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Showing results for tags 'missiles'.
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Hi everyone, Minor issue - modules given the ability to produce tone and acquire and track decoy flares prior to launch cannot do so for illumination flares. Everything else in the game (including IR SAMs) can. I have a selection of tracks below, you can see that aircraft that In the Chaparral track, you can even see that illumination flares are able to decoy and seduce the missile away (in this case, the missile was initially tracking the flare on the left, but gets decoyed by the flare on the right). Also seen in these tracks: The F-15C seems to think illumination flares have IFF transponders and identifies them as friendly. The seekers of IR missiles launched by the F/A-18C aren't actually aligned with the reticle on the HUD. It seems somewhat ironic (and I must admit, a little perplexing), that illumination flares being able to be acquired and tracked prior to launch being more of a global change, whereas decoy flares are not. I assume this is due to the fact that illumination flares are treated like a weapon and decoys are not. IF they were instead a short-lived entity, that would result in this change being global. If this was also applied to chaff, that would facilitate chaff for distraction and chaff corridors in DCS, not just to higher-fidelity, bespoke 3rd party radar implementations. Chaparral_PreLaunchIllumFlareTracking.trk F-15C_PreLaunchIllumFlareTracking.trk F-16CM_NoPreLaunchIllumFlareTracking.trk F-18C_NoPreLaunchIllumFlareTracking1.trk F-18C_NoPreLaunchIllumFlareTracking2.trk Strela-10_PreLaunchIllumFlareTracking.trk Su-25_PreLaunchIllumFlareTracking.trk
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Hi everyone, nice adition that now you can see your AIM9s lock on flares, but I was testing some of them and noticed that all AIM9 models seems to be equally susceptible to lock on dispensed flares, is this correct? Should 9X be equally susceptible to lock on flares like a 9L? AIM9L_lockflare.trk AIM9M_lockflare.trk AIM9X_lockflare.trk
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Hello everyone, I want to create triggers that will activate when any kind of weapon is in the zone - any missile, any bomb. What I want to do is activate the trigger whenever a runway is hit with a bomb or missile, but I don't want to create triggers with a gazillion lines. I'm hoping there's an easier way to do this than I know of. I don't fully understand all the trigger options, although I've been reading through the documentation. I considered LUA scripting but if you knew me you'd know I should stay away from that - I could very well start a real war. So does anyone have a direction they can point me? I'm happy to do the work as long as I can get a general idea of what options to use. Thanks, Dave
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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
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- naval surface combatants
- bug?
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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
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So I am working on a mission and in it I have B-52's launch a large numbers of AGM-86's after the update to 2.7 I have noticed that the weapon once launched begins to wobble by pitching rapidly up and then back down again. This causes them to impact the terrain before reaching the target. I made a short test mission and tested B-52's at high and low altitudes and couldn't get the missile to stay straight and level it always pitches up and down. Track attached from test mission, real mission would be too long. Update: seems to work fine over land but not over the sea. Note this is on the syria map AGM-86 missile wobble 2.trk AGM-86 missile wobble.trk
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Missiles like the AIM-9B, AIM-9J, AIM-9Ps, and R-60s are missing the nozzle_exit_area value while other missiles like the AIM-9L, R-27s, AIM-7s, and AIM-120s all have a nozzle_exit_area value. Here's a list that I've complied of missiles that I've noticed that are missing a nozzle_exit_area value: AIM-9B/GAR-8, AIM-9J, AIM-9P, AIM-9P5, AIM-9X, R-60, R-60M, R-24T, R-24R, R-40T, R-40R, R-3S, R-3R, R-13M, R-13M1, RS2US. There are most likely some missiles that I am missing that do not have that value.
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This is in the Beta version, happens both in single player an multiplayer (which is a lot worse if it hits a player). There is a track file below if anyone wants to take a look. Thanks for any help. F16 A-A button firing missles.trk
- 3 replies
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- air-to-air
- f-16c
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I’ll preface by saying I’m quite happy about the new lofting and guidance brought to the AIM-54 Phoenix with the new API. I’m specifically wondering if there are plans to change the harsh corner turn the Phoenix makes when entering the terminal dive from the loft into a more gradual curve to conserve more energy. The current sharp turn it makes bleeds up to a quarter or so of its energy based on how high it lofts which really hurts longer shots. Lastly, I know the C’s seeker isn’t modeled yet, but I wanted to know if there were possibly any loft profile changes planned for the C variant (maybe whenever the seeker head is modeled) as I’ve read that it had different loft abilities compared to the A. Thank you in advance for any response. You guys at Heatblur do an amazing job. Keep up the great work!
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Why do the older missiles like the S530F, R-27s, AIM-9 and other IR missiles, R-77, etc. still use the older weapon API compared to other missiles like the AIM-120s and AIM-7s? I know the AIM-54 specifically hasn't been ported to the new API/scheme system because the AIM-54 has features that isn't aren't really possible with the new API iirc but what prevents porting over other SARH missiles like the S530F (which was newly added) and the R-27 family over since the "aa_missile_semi_active" schema is already used by other SARH missiles?
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Checked all of the Soviet- and Russian-made SAMs and MANPADS, from SA-5 to SA-18. There is a kind of booster noise when missile starts (looking from F7 mode), but there is no sound of rocket motors in F6 Missile view mode. And SA-2 does not have even launch sound, missiles take off in vacuum silence. Firstly, I thought its because of supersonic missile speed, but from the rear there is no sound too
- 9 replies
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- sound bugs
- missiles
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TL;DR JAT-FOX1/3 will give Launch warning regardless of F-14 Radar status. This only applies to F-14. No other modules(F-16,F-18,F-15C) have this issue. out of context : If launched in TWS, jammed middle of tracking, AIM-54C will automatically change to HOJ and keep guiding itself. This does not give Missile warning until Pitbull range or 2~3nm. This video is Test summary. (Video is processing)
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Is there a mod for a missile with a conventional warhead ⁓5t or bigger like the South Korean ballistic missile Hyunmoo-V? I know there is because Ive seen videos of it but I was unsuccessful finding one. like this one: Also is there is a SSM nuclear missile that wont destroy the whole planet like 4Mt max? Or any other crazy mods like this hypersonic cruise missile:
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- cruise missiles
- cruise missile
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