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MBot

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Everything posted by MBot

  1. I see no difference with antiship missile selected (antiship missile is a subset of ASM and shouldn't make a difference).
  2. About half of all RB-04E for AI splash into the water short of their target. RB-04E_AI.miz
  3. This still persists.
  4. Is this an engine limitation?
  5. 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.
  6. 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?
  7. See here: https://forums.eagle.ru/showthread.php?t=217382
  8. It still doesn't work correctly. That INT/KONT switch has been bugged since release.
  9. If that would only matter against DCS AI...
  10. 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?
  11. AI. Perhaps this is supposed to represent some sort of ECM effect? About half of the missiles don't make it.
  12. 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.
  13. What is the status of this? I am still unable to turn off the TERNAV system.
  14. 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.
  15. 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!
  16. 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.
  17. 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).
  18. 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.
  19. Hooray :)
  20. 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.
  21. 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.
  22. 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.
  23. That is not correct, runway headings are always given in magnetic.
  24. The 1L13 and 55G6 EWR units can detect target at ranges of up to 350 km but the scripting function getDetectedTargets() only returns targets within 120 km, which corresponds to the detection range ring as displayed in the mission editor. At first I suspected that getDetectedTargets() is bound to return targets only within the ME range ring distance and tests with some air defense radar initially confirmed this. But further tests with ships (Pyotr Velikiy) showed the function can return targets beyond the range ring. So the problem seems to be related to the EWR units. This issue with getDetectedTargets() causes mission scripts used for radar early warning to not working correctly. This is a continuation of a open alpha bug report from last year: https://forums.eagle.ru/showthread.php?p=3117499 Demonstration mission attached. getDetectedTargets.miz
  25. A lowest skill SA-3 SAM has a reaction time (time from target pop-up to weapon release) in DCS of just 15-17 seconds. That seems excessively fast for this generation of SAMs, especially when compared to other SAM systems in game which have very reasonable numbers: SA-6: 39-43 seconds SA-8: 30-34 seconds SA-10: 20-24 seconds SA-11: 43-46 seconds Hawk: 37-39 seconds ReactionTest_SA3.miz
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