

MBot
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[REPORTED]Tu-22M3 Backfire Range
MBot replied to MBot's topic in Aircraft AI Bugs (Non-Combined Arms)
I have been frequently using the Tu-22M3 in mission building lately. Any chance that the value for for its fuel consumption could be looked at? -
You can play it COOP by opening the mission file in the editor and manually changing the aircraft in the player flight to Client as required. In campaign stats tracking for all participating clients is supported.
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If your Saved Games folder is just called "DCS", you can run the campaign normally, even if your DCS is actually the open beta. If your Saved Games folder is called "DCS.openbeta", you need to make the following modifications: 1. Open "Saved Games\DCS*whatever*\Mods\tech\DCE\Missions\Campaigns\FA-18C Battle Group Delta\Init\camp_init.lua". 2. Edit the path on line 7 to your actual path. 3. Run "Saved Games\DCS*whatever*\Mods\tech\DCE\Missions\Campaigns\FA-18C Battle Group Delta\FirstMission.bat" to generate a new mission file with the changed path in effect.
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I noticed you have DCS.openbeta in one of your paths. Have you installed DCE in the DCS.openbeta directory? If so, this probably will not work without some additional editing. I am running the openbeta too, but mine is the regular primary DCS installation.
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There are about 10 static aircraft of the various types parked on the deck. I play in VR exclusively and have no issues with performance. The static aircraft should not be changed by the way. Every aircraft on the deck has been placed carefully to enforce spawn positions where the Deck Sliding Bug will not crash the player into other traffic.
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In July 1990 USS Independence at the center of Battle Group Delta is commencing an Indian Ocean patrol as a crisis in the Strait of Hormuz calls the carrier into action against Iran. Join VFA-113 on Independence and fly the Hornet into combat. Features: Dynamic campaign with a duration of approximately 30 missions All air/ground/sea losses persist from mission to mission Every mission uniquely generated depending on available assets, remaining targets, threat situation, time of day, weather etc. Air Tasking Order generation with packages and routes for player and AI DOWNLOAD Installation: 1. Download Dynamic Campaign Engine and extract to "...\Saved Games\DCS\Mods\tech". 2. Download Battle Group Delta campaign and extract to "...\Saved Games\DCS\Mods\tech\DCE\Missions\Campaigns". Make sure that your install directory is 'Saved Games\DCS'. If you need to install it under DCS.OpenBeta: a) Adjust filepath in camp_init.lua from 'Saved Games\DCS to 'Saved Games\DCS.OpenBeta'. b) Edit FirstMission.bat to point to your DCS installation directory c) Run FirstMission.bat MissionScripting.lua modification: Dynamic Campaign Engine requires the following modification of your DCS installation to work. Open the file "...\DCS World\Scripts\MissionScripting.lua" with a text editor. Add two minus signs in front of line 16 "sanitizeModule('os')" and line 17 "sanitizeModule('io')". The code block from line 16 to line 20 should then look like this: --sanitizeModule('os') --sanitizeModule('io') sanitizeModule('lfs') require = nil loadlib = nil NOTE: This modification has to be repeated after every update of DCS World, as each update reverts the file back to its original state. WARNING: This modification will allow the execution of any LUA code included in any downloaded and played custom DCS mission and is potentially harmful to your system. Modification at your own risk. Notes: - F-14B as placeholder for F-14A (pending F-14A by Heatblur) - F/A-18A with special loadouts as placeholder for A-6E (pending A-6E AI by Heatblur) - S-3B Tanker as placeholder for KA-6D (pending KA-6D AI by Heatblur) - CVN-74 Stennis as placeholder for CV-62 Independence (pending Forrestal-class by Heatblur) - Oliver Hazard Perry-class frigate as placeholder for every USN ship - Tarantul-class corvette as placeholder for every Iranian Navy ship - Gepard SPAAA as placeholder for Iranian 35mm Oerlikon AAA
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In July 1990 USS Independence at the center of Battle Group Delta is commencing an Indian Ocean patrol as a crisis in the Strait of Hormuz calls the carrier into action against Iran. Join VF-21 on Independence and fly the Tomcat into combat. Features: Dynamic campaign with a duration of approximately 30 missions All air/ground/sea losses persist from mission to mission Every mission uniquely generated depending on available assets, remaining targets, threat situation, time of day, weather etc. Air Tasking Order generation with packages and routes for player and AI DOWNLOAD Installation: 1. Download Dynamic Campaign Engine and extract to "...\Saved Games\DCS\Mods\tech". 2. Download Battle Group Delta campaign and extract to "...\Saved Games\DCS\Mods\tech\DCE\Missions\Campaigns". Make sure that your install directory is 'Saved Games\DCS'. If you need to install it under DCS.OpenBeta: a) Adjust filepath in camp_init.lua from 'Saved Games\DCS to 'Saved Games\DCS.OpenBeta'. b) Edit FirstMission.bat to point to your DCS installation directory c) Run FirstMission.bat MissionScripting.lua modification: Dynamic Campaign Engine requires the following modification of your DCS installation to work. Open the file "...\DCS World\Scripts\MissionScripting.lua" with a text editor. Add two minus signs in front of line 16 "sanitizeModule('os')" and line 17 "sanitizeModule('io')". The code block from line 16 to line 20 should then look like this: --sanitizeModule('os') --sanitizeModule('io') sanitizeModule('lfs') require = nil loadlib = nil NOTE: This modification has to be repeated after every update of DCS World, as each update reverts the file back to its original state. WARNING: This modification will allow the execution of any LUA code included in any downloaded and played custom DCS mission and is potentially harmful to your system. Modification at your own risk. Notes: - F-14B as placeholder for F-14A (pending F-14A by Heatblur) - F/A-18A with special loadouts as placeholder for A-6E (pending A-6E AI by Heatblur) - S-3B Tanker as placeholder for KA-6D (pending KA-6D AI by Heatblur) - CVN-74 Stennis as placeholder for CV-62 Independence (pending Forrestal-class by Heatblur) - Oliver Hazard Perry-class frigate as placeholder for every USN ship - Tarantul-class corvette as placeholder for every Iranian Navy ship - Gepard SPAAA as placeholder for Iranian 35mm Oerlikon AAA
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ED, any news on this? This was reported 2 years ago (in fact, MiG-21/F-5 AI look-down almost 3 years ago)!
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By the way, giving the old F-14A your new AIM-54C-Mk47 and giving your new F-14B the old AIM-54C, neither combination results in the AI doing multiple shots. So this capability doesn't seem to be defined either in the aircraft or the weapon alone, but seems to depend on a certain property of the aircraft and the weapon entity together. Perhaps this will help.
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I just had a quick look and this is still working for the old F-14A. I think it would be fantastic for fleet defense missions if you could enable this for AIs of your Tomcat.
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Actually, the with the old legacy F-14A and AIM-54 in DCS, AI has engaged multiple targets simultaneously. This was very useful in fleet defense scenarios. So this basic AI functionality seems to be available in DCS. @IronMike: Any chance you could enable this AI functionality for your version of the F-14 and AIM-54?
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Most probably this is due to a spelling error somewhere. Check the groupnames in the targetlist or the airbase names.
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I am continuously working on this but frankly have not felt lately like putting-up with the hassles of going public. In fact I have created a hand full of campaigns that are basically complete, but most hang up on some DCS issue in one form or another. For example Tomcats sliding into other aircraft on the carrier deck or Harpoons self-destructing before reaching their target. Small stuff that break missions. The Hornet campaign should be good, but I have stopped playing the F/A-18 when the Tomcat came out so eventually would have to verify it again for new bugs. I think now the Hornet's nav system wont work anymore for missions pre 1995. Probably won't happen anytime soon because I am really not flying the thing anymore.
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I am still trying to figure out my blackouts when looking at the ground in DCS. JbY_KBRTxqk Note the headset display going dark (blinking on-off in seconds interval) when the DCS in game view is shifted slightly down and the headset going back to normal when the view goes up again. The headset rests still on the table so no tracking is involved (view is controlled by mouse). The DCS scene is bare empty desert. My suspicion now is that it might is also be related to heat. The fact that the problems start only after a while of playing might be related to the headset heating up. Today I could play for over 60 minutes before getting blackouts and it is indeed colder in my room than last week. Also I took the headset off and did some testing with the screens still running (e.g. to make the video above) and after a while the blackouts went away. Putting the headset back on my head, after some minutes the blackouts came again. How the hell tough headset temperature and looking at the ground in DCS are related is beyond me.
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http://www.topgunbio.com/harpoon-cruise-missile-escort/ "The Harpoon's profile was for a low altitude flight to the target, 200’ or less guided by a radar altimeter, at the high speed of 0.9 Mach – about 540 knots." "After all, we had to plan on five minutes at high speed and low altitude" (regarding following the Harpoon with the chase plane) "The missile climbed to several hundred feet, then arced over and quickly descended to its cruise altitude, gaining speed." (describing Harpoon launch by the submarine) "it flies at 200’" "and now we were chasing a cruise missile skimming across the ocean. I know people have been lower and faster, but 540 knots at 200' is low and fast." "In three minutes we had covered almost 30 miles and were more than halfway to the target ship" This is regarding a submarine launched Harpoon, which clearly cruises all the way from launch to target at low altitude. And here, regarding almost colliding with the chase plane which was following an air launched Harpoon that was fired at the same target simultaneously: "John Boy and I saw Cowboy’s jet, but didn’t gain sight of the small Harpoon he was chasing. Both fighters were flying formation on our respective missiles when Cowboy’s crossed directly behind ours, very close. Cowboy became concerned and called for us to execute a max-performance collision avoidance turn: “Break left!”".
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I don't know if I am allowed to post it, but the document "Harpoon Employment in Naval Antisurface Warfare (ASUW)" (google it) has some interesting bits of information: Page 32: "It was specifically designed for optimum target acquisition over water and penetration of surface ship defenses by maintaining minimum sea-skimming altitude enroute to its target. Once the missile arrives in the designated search area of the target, the system's active seeker locks-on to the target and maintains its seeker until impact." Page 67 on tactics mentions that B-52 would launch Harpoons from 500 ft altitude.
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I have no doubts that you have the documentation for the correct altitude for HIGH/MED/LOW flight setting. I do have some doubts though about when exactly they apply. Could you clarify for us, what your sources say about the altitude (fixed/setting) for the following phases of the Harpoon's flight? 1. Launch to HPTP 2. HPTP to search enable 3. search enable to target acquisition 4. target acquisition to terminal 5. terminal to impact I think it would help us all to understand how the final Harpoon implementation is intended to work. Thank you.
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At 100 ft altitude for example, the missile would have a radar horizon against ships of approximately 20 NM. Flying at 5'000 ft or higher is absolutely unnecessary for searching. In fact it is tactically desirable against a target with a known position for the missile to start searching and acquire the target as late as possible, in order to limit the target's reaction time for counter measures. Radar Line of Sight goes both ways: If the missile can detect the target only at short range, so can the target detect the missile only at short range.
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Does ingress mean the part of the flight up to the turn point, or up to seeker activation? In the latter case, a cruise altitute of 5000 ft as the lowest option makes very little sense, as this needlessly exposes the missile. It would give the target ship all the time in the world to detect the Harpoon by radar and employ counter measures such as manueveing, employing chaff or shoot it. From a common sense point of view I would expect the following behaviour: 1. Cruise at selected LOW, MED or HIGH altitute to turn point (in order to maximise range). 2. After turn point, descend to sea skimming to approach target area below the radar horizon of target ships. 3. After activating the seeker in the target area, climb to improve search (might not be necessary considering the radar horizon as seen from the missile at sea skimming alt is probably further out than the range of the radar seeker itself). 4. After target lock-on, descend to sea skimming again to approach target. 5. Do the selected terminal maneuver (SKIM or POP). In any case, please also note that currently all Harpoons shot by AI self destruct several hundred meteres in front of their target. Perhaps they are missing the code for their terminal maneuver. This basically breaks the weapon for AI use, which makes the saturation attacks necessary to attack warships impossible in single-player.
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Today again, after about 30 minutes of play the problems start. Here everything is fine. Here, moving the view a tiny bit down, HMD screen blackouts start to blink on/off. Moving the view back up by the same amount and the blackouts stop again. Can this really be related to power supply?
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My problem is not related to tracking, but to in-game camera angle. Flying inverted while looking up at the ground is the same as looking down at the ground. I get blackouts when the camera is pointe towards the in-game ground, regardless of where the Reverb is pointed at inreality
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Thank you for the suggestion, I will keep it in my mind. But before I go and buy extra hardware, I do wonder how is it possible that the view angle in game is related to USB power. It is not like there are any more pixels being processed if I view 1° up or down. Also if this is power related, why are things working fine for the first 30 minutes?
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It is in the USB 3.1 Gen2 port directly on the motherboard.
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I have a very weird problem with the Reverb. Initially everything is fine, but after about 30 minutes of playing DCS I start to get screen blackouts. These blackouts are depending entirely on looking towards the ground (in game camera angle towards the ground, not HMD looking down). It looks like to be related to slant range to the ground. When the camera is at ground height, the blackouts set shortly after when the view tilts through the horizon. The further up above the ground the camera is, the further the view can tilt down. At any height I can find the exact angle where above everything is fine and a few pixels below I get blackouts. This does not seem to be related to scene complexity, as it happens even over bare desert and with no discernible difference in the scene complexity between 1° up/down. It does not happen over water, but also sets in on the carrier deck. Framerate is very good throughout and lowering graphics settings has no beneficial effect. Blackouts set in as blinking of initially about 0.5 seconds on/off, with the black sections getting longer the steeper the view is tilted down. I already called HP support but as expected they proved to be of no help. In their opinion this is cause by an insufficient graphics card (1080) and they suggested to have 2080 SLI to play flightsims. Brilliant support... Has anyone experienced anything similar?
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AI with the task Attack Map Object will also attack map objects that are already destroyed, as apparently the destroyed state of the building is also considered a map object on its own. It would be correct if the task Attack Map Object would skip destroyed map objects in the same way other attack tasks skip already destroyed units.