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[Report Thread] Bugs of China Asset Pack


RocketmanAL

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Not saying your results are wrong, but just FYI HQ-9 is the one most like S-300. HQ-16 is a smaller medium range missile, HQ-9 is 1300 kg 6.8m long and .7m wide, HQ-16 is 615 kg 5m long and .34m in diameter. S-300 5V55 missile is 1450kg, 7m long and .45m in diameter

 

Some say HQ-16 uses Buk technology, it only goes 70km I believe

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Not saying your results are wrong, but just FYI HQ-9 is the one most like S-300. HQ-16 is a smaller medium range missile, HQ-9 is 1300 kg 6.8m long and .7m wide, HQ-16 is 615 kg 5m long and .34m in diameter. S-300 5V55 missile is 1450kg, 7m long and .45m in diameter

 

Some say HQ-16 uses Buk technology, it only goes 70km I believe

 

Correct - I'm comparing SA-11 (Buk-M1, missile 9M38M1) with HQ-16 missile (fired from HHQ-16 VLSs on 054A (Jiangkai II) frigate). HQ-16 is derived from 9M38M1 with the help of Almaz-Antey, if public sources are to be believed (Jane's for example). My point is that HQ-16 behaves very oddly, especially when compared to the similar 9M38M1. 5V55 should be compared to HQ-9, of course. And - incidently - the charts shown are not "my results" but missile telemetry plots from those same tracks I attached, anyone with DCS and Tacview can redo the analysis.


Edited by PE_Tigar
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With DCS World open beta 2.5.6.47404

Having some issues with the type 093 submarine,

 

1. sub is surfaced

2. I order sub to attack an enemy ship

3. Sub dives (but depth stays at 0)

4. Sub fires cruise missiles attarget ship

5. Sometimes when a missile launched it damages the submarine

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Jesus that Buk missile isn't a missile at all. It's a frickin' school bus.

 

As soon as the motor burns out, it bleeds almost 50% of its speed in just 5 seconds (~850 kts).

 

There is no way the real missile is that crappy.

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Jesus that Buk missile isn't a missile at all. It's a frickin' school bus.

 

As soon as the motor burns out, it bleeds almost 50% of its speed in just 5 seconds (~850 kts).

 

There is no way the real missile is that crappy.

 

It's not that the missile is crappy or not, it's trying to maintain altitude with practically no wings in dense air - hence quite high energy bleed. That's a normal behavior when shooting a low and fast target - aerodynamics 101. I don't know how much, or at all, S/A missiles are supposed to loft in these scenarios. But if they don't loft and try to fly more or less horizontal trajectory to the target, they have to bleed a lot of energy. If they don't - like HQ-16 - it's a suspect behavior.


Edited by PE_Tigar
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  • 1 month later...
  • 1 month later...

hello, sorry for the complain. Soo if you try to kill a hq-7 with a tank the only hitbox available is between the launchers and the top of the vehicle it self, its a very small hitbox. If you try to hit on any other part of the vehicle, its indestructible. If you guys could fix it would be really good.

thx


Edited by uboats
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Type 052c Destroyer issue

 

I don't know if its reported earlier or not, but the Type 052C Destroyer, destroys its self while firing cruise missiles. Watch the below clip timestamp (01:10:00)

 


Edited by uboats
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I don't know if its reported earlier or not, but the Type 052C Destroyer, destroys its self while firing cruise missiles. Watch the below clip timestamp (01:10:00)

 

 

seems now the ship AI can automatically have a turn to launch weapon mounted on the other side, and launch during turning cause the issue

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Uboats just to wade in here - In combined arms if you set up a simple mission say with an Abrams and HQ7 launchers, then fire off AP rounds into the body of the HQ7 it does no damage, it has to hit exactly a really small killbox area in the base of the turret.

 

I've even driven behind one and fired off 5 tows from a Bradley and all its 30mm direct in its rear to no effect.

 

It's not just Bravo one, this is a widely reported issues from many experienced users of Combined Arms on DDCS.

 

Also to note the Chinese BMP suffers from the same issue.

 

If you cannot replicate after spending 5 mins on this, which is all it will take to set it up then let me know, i can provide countless tracks.


Edited by Hawkeye_UK

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  • 1 month later...

Bump @uboats is there an update for this and the Chinese Bmp3?

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If you setup a Helicopter on the 071 Amphibious Transport Dock as "Takeoff from Ramp/Runway" on "PRK" sation 2 and start the mission the helicopter sits on "PRK" station 1. Only way to force to be on "PRK" 2 is by setting a second helicopter on "PRK" 1.

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Thanks Uboats please see attached track file.

 

So have selected the Bradley and Abrams. You can see that you can put infinite 25MM and Abrams AP rounds through the vehicle body without it taking any damage. It is completely immune.

 

As soon as you catch a small portion just in the neck of the turret the unit will die, even with the Bradley.

 

The problem here is that when the unit is being moved around rapidly, that's easier said than done at range with an AP round.

 

In reality the whole unit (and sadly for the crew) would be toast.

 

Hope this helps?

HQ7 TRACK FOR UBOATS.trk

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  • 2 weeks later...

Object type name change messing up old saves; also causing crashing

 

See my thread below where I had a mission using the Type 54 that I could not load into the ME. Turns out that the object type names were changed by Deka at some point. This changed caused the ME to look for an object type that didn't exist, and delete the unit. In my case I had a helo landing on the ship, so DCS got hung-up trying to figure out what to do. All old missions will have this issue I think.

 

https://forums.eagle.ru/showthread.php?t=287771

 

Manually changing the object type name fixed the issue, but you have to manually open the mission lua to do so. Not sure how far the issue goes, but it might go beyond the ships depending on what Deka renamed.

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@Uboats

 

Just thought i would find the time to say thank you for ensuring the fix has been completed as i note today's patch notes with enthusiasm.

 

It has become quite an issue with human tac's on our server and so this will be met with much appreciation and also ensure fair gameplay.

 

Look forward to testing it on DDCS later.

 

All the best and thanks for quickly expediting the request.

 

Best regards.

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  • 5 weeks later...

I've attached a track showing this issue. This was on the latest open beta (2.5.6.57264). I drop three passes of a harrier fully loaded with Mk82 on the 052C and get it to around 33% damage. I try to fly through the ship every time, but only when the damage is greater than 33% can I fly through it. I shortly crash afterwards, but that is because I hit the water.

 

It appears to be the 'second' damage state where the large holes appear that causes the hit box to go missing. I didn't show it in the track, but if you try to damage the ship further the bombs explode on the water and only splash damage affects the ship, doing ~1% damage every time, down from the 12% it does with a working hitbox.

 

I haven't tested the other ships, but I have heard of issues with the 052B and C and the 054A.

ShipHitbox.trk

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