at hand, but almost certainly: Mirage IIIC, IAI Nesher, F-4E
  20. I have recently played my Goblin on the Doorstep mission and it sill works fine. I have contemplated to update the script from the virtual target subs to the actual sub units we have now. But in the end it won't actually change anything for the player's point of view, so isn't really worth the effort.
  21. Sure, here is a track taken directly from the sample mission provided in the first post of the topic. The issue remains as initially reported. The aircraft will not attack an armed ship with bombs unless "Reaction to Threat = No Reaction". Change the target to an unarmed ship and the bombing attack is conducted. BombShip.trk
  22. Now that the Falklands has become a thing in DCS and bombing warships is kind of a big deal there, you might want to fix that bug.
  23. I have recently tested an AI MiG-21 engaging a look-down target at 60 km and a co-alt target at well beyond 100 km. So while I have not re-checked all AI aircraft, the basic issue is still present. Just by the way, I have reported the issue 6 years ago for first time.
  24. Any news on this issue?
  25. The bomb interval setting on the Armament Control Panel is only accurate at 1G. Under loaded releases, the interval between bombs gets stretched out beyond the setting. Not sure if this is accurate for the Harrier, but it seems as if this should be easy to compensate by a computer.
×
×
  • Create New...