Search the Community
Showing results for tags 'anti-ship'.
-
Hello! I finally found some time to try out Open Beta yesterday, when discovered that both the YJ-62, and YJ-83 missiles are not deploying into their proper post launch flight configurations. While the missiles themselves fly without issue, they end up zipping around with either none of their wings deployed, and or both of their launch boosters remaining attached to their tails. The booster sections in particular for both the YJ-62 & YJ-83, will remain attached to the missile all the way from launch to impact with the target. I have included several screenshots of my game below to describe what I am referring to. Hope this helps!
- 5 replies
-
- 1
-
- naval surface combatants
- bug?
-
(and 3 more)
Tagged with:
-
Just wonder what folks think of my first mission up at https://www.digitalcombatsimulator.com/en/files/3317671/, "A-10C Green Monster Anti-Ship Mission by josefk". Here's a screenshot that was just a little too big to include in the uploads: It's not going to be the only mission I'm going to post in user files and I can assure you some will be more complex than this one. Plus there will be an anti-ship mission that's going to be far more complex. With that, I invite your feedback and any questions please.
-
Trying to get Tu-22Ms to salvo fire ALL their missiles...
AvgeekJoe posted a topic in Mission Editor
I've got this mission where I've got two sets of four Tu-22Ms and they don't fire all their KH-22s all at once but only a few at a time, then they orbit, wait for the USS Porter (a Burke-class AEGIS) to shoot them down, and then fire a few more KH-22s. Any chance to get the Tu-22M Backfires to fire all their missiles upon acquiring the USS Porter? Thanks. -
Issues with SCUD-B & Silkworm launching. Hello. I am quite new to the missiles such as the Silkworm and the SCUD-B. I can't figure out how to launch the Silkworm and the SCUD-B. I select the fire at point for the SCUD-B and attack group (ship) options, but they do not seem to fire. Would mean a lot for me to get help and educate myself on how to use these missile launchers in-game with AI. Best regards, polak_3
-
Could the F-4E or any naval/other variants carry any Anti-Ship weapons?
-
I've recently returned to the JF after having it on the shelf for quite a while. When I tried using it previously I was frustrated by problems with the antiship missiles, and I gather that those are working much better now. So recently I tried the "Sink Cargo Ship" instant action mission on the Syria map. I'm having trouble figuring out how to set a SPI for the MITL launch. There is no waypoint in the vicinity of the target ship, nor is there a PP target waypoint. So I've tried designating the target using radar (SEA1 mode). That requires a pop-up since there is a big hill creating a radar shadow from the launch point if I stay low. Popping up is getting me lots of attention from SAMs and two F-16s, but when I go down low again after launch the missile seems to lose guidance. So do I need to maintain a constant radar lock to attack in this mode? Is there some better way to provide guidance to the missile? I can't find a video of this mission online to provide some clues. The briefing mentions pre-planned RP points, but no preplanned target. Any tips will be appreciated. Also, if I change SPI after missile launch does the missile still guide to the original target point. (This is in DIR mode with target set to default setting of 40, i.e. SPI). Edit: I finally got this to work. First I learned that I need to launch in MAN mode. Then the missile will track in whatever direction it was going when it reached the last RP in the sequence. However I discovered the the mission had two RP points designated as RP4. This meant that there was no RP3 and it resulted in the missile flying towards the beach instead of the target area when it reached RP4. I fixed RP3 in the mission editor and finally was able to make things work.