Arkobarko Posted August 5, 2019 Posted August 5, 2019 When i use the TGP to mark target for the jdams in both TOO and PP mode in MP, they always fall 200 meters short of the target. i know i am using the TGP correctly and marking the targets correctly, but when i watch them in F6 view they track fine but then dive into the ground 200 meters short of the target.
falcon_120 Posted August 5, 2019 Posted August 5, 2019 I would say to try a repair o a different mission to test. They work perfectly here. Enviado desde mi SM-G950F mediante Tapatalk
ED Team BIGNEWY Posted August 5, 2019 ED Team Posted August 5, 2019 Hi we would need to see a track replay. As short as possible, would be better if you can I have been using them and they seem ok for me Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Arkobarko Posted August 5, 2019 Author Posted August 5, 2019 Hi we would need to see a track replay. how do i get those in MP?
ED Team NineLine Posted August 5, 2019 ED Team Posted August 5, 2019 They are autosaved to your track folder. Inside a folder called Multiplayer. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Arkobarko Posted August 5, 2019 Author Posted August 5, 2019 (edited) I tested to replicate but used single gbu's instead of double rack and it worked. i found the track file and i tried to view it but since it i dropped the gbu 1 hour in to the flight i cant get to it. i will try again with double rack gbu's and record it with windows game menu. Edited August 5, 2019 by Arkobarko
Arkobarko Posted August 5, 2019 Author Posted August 5, 2019 ok so i uploaded a video to youtube, hope this helps. sometimes the jdams do this but sometimes they track just fine, when i ripple off 4 jdams on the same target it seems only one actually hits the target.
ED Team NineLine Posted August 5, 2019 ED Team Posted August 5, 2019 Maybe a little slow, and a little low? Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Arkobarko Posted August 5, 2019 Author Posted August 5, 2019 You can see the jdam does a distinct downward turn about 200 meters before impact. i havent been able to replicate this consistently but it happens once in a while and others on the server have noticed aswell. and as you know there is a bug with the max range circle on the hsi, maybe this ties in with that?
ED Team NineLine Posted August 5, 2019 ED Team Posted August 5, 2019 (edited) No, because I have had no issues with JDAMs, even with the launch circles, the info is still correct on the HUD, but I do tend to drop higher and faster as well, even a correctly launched JDAM will do the distinct downward turn right before impact, I always think they are going to overshoot, then they nosedive on target. Looking at your vid again, you dropped from max range, so you need to be carrying enough speed and altitude to let it do its thing, or close on the target more. Edited August 5, 2019 by NineLine Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Harker Posted August 6, 2019 Posted August 6, 2019 No, because I have had no issues with JDAMs, even with the launch circles, the info is still correct on the HUD, but I do tend to drop higher and faster as well, even a correctly launched JDAM will do the distinct downward turn right before impact, I always think they are going to overshoot, then they nosedive on target. Looking at your vid again, you dropped from max range, so you need to be carrying enough speed and altitude to let it do its thing, or close on the target more. To be fair, the max range should be calculated based on ownship altitude and airspeed, that's why it's dynamic. On the other hand, JDAMs are not glide bombs and the angle was indeed too flat. I believe the bomb performs a downward turn in the terminal phase, in order to actually hit like a bomb should, with a kind of top-down approach. Maybe it's a default setting for the terminal delivery profile that will be available later. As it stands, I believe that the max range cue should come a little later, when the bomb can actually hit the target, but the OP should also be higher and faster. Difficult to tell if this is a bug or just a limitation of the real system, i.e. if you fly too low, the calculations are invalid, because the bomb won't have time to both adjust its course and switch to its terminal profile. Maybe you wouldn't get a valid release cue. The vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord. F/A-18C, F-15E, AV-8B, F-16C, JF-17, A-10C/CII, M-2000C, F-14, AH-64D, BS2, UH-1H, P-51D, Sptifire, FC3 - i9-13900K, 64GB @6400MHz RAM, 4090 Strix OC, Samsung 990 Pro
Arkobarko Posted August 7, 2019 Author Posted August 7, 2019 On the other hand, JDAMs are not glide bombs and the angle was indeed too flat.. as i mentioned before this have happened at various altitudes and airspeeds, but i think i will just leave jdams be until they have fixed the max range cue. there is definitely something wonky with the guidance as it sometimes does its initial dive about a mile out and then suddenly performs a distinct downwards turn into the ground as it would if it was striking the target.
ED Team NineLine Posted August 7, 2019 ED Team Posted August 7, 2019 To be fair, the max range should be calculated based on ownship altitude and airspeed, that's why it's dynamic. I'll have to ask if this is the case, I had not heard that these zones are dynamic and change based on the aircraft conditions. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ED Team NineLine Posted August 7, 2019 ED Team Posted August 7, 2019 Ok, just asked, dynamic zones will come later. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Arkobarko Posted August 7, 2019 Author Posted August 7, 2019 Ok, just asked, dynamic zones will come later. Thank you :) i think that explains it, i thought they where already dynamic.
Harker Posted August 7, 2019 Posted August 7, 2019 I'll have to ask if this is the case, I had not heard that these zones are dynamic and change based on the aircraft conditions.You can already see the it on the HSI, with a PP or TOO target. The max-min range rings change according to aircraft speed, altitude and aspect to the target. If you're higher and faster, the bomb will glide farther than if you're low and slow. What will come later, unless I understood wrong, is the DLZ cue on the HUD. The vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord. F/A-18C, F-15E, AV-8B, F-16C, JF-17, A-10C/CII, M-2000C, F-14, AH-64D, BS2, UH-1H, P-51D, Sptifire, FC3 - i9-13900K, 64GB @6400MHz RAM, 4090 Strix OC, Samsung 990 Pro
ED Team NineLine Posted August 7, 2019 ED Team Posted August 7, 2019 Yeah, I just like to confirm before saying something will come later, the internet has a long memory for mistakes :) Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Santi871 Posted August 7, 2019 Posted August 7, 2019 the "range circle" is called IRLAR or in range LAR and represents the maximum aerodynamic range of the bomb with the given aircraft conditions. What the team is referring to as "dynamic zones" is the IZLAR, or in zone LAR, which is shown as a small square patch within the IRLAR and it represents the area where not only aerodynamic requirements are satisfied but also guidance ones, taking into account the terminal settings. Within the IZLAR, the HUD cue changes from IN RNG to IN ZONE. If you are within the IRLAR but outside the IZLAR, terminal settings will be ignored one by one (I don't remember the order in which they are ignored) until the bomb can make it.
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