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Showing results for tags 'range'.
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E-2D Advanced Hawkeye radar range
Northstar98 posted a topic in Aircraft AI Bugs (Non-Combined Arms)
Hi everyone, The E-2D Hawkeye is defined with the wrong radar which has far less range than it should have (even for the radar being depicted). The E-2D is currently defined with the AN/APS-138 (see line 292). This radar actually belongs to the E-2C Hawkeye Group 0 from the mid 1980s. In DCS this radar is defined with a detection range of 330 km (or ~178 nmi). The radar actually appropriate to the E-2D (which despite the name of the .lua, is what's depicted in DCS) is the AN/APY-9, which has an instrumented range of 350 nmi (or 648.2 km), almost double of what the -138 is currently defined with and very nearly 250 km greater than the maximum detection distance (see line 371 of the first link). IRL, the AN/APS-138 has an instrumented range of 300 nmi (or 555.6 km), so already we're over 200 km short (we're significantly short, even the 250 nmi range for the AN/APS-125). -
Hi everyone, A subsequent update has resulted in ships not firing their anti-ship missiles until their targets are detected by their own surface-search radars (which, ignoring atmospheric ducting (which isn't modelled in DCS), are limited to radar horizon, for most ships this is typically on the order of 20 nmi/~37 km, some ships are). Previously, attack unit/group would result in firings, so long as the target was within the weapon's maximum range. This means that ships with longer-ranged anti-ship weapons cannot take advantage of that longer range and put themselves within range of shorter weapons (which can include some gun systems). Sometimes ships will fire 1-2 missiles, but won't follow up until within detection range of their own surface-search radars, this is inconsistent however (possibly related to heavy timewarp usage). While the current set up is somewhat more realistic, ships don't have ESM systems modelled in DCS, the AI won't share targets they detect with each other (in the tracks below their are aircraft that can provide offboard targeting, both via ESM and/or surface-directed radar - targeting should be able to be provided via data link or voice), nor are satellite based targeting systems modelled (outside Given that ships do not feature ESM systems in DCS, the AI won't share targets they detect with each other (and in the tracks below there are aircraft capable of detecting ships at long-range, both via ESM and via surface-directed radars), nor are there any satellite-based targeting systems (such as Legenda), attack group was the only option available to take advantage of the long range of anti-ship missiles. Now there's no option whatsoever. 3M80_Range.trk P-500_Range.trk P-700_Range1.trk P-700_Range2.trk RGM-84D_Range.trk YJ-62_Range.trk YJ-83_Range.trk
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- anti-ship missiles
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After the update I opened the mission editor to make use of the new AAA features. I immediately noticed the much smaller range of the 8.8cm Flak as I had already arranged them to have intersecting arcs. I then placed an S-60 battery in the middle of the group of 8.8cm and notice the S-60 now has quite a bit more range. Picture below shows the 8.8cm Flak on the left with S-60 to the right.
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When OSB 19 and 20 are pressed and the scale changing option is currently automatic the radar should change to manual scale changing option and perform the scale change associated with the pressed OSB. Currently presses of OSB 19/20 in automatic scale option causes the radar to remain in automatic scale option and the range change to be rejected. F16 scale OSB press in AUTO.trk
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what is the gun convergence set at for each of the fighters, in "DCS". i understand that the range can be set on K-14 to further than the gun convergence.
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In the mission editor, we can see yellow and red circles indicating respectively the maximum detection range and the maximum firing range. There is also a minimum range for some models. It would be interesting to create lua functions to return its information, as well as a function indicating if a point or a unit are "within range" of fire. This can be used in particular for artillery script, or dca... Function we needed : - unit:getMinRange() return minimum range of unit in metter - unit:getMaxRange() return maximum range of unit in metter (red circle) - unit:getDetectionRange() return maximum detection Range in metter (yellow circle) - unit:pointInRange(vec3) param point (vec3) of a position. Return boolean (true/false) if a param "point" is between min and max range.
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- lua function
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investigating Tank Engagement range broken
WirtsLegs posted a topic in Ground AI Bugs (Non-Combined Arms)
Some ground units (specifically tested some of the WW2 tanks seem to be able to engage beyond their noted max range in the editor, further they seem to ignore the 'interception range' option. here is the test setup: Note that all the red tanks are set to interception range 15%, the blue tank is immortal and weapons hold and spawns 1 second after start to prevent potential issues with everything being there at start. All of the red tanks engage the blue tank despite being set to 15% range and despite the blue tank being outside the red tank's denoted maximum range I have attached the miz file to demonstrate this: engagementRangeBug.miz, just run it and watch So i guess 2 issues here: 1) Either the units ranges are longer than they should be or the value assigned to generate the circles is too small so they don't match and 2) Ground units don't seem to be respecting the interception range option