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Posted (edited)

When placing more than 1 AshM loaded ship of the same type, only one of them is attacking by SM-6 missile in antiship mode.

 

Edited by tripod3

Mr. Croco

Posted
31 minutes ago, tripod3 said:

When placing more than 1 AshM loaded ship of the same type, only one of them is attacking by SM-6 missile in antiship mode.

 

 

My first guess would be that it's a DCS core feature. The ship group will assess the threat and act accordingly. To show this I added four Piotr Battlecruisers. This made the Burke's start pumping out SM-6s simultaneously.

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image.png

Posted
5 hours ago, hotrod525 said:

Are you planning to add 2D radar screen (ala Combined Arms) ? Is it even possible ? Would be great addition if not over complicated

I'll add it to the list. 👍🏻

  • Like 2
Posted
On 12/29/2022 at 11:06 AM, currenthill said:

That's strange. The Tico and Burke are deployed in the same mod package. If you have the Tico you should have the Burke. I'd re-download and re-install.

I have exactly the same problem. Can only see and use the Tico.

Posted
3 minutes ago, Jet said:

I have exactly the same problem. Can only see and use the Tico.

There has to be some sort of conflict. 

Firstly, you are sure you've installed it correctly? If so, send me your dcs log and I'll take a look.

Posted

Hello,

I have been doing some testing of this mod against your 055, and have noted a deficiency in the SM-6. When engaging the YJ-18's they will fire at very long range against then loft high and then dive straight down onto them, however the YJ-18 is moving too fast leading the missile landing a bit behind the YJ and detonating to far away to kill it. I suspect similar performance will happen against other supersonic sea skimmers. I would appreciate it if you could patch the mod so the missiles either hit when fired like this, or so that the ships do not try to engage those missiles with that profile. The YJ-18 is also supposed to be subsonic cruise and supersonic terminal, however I suspect the reason this modeled wrong is game limitations. I have attached some photos below to help illustrate.

 

v/r Gundamator 

image_2.png

image_1.png

  • Like 3
Posted (edited)

Hello,

I have been having a blast using these more modern ships, but I have been noticing some things when messing around in mission editor scenarios. I noticed that SM-6 missiles (when attacking other ships) will loft to around 50-60,000 ft no matter how close they are to the opposing ships and the missiles can't hit any closer than 23-ish nautical miles out. In my for fun scenario the enemy ships were around 6 nautical miles out but the SM-6's were climbing to 60k and splashing into the water 15nm past their targets....is this how its supposed to be? Is there a minimum range? I have no idea but I would assume the missiles would act similar to when intercepting incoming anti ship missiles. Thanks for any help/comments!

Digital Combat Simulator  Black Shark Screenshot 2023.01.18 - 11.38.32.29.png

Edited by Vegabond
Posted
1 hour ago, Vegabond said:

Hello,

I have been having a blast using these more modern ships, but I have been noticing some things when messing around in mission editor scenarios. I noticed that SM-6 missiles (when attacking other ships) will loft to around 50-60,000 ft no matter how close they are to the opposing ships and the missiles can't hit any closer than 23-ish nautical miles out. In my for fun scenario the enemy ships were around 6 nautical miles out but the SM-6's were climbing to 60k and splashing into the water 15nm past their targets....is this how its supposed to be? Is there a minimum range? I have no idea but I would assume the missiles would act similar to when intercepting incoming anti ship missiles. Thanks for any help/comments!

Digital Combat Simulator  Black Shark Screenshot 2023.01.18 - 11.38.32.29.png

 

That is correct. I mention it in the change log. It's because of DCS/me limitations. There is a certain envelope I have to keep within, if I want the max range I have to increase the min range or the other way around. If I find another way to do this I will update the missile in future releases.

 

image.png

  • Like 2
  • Thanks 2
Posted
6 hours ago, currenthill said:

That is correct. I mention it in the change log. It's because of DCS/me limitations. There is a certain envelope I have to keep within, if I want the max range I have to increase the min range or the other way around. If I find another way to do this I will update the missile in future releases.

 

image.png

Ah I see, I apologize for not reading the change log more closely, thank you for your time, love the mod either way!

  • Like 2
  • 2 weeks later...
Posted (edited)
33 minutes ago, USNAVY TOP GUN said:

Will this mod have torpedos?
Anyway it is a very nice mod but i hope the torpedos can add to this mod and lauch at the mk36 torpedos tube

 

Yes there are torpedoes on the Arleigh Burke III presented in this thread. You can lock and launch the torpedoes if you have combined arms. However hit probability and torpedo dynamics are not very accurate due to ED native implementation.

Edited by Arrow11
Posted

I know it's not one of the more important things, but I was wondering if eventually the Flight III Arleigh Burke destroyer will have changes to it's model to be more true to life, like the different shaped and slightly differently positioned SPY-6(v)1 radar and no frontally mounted CIWS (even though I prefer having two...).

Flight III (DDG-125) on the left, and Flight IIA TI (DDG-120) on the right.

Flight III and IIA different radar.jpeg

Secondly are any decoy systems such as the AN/SLQ-25, Mk 36 Mod 12, Mk 53 Nulka, or Mk 59 viable within the game to be added to the ships? I'm sure there are many limitations.

Anyways thank you for your continued hard work on all these mods!

  • Like 1
Posted
22 minutes ago, Vegabond said:

I know it's not one of the more important things, but I was wondering if eventually the Flight III Arleigh Burke destroyer will have changes to it's model to be more true to life, like the different shaped and slightly differently positioned SPY-6(v)1 radar and no frontally mounted CIWS (even though I prefer having two...).

Flight III (DDG-125) on the left, and Flight IIA TI (DDG-120) on the right.

Flight III and IIA different radar.jpeg

Secondly are any decoy systems such as the AN/SLQ-25, Mk 36 Mod 12, Mk 53 Nulka, or Mk 59 viable within the game to be added to the ships? I'm sure there are many limitations.

Anyways thank you for your continued hard work on all these mods!

Thanks! 

This mod was intended to upgrade the current Tico and Burke in the DCS core game, using the original 3d models to save time. If I find suitable 3d models and the time to implement them I will definitely do that. But it's not a priority at the moment. 

  • Like 3
Posted
8 minutes ago, currenthill said:

Thanks! 

This mod was intended to upgrade the current Tico and Burke in the DCS core game, using the original 3d models to save time. If I find suitable 3d models and the time to implement them I will definitely do that. But it's not a priority at the moment. 

Understandable!

Posted
5 hours ago, Arrow11 said:

Decoys/countermeasures on ship and ground vehicles are a long awaited feature. Hope some of the modders or ED themselves implement this in due course.

Yeah, that's an ED implementation I've been waiting for...

  • Like 1
Posted

Hello,

 

Do you have any plans to model the RIM-116 RAM? I find myself quite liking the HHQ-10 on the Type-055 and would like to see the U.S. Equivalent.

 

v/r Gundamator

Posted
58 minutes ago, Gundamator said:

Hello,

 

Do you have any plans to model the RIM-116 RAM? I find myself quite liking the HHQ-10 on the Type-055 and would like to see the U.S. Equivalent.

 

v/r Gundamator

It would be easy enough. But as I mentioned in an earlier comment, this can only happen if I get my own 3D model for these ships, like the 055. 

  • Like 2
Posted
5 hours ago, currenthill said:

It would be easy enough. But as I mentioned in an earlier comment, this can only happen if I get my own 3D model for these ships, like the 055. 

I see, then I understand why its not added. While not directly applicable in this situation, I find it a shame you are stuck without the SDK having to base stuff off already ingame assets, even if I understand why.

Posted
9 hours ago, Gundamator said:

I see, then I understand why its not added. While not directly applicable in this situation, I find it a shame you are stuck without the SDK having to base stuff off already ingame assets, even if I understand why.

Well, not quite correct. I don't need the SDK for these kind of assets. Most everything ED can do with a non-aircraft asset can be done by me (or other modders), it just takes time and commitment. In the case with the modernized US ships I didn't make the 3d models and textures, I only made the code and missiles (which are not attached to the ship model). I did it this way to same time and re-use what ED already had in place. In other cases, like my Russian or Chinese ship assets, I have control of all the parts and can do what I want (including changes to the 3d model for example new weapons or crew etc). 

If I prioritize it, I could implement new 3d models for these US ships, and make the changes I want (within the current DCS limitations, which for example doesn't allow for native countermeasure implementations for sea/ground assets). 

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