Skopro_PL Posted February 2, 2018 Posted February 2, 2018 We were running a squad training focused on sead in the 25t and harriers. 80% of our missles failed to hit or even track the targets even at close range, they would fall long or just auger off the rail. Not sure what the issue is or if there's been some parameters changed in the new version. But they've become useless for the task of sead. This was an entire flight of su25's. | 8700k @4.9 | Gigabyte Gaming 7 | 32gb Tridentz @3000 | EVGA 1080 TI SC2 | CV1 | VKB MCG PRO [sigpic]https://drive.google.com/file/d/1FeLGqKyJ3K08k3z-7XaegWgRuGRGkKUs/view?usp=sharing[/sigpic]
triarii Posted February 5, 2018 Posted February 5, 2018 yeah we had the same issue in a 2.5 multiplayer server. all missile flew a downward angle to the ground ignoring the radar that was targeted. this is very noticeable on the 58u which should fly up on launch and now just goes straight down at about a 45 angle.
Shrike88 Posted February 9, 2018 Posted February 9, 2018 same issue Glad to see others having issues with the HARM missiles also and its not just me. +1 to this. ED please address these issues on the next update. Both 58 /25 Anti-Radiation missiles start a downward trajectory into the ground on launch regardless of altitude and range to target
Ben.NZ Posted March 4, 2018 Posted March 4, 2018 (edited) Can confirm myself and others in my group are having this issue. Makes SEAD very difficult. Additionally, in some cases using the ELINT pod we would lock up emitting radars and view them with the SKHVAL, only to see that there was nothing there. No 3D model, just an emitting radar. As a result we couldnt kill them. Edited March 4, 2018 by Ben.NZ
159_Archer Posted March 4, 2018 Posted March 4, 2018 Funnily enough I was testing one of our squad's members missions last night, and I fired Kh-58's which appeared to track onto an S-300 but were shot down by the '300. I then fired my Kh-25mpu (4 of them) and they appeared to 'vanish' somehow -I say that because it was a night mission and we didn't see where they went, but they didn't last more than a short time -too short to have flown to target or to have been shot sown. Something not right it seems. We can confirm that the S-300 wasn't visible in game either -it was there, but not viewable! [sIGPIC][/sIGPIC] 159th Guards Aviation Regiment; recruiting now! http://www.159thgar.com/ We now fly all modern Jets and Helos
Ben.NZ Posted March 5, 2018 Posted March 5, 2018 I suspect if you watch a tacview replay of that flight you'll see some of your missiles nose down and fly into the ground. KH-25MPUs aren't as easy to notice doing this in game compared to the KH-58s
Shrike88 Posted March 9, 2018 Posted March 9, 2018 So no feedback from ED on if this is a real issue or if its being looked at or not ?
yogipol Posted March 26, 2018 Posted March 26, 2018 Hi guys. Is it just me getting fire to hit ratio around 2:1 when using Kh-25 MPU? I cannot accomplish Anti-radar tutorial because of that... HP Reverb, Intel I7 9700K, Zotac GTX 2080Ti, 32GB Ram @4000Mhz Corsair, SDD M.2 500GB Samsung 970 PRO
dmatsch Posted March 26, 2018 Posted March 26, 2018 nope. still not fixed. All ARM missles hit either too short or too long.
Ben.NZ Posted May 12, 2018 Posted May 12, 2018 Anyone have a track readily available with steps to reproduce?
59th_Wittman Posted May 13, 2018 Posted May 13, 2018 H-58, H-25MPU and the new H-25MR are working perfectly in DCS 2.5.1 open beta! Thanks guys! HDF 59th Virtual Airbase
Wingthor Posted May 18, 2018 Posted May 18, 2018 H-58, H-25MPU and the new H-25MR are working perfectly in DCS 2.5.1 open beta! Thanks guys! Can someone confirm the fix? From tacview it seems like ARMs Kh-58 and Kh-25mpu does either to far without hit, or when hit do no dammage. That is Open Beta latest ver. as pr this date. Moose framework contributor Moose scripting an DCS mission developer
jonsky7 Posted September 20, 2018 Posted September 20, 2018 Both the Kh-58U and Kh-25MPU fired from the SU25T are still overflying the targets by 10-15m for me more often than not in the latest open-beta.
stefaanadriansens Posted February 22, 2019 Posted February 22, 2019 when hiding in mountains when launched then the tracker stops, then the missile loses lock. same happens on search radar which is a bug. if enough launchers and excellent skill they will shoot them down, the option is to fire multiple mpu s in a short time so they can't keep up and the tracker stays alive tracking its own missiles that are targeting the incoming missiles. np launch override is not displayed in the hud anymore so if it's on then a big chance the 25mpu is going down. :pilotfly: i7-920, 12 GB DDR3 1600, Gigabyte x58 ud3r, Gigabyte GTX 970 OC, 2x500GB SSD+1x250ssd, TrackIR 5 clip, screen 42 inches, and 21 inches, Thrustmaster Warthog throttle and stick,t500rs,th8 shifter, Saitek Pro throttle, x controller, G11 keys
ED Team NineLine Posted July 12, 2019 ED Team Posted July 12, 2019 If this is still an issue please include a track. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
FusRoPotato Posted March 16, 2023 Posted March 16, 2023 This bug is suddenly back with the MT update, but doesn't matter if using MT or ST. DarkMatter_Marianas_SandboxPvE_Endless_alpha14-20230316-010237.trk Track contains a few test fires of vikhr first due to an FPS problem with its smoke, but after that, 3 or 4 58's are launched from a 25T and they launch downward into the ground. 1
Flappie Posted April 16, 2023 Posted April 16, 2023 Hi. Devs are working on this, but it doesn't look like an easy fix. Stay tuned. ---
Flappie Posted April 22, 2023 Posted April 22, 2023 This was fixed with the latest OB update (2.8.4.39259.1). ---
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