Snapps Posted September 27, 2018 Posted September 27, 2018 Did anyone get the silkworm missile to fire yet or is it still not finished? I tried a few different ways last night to add it in the ME and have it shoot either at another unit and to fire at point but no joy. It’s just WIP? It still needs a radar and power unit right? I’ve been looking forward to adding this unit to one of my missions ever since I seen them screen shots awhile back and was stoked to see it was added in the last OB patch. That patch was awesome too, that small campaign they added to the hornet kept me up until midnight. i got to mission 3 last night and I’m dying to get out of work and back to it. Also, it looks like the radar is %100 better at holding locks and finding targets. Overall, pretty good patch if you ask me, was more then I was expecting and the hornet is so much better to fly now. Anyone know anything about the silkworm and getting it to work or if it’s just not finished yet? Thanks ED, I for one appreciate all the hard work and the updates every other week are fantastic! :smilewink:
Revelation Posted September 27, 2018 Posted September 27, 2018 I find that it fires just fine at targets inside of 22NM. Win 10 Pro 64Bit | 49" UWHD AOC 5120x1440p | AMD 5900x | 64Gb DDR4 | RX 6900XT
diditopgun Posted September 27, 2018 Posted September 27, 2018 I tried with an OHP frigate yesterday night and max firing distance was 16nm. [sIGPIC][/sIGPIC] Intel I7 8700K / RTX 3080 / 32Go DDR4 PC21300 G.Skill Ripjaws V / MSI Z370 Gaming Pro Carbon / Cooler Master Silent Pro Gold - 1000W / Noctua NH-D14 / Acer XB270HUDbmiprz 27" G-synch 144Hz / SSD Samsung 860EVO 250Go + 1To / Cooler Master HAF X / Warthog+VPC WarBRD / Thrustmaster TPR / Track-IR v5 + Track Clip Pro / Windows 11 64bits.
Snapps Posted September 27, 2018 Author Posted September 27, 2018 Oh I moved it within the range circle but wasn’t that close. That seems a little short don’t it? Just did a quick search and it’s reported to have a range of about 85km or 45nm so maybe they need to tweak it a little still. either way that’s goods news, I will give it a go this afternoon, thanks for ur quick reply bud.
twistking Posted September 27, 2018 Posted September 27, 2018 does it come with it's own radar? i think target radar-cross-section is modeled for ships, so it may be radar limitations? i'm on stable though, so did not test myself... My improved* wishlist after a decade with DCS *now with 17% more wishes compared to the original
ED Team NineLine Posted September 27, 2018 ED Team Posted September 27, 2018 Understand guys that the new units are still WIP to some degree, and changes should and will be applied in the future, but keep reporting issues, it does help track them. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
wrl11 Posted September 27, 2018 Posted September 27, 2018 I tested this and detection and fire without AWACS in the program is about 16nm. With AWACS detection is much further and fires at 23nm. I tested against ships. With 6 silkworms... - The FFG (Oliver Perry) always gets sunk (maybe it hits 1 or 2 of them). The sinking animation is good though. Initial hits, fire and a couple minutes later a big explosion and the stern starts sinking. - The Normandy always blows them up, usually with good distance to spare. - The Stennis maybe gets one. 6 only damage, 12 sinks it. Good animation on the hits, with holes blown in the side of the carrier so you can see the hanger deck exposed. Overall, other then much shorter range than what the internet says it should be, they are very effective. .
Cik Posted September 27, 2018 Posted September 27, 2018 the range ring on the map is 30-40nm. if it can be made to fire out to that range it will threaten the whole strait of hormuz from the islands, especially at the narrowest point. it needs some sort of surface search radar to go along with it though, whatever radar is chosen doesn't matter so much as long as it's functional. additionally we really need the ability to place "neutral" ships that report the position of hostiles to a specific side, so that we can use that sort of asymmetric targeting. ultimately you only really need an azimuth to point these things at. time of flight is relatively trivial in comparison with the speed of a ship so you might still wind up with the target in the seeker basket without accounting for target motion at all. it's nice to have them though, even if they are not perfect ATM because credible targets for campaign building were lacking before now.
GGTharos Posted September 27, 2018 Posted September 27, 2018 In short, it needs over-the-horizon targeting. Realistic OTH targeting - meaning your quality/frequency of target position data (never mind ID) is dependent on your OTH targeting methods. Those can be anything: Simple blind timing (I expect ships to be crossing at this time and I shoot in this direction with these missile pre-sets) with the missile targeting whatever it feels like by itself, radar, a fast boat with radio watching a pre-arranged spot, airplane, etc. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Snapps Posted September 27, 2018 Author Posted September 27, 2018 I gave myself the rest of the day off just so I could come home and try it out, yep worked first try at 18nm. I couldn't control the big smile on my face, I think I might have even clapped a little. that was until it hit the ship. after making it past all kinds of AAA and at least one ship missile, it crashed into the target, ships have force fields?? why no sink? hopefully Nine9 is right and they are still tweaking it and I should just be thankful it dropped and I am not complaining but pretty sure all cruise missiles are too weak. maybe expect 4 to take a carrier but a normal ship wouldn't be toast after one direct hit? thanks guys for letting me know how.
Snapps Posted September 27, 2018 Author Posted September 27, 2018 (edited) so after realizing a cruise missile might not be the best thing to kill a ship I tried it out on a bunker1 fortification thinking this is going to look super cool and it don't fire. I tried it at different ranges and tried different ground units and it only seems to work on ships. did you guys get it to work on buildings and ground units yet or is it just for ships? Edited September 27, 2018 by Snapps
Cik Posted September 27, 2018 Posted September 27, 2018 it is an anti-ship cruise missile, it is just for ships. we will eventually get other short-range tactical anti-land weapons such as the SCUD-B, though.
mono6020 Posted September 28, 2018 Posted September 28, 2018 hey guys, i just tried several times but cant get the silkworm to fire. target is an oil-tanker 16nm away, only task-option for the silkworm is "fire at point" which is set on the non-moving tanker. the group consists of 2 silkworms, 2 landrover, a SR P-19 Radar and a few infantry. the missiles just sit there and do nothing. whats the trick?
Cik Posted September 28, 2018 Posted September 28, 2018 have visual sightline of the target i don't think you need to give it an order at all, i'm pretty sure it just engages anything it sees by default
Snapps Posted September 28, 2018 Author Posted September 28, 2018 SCUDS! cant wait for them too. its going to be interesting to see how they implement ballistic missiles in DCS. Im curious to see how the fire bombs are going to look too. I ended up finishing mission 3 last night and was up all night on 4, I have to say the hornet has become pretty nasty after this last patch. It lets you notch now and u can pull moves after the 120 is pitbull like the f15's radar, I don't think it lost a lock once. We have more to come but that patch for me was a big leap forward for the radar.
Oesau Posted September 29, 2018 Posted September 29, 2018 I've had fun setting a mission to shoot one of them down - no issues with the AIM-9 or AIM-7s with the Hornet though you need to time it right. Reminds me of hunting V-1's in other sims.
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