

MBot
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Everything posted by MBot
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Awesome! I simply love the Intruder and it will be the perfect buddy for the Tomcat. Of course this is not really a surprise, the signs were just plain obvious to anyone that cared to pay attention :) Now where do I get my cookie?
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Please add official controls for T0 being the neutral state. There are so many joysticks which have a 2-stage trigger (Warthog, G940, VBK, Virpil). It would simple be the most natural thing to map the in-game 2-stage radar-trigger to your actual physical 2-stage trigger. Right now this is not possible.
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I see no difference with antiship missile selected (antiship missile is a subset of ASM and shouldn't make a difference).
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This still persists.
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Is this an engine limitation?
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This issue is still present, the parking brake can be set but does not actually engage in any braking. Also at cold-start where the parking brake is set per default, the lever in the cockpit is not visually pulled.
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The RB-75T is now 354 kg in DCS, which still is a 70% increase in weight over the 210 kg of the original RB-75. Can this be correct?
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See here: https://forums.eagle.ru/showthread.php?t=217382
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It still doesn't work correctly. That INT/KONT switch has been bugged since release.
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If that would only matter against DCS AI...
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This statement about the stress caused by the outboard Sidewinders always confuses me. In case of war during the 1970s/80s, would it have been possible to mount rb24 on the outboard hardpoints without modifications or not?
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AI. Perhaps this is supposed to represent some sort of ECM effect? About half of the missiles don't make it.
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Well, as a first impression from today's patch, ships moving at speed are now attacked. But unfortunately most Rb04 now simply crash into the water short of their target.
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What is the status of this? I am still unable to turn off the TERNAV system.
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I wonder what the problem with AI not attacking in certain campaign is in the first place. I have recently started a through review of DCE (on a fresh test template) and all attacks against various type of targets work as expected.
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Ok, I just worked it out. Speed is the magic ingredient. The AI won't attack the mentioned ships if they travel faster than 3 kph. If they move 3 kph or less, the AI will attack them with Rb04!
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There is something really weird going on with AI Viggens and anti-ship missions. Today I just couldn't get AI flights to attack a convoy with Rb04(AI). Now this is strange, because I have been working on a mission for over a week and on each of the past days I had the AI attacking. But today it didn't. Ok, perhaps I changed some tiny detail today that broke it. So I set up the simplest possible scenario to test one AI Viggen attacking a single ship with Rb04 (for AI). Attack Group was used (because it gives the AI omnipotent knowledge of the target) and reaction to threat was disabled (to force AI to attack). It still didn't work. Then I eventually found out target type plays a role. The attack worked against all Russian ships except Tango sub, Kuznetzov, Bulk Carrier, Dry Cargo ship and Elnya tanker. This is a rather strange selection, because there are both ships armed/with sensors and unarmed/without sensors that are not attacked. And I swear this week I had successful AI strikes on Elnya tankers and bulk carriers. Changing the aircraft to an AI Hornet with Harpoons yields all successful attacks. Changing the aircraft to AI Viggen with RB75 yields all successful attacks. As a side note, trying to get an AI Viggen to attack ships with RB75 using Engage tasks (which depend on the aircraft detecting the targets, versus Attack tasks that link the AI to the target) is unsuccessful even letting the AI overfly the target. It seems the AI is completely unable to detect a ship on its own. All in all very frustrating to work on missions.
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Under wind conditions and in a turn, the flight path marker behaves incorrectly. In the screenshot below, the FPM indicates a climb while the aircraft was in a descend (variometer).
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There is a little trick for that. Unpack the .miz file with and extract the 'mission' file. Open it with a text editor. Search for the attack task. It should look something like this: task = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = { [1] = { ["enabled"] = true, ["auto"] = false, ["id"] = "AttackGroup", ["number"] = 1, ["params"] = { ["weaponType"] = 4161536, ["groupId"] = 1, ["expend"] = "All", --ADD THIS } } } } } Add the line of code that is marked above. Save the 'mission' file and put it back into the .miz file. Now, the aircraft will attack with all their missiles at once. It is often possible to control AI beyond what is possible in the Mission Editor by directly editing the mission file.
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When assigning a mission task with scripting (task id = "mission"), waypoint ETA doesn't work. Even with ETA_locked = true and speed_locked = false, aircraft will keep their set speed instead of keeping their waypoint ETA.
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Here is another one. This time a full AI flight doing a Rb04 anti-ship missile strike. CnLvPJf7nhA The AI leader cannot get below 50m ASL, all AI wingmen are staggered even higher as usual. The initial pop-up to release the Rb04 is fine, but after launch the aircraft pull up sharply and climb over 1 km. Aircraft initially continue heading towards the target while doing pointless maneuvers at high altitude before turning around. Aircraft eventually egress while remaining at over 1 km alt (all waypoints were set at low altitude). This is so bad *shudder*. Bonus points for Rb04 knocking each other out.
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This would be really easy to add to the official bindings with just a single additional line, so that no external mod managers or profiling software is required. I tried to use Mavericks with the radar trigger bound to the WH's boat-switch, but the handling is just awful. No Mavericks for me until the game's 2-stage radar trigger can be bound to a physical 2-stage trigger.
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