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Posted (edited)

Well.. the CCIP and CCRP modes on both MIG-29 and SU-27 variants is easy to use and understand.. but im finding they are quite imprecise..   if i attack on a dive in CCIP of lets say 20º or more they seem to allways fall like at least 100 feet short. CCRP does the same.. piper is right on target, speed is stable and it releases automatically but fall short (as far as i can see they allways fall short.. never overshot)

 

However trying stuff found that attacking from 1000m or so in level flight they seem to be precise.. but shouldnt the computer calculate for the angle/speed factors when it computes the piper or calculates the release automatic point?

 

As fas as i tried this issue doesnt seem to be a problem on the SU-25 variants oddly (even the T wich uses same system)

 

Edit: just ran several tries with mission editor and seems to be an online thing.. offline bombs seem quite accurate in both CCIP/CCRP modes but online they seem to fall short by over 100f

Edited by SparrowLT
  • SparrowLT changed the title to CCRP/CCIP imprecise on MIG-29/SU-27 variants (Multiplayer aparently)
Posted

Here i took some screenshots from online just now.. here you can see how the bombs impacted short of the bunkers.. in all cases i was doing the run perfectly aligned with the bunkers and the piper in both modes was at the other end of the bunkers (so the bombs missed the impact point by 2 bunker lengths at least)

 

Server ping was good.. about 30s

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Posted

I used to have this issue with MiG-29A: couldn't hit a bunker with Bet-ABs if my life depended on it. It was also happening online - I have since stopped trying.

  • Like 1

i5-4690K CPU 3.50Ghz @ 4.10GHz; 32GB DDR3 1600MHz; GeForce GTX 1660 Super; LG IPS225@1920x1080; Samsung SSD 860 EVO 1TB; Windows 10 Pro

Posted

Try a slow speed dive with speed brake out and a steep dive down. I find that to be pretty precise. Slower speeds might help with CCRP as well, although I find it personally impossible to hit something precisely with something like cluster bombs.

But the accuracy in real life might actually be like that, if you don't keep to a certain speed, altitude and angle. 

  • 2 weeks later...
Posted

The thing is i tried doing a mission in the editor using all russian made planes and i could hit the spot in both modes regularly with not much problem..  yet in MP it seems to fall short 90% of the time.. however in MP if i aproach the target at arround 800kmh leveled at about 300-500m above target it seems to hit much better than in any dive..

 

Its a simular issue (but dont think related) to the infamous Hornet error when not using GPS for pos.. only that issue applies too to offline.

Posted (edited)

Maybe due to the wind? IIRC it won't compensate for wind(at least in our game),unlike most other full fidelity jets.

Edited by Akiazusa

Kyoto Animation forever!

Posted
15 hours ago, Akiazusa said:

Maybe due to the wind? IIRC it won't compensate for wind(at least in our game),unlike most other full fidelity jets.

 

I highly doubt as they are consistenty falling short. This would imply that every time it was a direct head-wind case.

i5-4690K CPU 3.50Ghz @ 4.10GHz; 32GB DDR3 1600MHz; GeForce GTX 1660 Super; LG IPS225@1920x1080; Samsung SSD 860 EVO 1TB; Windows 10 Pro

Posted

Also they would miss sideways even by pure chance when making runs in other directions unless wind is perfectly constant.. and the allways seem to align correctly with the target..only falling short

Speaking of the Hornet GPS bug i will try in the same servers doing a bombing run with the Hornet and pos set to GPS to see if it also falls short, maybe with the Tomcat as well once i learn how to CCIP on it..just to compare them to the russian jets, .if the results are the same it would discard the FC3 module

 

  • 2 years later...
Posted

Any update regarding this issue? the bug is still present today..

Full fidelity REDFOR pls. o7

Specs: Intel I7-2600 l 16 GB RAM l GT1060 l Eyesores from frequent freezing and low framerates l broke

Modules: FC3 and a dream

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