

MBot
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This is an old request of mine which I keep depositing every few years. Most of the high caliber naval guns in DCS should be dual purpose, capable to engage both surface and air targets. I would like to see DP naval guns engage aircraft and missiles with time fused or VT shells. Now that the land based KS-19 AA-gun is in the game, the code might be there to make the naval guns anti-air capable finally.
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The Rb04E anti-ship missile (both the player and the distinct for AI version) doesn't have a hitbox. This makes the missile invincible against CIWS. This is an old issue that has been present since the first release of the Viggen. This been reported to Heatblur originally but was never fixed. rb04_hitbox.trk
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It is my experience that when guiding a AIM-54A in TWS and the track goes in extrapolation mode, the missile gets trashed. It never seems to go active. It is my understanding that the missile should continue to be guided and getting an activation command on the extrapolated track but that is currently not possible in DCS. I frequently get track extrapolations when attacking non-maneuvering bomber formations when close targets start to get resolved individually. The extrapolated track frequently continues to be close with newly created tracks and if the missile would continue to guide it would probably detect a target in the bomber formation when going active. Is it planned that this will eventually work in DCS?
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AWACS datalink in DCS has a transmit range of about 180 NM. If the receiver is within 180 NM of the AWACS it can receive datalink contacts. But AWACS will not share any which are beyond 180 NM from itself, even though AWACS can detect them on its radar. The attached track starts with an enemy bomber 220 NM from the AWACS. It can detect the bomber as evident by making a BRA call. But the target is not shared via datalink to the player's F-14. Only after the bomber closes to within 180 NM of the AWACS will it start to share the datalink contact with the F-14. Datalink range should be relevant only for the distance between the AWACS and the receiver, not the distance between the AWACS and the target. AWACS should share any target which it detects with its own radar (which can be at distances up to 350 NM). Datalink.trk
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Fair enough. I will just say, personally I have a hard time beliefing that making 420 jokes is a very common occurence while an enemy is actively maneuvering to kill you.
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I don't understand why this argument is kept being made. I don't think this is what people want. When listening to the Gulf of Sidra tape, I remember that the voices are very tense and emontional. But I do not remember anyone making silly jokes in that situation. That is in my opinion the point. When the master arm goes on, the jokes stop.
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This is still a problem I notice in almost every fight.
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Radar gunsight in ANT does not calculate sufficient lead.
MBot replied to Snappy's topic in Bugs and Problems
That is still an issue. Has this been acknowledged by Aerges? -
I am not aware of that either unfortunately.
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In terms of DCS mechanics, what is actually happening here is that the AI MiG-19 detects your radar emissions on RWR. I quickly tested it and an AI MiG-19 will detect and engage a F-15E at a distance of 210 km. Considering the quality of the MiG's radar warning receiver this is obviously completely ludicrous. When the F-15E is not emitting on radar it is actually possible to test the AI MiG-19's own radar performance. It will then detect and engage the Strike Eagle at 50 km distance in either look-up or look-down situation. This is still waaay over the top. According to the RAZBAM manual it has a maximum search range of 12 km. Also it should not be look-down capable at all.
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These are generally pre-planned targets with known coordinates.
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Optically cued systems (most IR SAMs and non-radar AAA) can't see you at night. So fly at night whenever possible. In DCS, anti-collision lights and strong nav lights will make you visible to AI at night. Formation lights and weak nav lights are ok. Popping flares will also make you visible to AI. Afterburner usage is ok. Most SHORAD can easily be outranged by lofting bombs. The slow reacting radar SAMs like SA-2/3/5/6/8 can be defeated by lofting LGBs (including the rather lenghty designation phase). The double-digit SAMs like SA-10/11/15/19 react too fast to keep designating for LGBs. Once some issues with AUTO releases are solved (bombs landing long, pattern not centered on target designation, faulty wind correction of ASL), lofting dumb bombs/CBUs with imediate break-off will offer some limited options against these systems.
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This is still an issue. Now year 7 since first reported. See you next year...
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Just a little heads up, this is still a problem.
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Here is an option I would like. Serious Jester mode tied to the Master Arm switch. As soon as we are going to kill virtual people (or are about to get killed ourselves), Jester should stop to make jokes. Around the boat, at the tanker and when doing training dogfights with the master arm safe, he can make his comments.
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Did some initial testing and it seems to be actually useful in A-G. It does the usual reduction in burn-through range which I have never found to be tactically significant (burn-though usually happens when you enter the WEZ of a SAM). But in addition it also seems to increase engagement time of SAMs by about 50%. So for example a Roland with average skill normally requires around 12 seconds from training the launcher on target to fire a missile. With Barax jamming this time is increased to about 18 seconds. This actually buys sufficient time to perform a pop-up bombing attack.
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That is actually pretty important feature to me. I frequently fail to get a visual on bogeys I lock up before the merge.
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That error message is an indication that you have not beforehand initialized the script itself: 1. Run CallArtilleryScript.lua with either a Do Script or Do Script File trigger. The order is important, as the function "AddFO()" only starts to exist after CallArtilleryScript.lua has been executed. Hope this helps.
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Just a little heads up. It took a couple of years, but now we finally have the Viggen's signature target to go along with its signature weapon Ropucha class LST:
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Sorry, didn't see this before. You need to run ASWScriptConfig.lua before you run ASWScript.lua.
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OV-10A Bronco mod by Split Air team.....and MORE
MBot replied to FoxHoundELite's topic in Flyable/Drivable Mods for DCS World
OV-10A Mission: Silkworm Island OV-10A_Silkworm_Island.miz 103.28 kB · 0 downloads Control naval gunfire against Iranian Silkworm missile sites in the 1987 Persian Gulf during the Tanker War. Demo for the Call Artillery Script: -
Silkworm Island OV-10A_Silkworm_Island.miz Mission for the OV-10A Bronco Mod. Control naval gunfire against Iranian Silkworm missile sites in the 1987 Persian Gulf during the Tanker War.
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This script will allow you call and correct artillery fire using the F10 radio-menu. Works with every aircraft and can control tube artillery, rocket artillery, mortars and naval guns. MP compatible. Demo mission: CallArtilleryScriptDemo.miz How to play: All functions are accessed with your radio-menu in the sub-menu F10>Fire Support. 1. Call for Fire: a) Select the name of the battery you want to to request a fire mission from. Then select the type of fire mission: I) Fire for Effect calls a full artillery barrage right away. II) Adjust Fire will initially fire single rounds for you to spot and correct placement, with a full Fire for Effect following when all position corrections are done. b) Next you have to provide the target position as a 6 digit MGRS coordinate (100 m precision). You have two options to enter this: I) From Map Marker: Select the coordinates taken from existing map markers. If you add a new map marker only at this point, you have to select Refresh List first. II) Manual Grid Entry: Manually enter the coordinate through the radio-menu. Requires 3 discreet entry steps due to the way DCS does the radio menus. First step is to enter the MGRS grid letters (e.g. GC or UV etc.). The grid you are currently in and all 8 grids surrounding it are automatically available for selection. Second step is to enter MGRS east coordinate in 3 digits (100 m precision). Third step is to enter the MGRS north coordinates in 3 digits (100 m precision). To find out MGRS coordinates on the F10 map you can switch the coordinates system display to MGRS using Alt+Z. c) Request the number of rounds for the Fire for Effect phase (Adjust Fire will always fire single rounds first). 2. Fire Mission: The battery will process your call for fire. If the battery is alive, has ammo and the target is within minimum and maximum range of the battery, the fire mission will proceed. If the battery has less ammo available than requested, it might inform you of a reduction of the number of rounds. Once the battery fires the first round, it will call "shot". 5 seconds from impact of the first round, the battery will call "splash", giving you warning to observe it. 3. Adjustment phase: a) You can request north/south and east/west adjustments in meters of the impact position and ask to follow up with either another Adjust Fire (single round) or Fire for Effect (full fire mission). b) If the last round was an adjust fire and you are happy with the placement, you can directly request Fire for Effect on this position. c) Repeat will repeat the last salvo. Useful when doing adjust fire and you were unable to spot the impact, or to repeat a fire for effect when the target was not fully destroyed. d) End Mission will end the current fire mission, freeing the battery to receive requests from other participants. 4. Cancel Request/Check Fire/End Mission: You can end a fire mission at any point, freeing you and the battery for new requests. The only exception is a Check Fire call after the first rounds have been fired. The battery will cease fire immediately, but the adjustment phase will still be entered once the rounds land that are already in the air. How to set it up in your own missions: 1. Run CallArtilleryScript.lua with either a Do Script or Do Script File trigger. 2. Run the following function with a Do Script trigger for each aircraft (Forward Observer) you want to be able to call artillery missions: AddFO("UnitName") For multiplayer, make sure that all forward observers are in a separate group. 3. Run the following function with a Do Script trigger for each ground/ship group (Fire Support) you want to be able to provide artillery missions: AddFS("GroupName", {3, 6, 12}) The second function argument is a table with salvo sizes that is available for this FS. In this example you could request 3, 6 or 12 round salvos from this group. You can put in up to 10 different options for selectable salvo sizes of your choosing. Ideally they should make sense depending on the type and number of artillery systems in your FS group. If you do not want to deal with available salvo sizes, you can leave the second argument nil and a standard selection will be given automatically: AddFS("GroupName") Note that FS requires the group name while FO requires unit name. You can add artillery, rocket artillery, mortar and ship groups. FS groups should be equipped with homogeneous artillery unit types and these units must be the first units in the group. You can add non-artillery unit types (command, logistics, air defense etc.) after the artillery in the same group. 4. To get the beep sound on each radio message, add beep.wav to your mission using a Sound to All trigger (or any other sound trigger). 5. Tips: Setting your artillery units skill to excellent will decrease time between request and shot. It will also make fire more accurate. Beware of having ammo trucks in your artillery groups for reloading. After having spent just a couple of rounds, units will start to restock ammo. These units will not open fire for fire at point tasks received while reloading even after reloading is complete. This seems to be a DCS bug. The script will reset after a couple of minutes with the artillery not opening fire to clear this problem. If you want to reload artillery groups, it might be better to drive up ammo trucks at specific points for a short duration and then drive the ammo trucks away again. Groups that are performing artillery missions will skip over regular tasks they may subsequently get when reaching waypoints. This may happen for example with a ship skipping over a Switch Waypoint task for doing a waypoint loop. I hope you find this interesting and have fun. CallArtilleryScript.lua Right-click and save as beep.wav: beep.wav
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Fantastic news. I couldn't be happier with the 1989 IDS. For me this is what the Tornado stands for. As far as I know, Marineflieger IDS used HARM as anti-ship missile. According to the SIPRI arms transfer database, Germany received a batch of 944 AGM-88 between 1987 and 1992. So I guess HARM is on the table.