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Posted (edited)

For a convoy with light armors I use submunition container, but the containers seem useless for Tanks. Also we can use bombs, but a dive could be dangerous when there are AAA alive.

Edited by pepin1234

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Posted
And what about S-13, S-24, S-25 and S-25L?

 

as a sidenote I reckon that in this sim, said rockets are modeled only in HE-FRAG warheads. Seems to me that the only rocket to have a dedicated anti-tank warhead in DCS is the S-8-KOM, the larger ones should only be used on soft targets (bar the S-25L). It would be nice if more warhead types could be modeled. I read that one variant of the S-13 for example, has a serious concrete penetration capability, it can in fact destroy hardened aircraft shelters by making somehow its explosive charge go off inside of them. They should also have some serious capability in disabling runways

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Posted

exactly. The S-13 rockets is the most abandoned. The Problem with the S-13 is that real destruction and Penetration effect must be simulated with several Impact effect and not with the single destruction effect for one S-13 rockets. Is clear that more than 5 rockets Impact must destroy or serious damage a Shelter.

 

Maybe the current graphic engine limit do something like that...

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Posted

It isn't clear how many rockets are needed to destroy a hardened shelter, but it is entirely possible that a single rocket could destroy (as in, damage in such a way that it is no longer useful, but not necessarily blow it up to little pieces) whatever is in the hangar.

 

The problem is that there is no penetration model and post-penetration fuzing model for the warheads in the game. It has nothing to do with the graphics engine, it's all about damage and warhead fuze mechanics.

 

exactly. The S-13 rockets is the most abandoned. The Problem with the S-13 is that real destruction and Penetration effect must be simulated with several Impact effect and not with the single destruction effect for one S-13 rockets. Is clear that more than 5 rockets Impact must destroy or serious damage a Shelter.

 

Maybe the current graphic engine limit do something like that...

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Posted

Aren't the S-13s still broken anyways?

 

Last time I played, they would always impact a good 50-100m past the pipper, making them useless against point targets.

 

And because of the baffling lack of any bug trackers (seriously, wtf), forum reports just get buried and there's never any indication of what is going to get eventually fixed.

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Posted

Do you see this in 1.2.7, if so report it in the Open Beta forum, including a track. Be sure to search the Open Beta forums to make sure its not been posted already, once its reported a Dev or Moderator will make the issue Reported.

 

Obviously in the past it wasnt as easy to track user issues, but its getting better. As for an actual bug tracker, I am not sure we will see anything like that, and not to many companies offer that either, sure some do... but not many.

 

Aren't the S-13s still broken anyways?

 

Last time I played, they would always impact a good 50-100m past the pipper, making them useless against point targets.

 

And because of the baffling lack of any bug trackers (seriously, wtf), forum reports just get buried and there's never any indication of what is going to get eventually fixed.

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Posted
Aren't the S-13s still broken anyways?

 

Last time I played, they would always impact a good 50-100m past the pipper, making them useless against point targets.

 

And because of the baffling lack of any bug trackers (seriously, wtf), forum reports just get buried and there's never any indication of what is going to get eventually fixed.

 

nope they arent boken at all, they are awesome, most of the time i get s-13s only, because i dont trust s-8s.

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Posted
The problem in the Su-25 is with anything pipper related when your slant attack is low, from a high angle attack there seems to be less of an issue...

 

Not to derail the entire thread... again... but do you think this is the nature of the aircraft or a bug?

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Posted

That issue is the nature of gunnery of any sort. Shallow attack angles with unguided weapons lead to less accuracy.

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Posted

Doesn't mean there's no bug in DCS, but I'll point out that such bugs have been present in real aircraft and some of those issues are actually documented.

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Posted

Probably not, but this is a common issue with a lot of the pippers in-game. Pippers should be relatively stiff in a lot of cases, ie. not jump around with every little change in sensor readings.

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Posted

The problem is not just related to rockets but also laser guiding so I think this is more a DCS problem than an actual representation of shallow attacks, maybe to do with 6dof.

 

The issue is with the HUD the pipper needs to be over the target at the centre of the HUD, as the pipper moves away from the centre of the HUD then the error increases ie. the stabilised pipper (if using laser) moves off the target.

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Posted

So what you're saying is that there's some form of significant (because all HuDs have some) parallax error - that's a bug, should be tagged, bagged and track provided so it is looked into.

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Posted
with the risk of almost certainly derailing the thread, is the piper sporadically jumping up and down when the laser is turned on, at a shallow attack angle realistic?

 

Yes. I notice that too. Seem have relation with a non affective laser range at the Moments of the piper jump. Ones we get inside 5 km range the piper get stable.

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Posted
Yes. I notice that too. Seem have relation with a non affective laser range at the Moments of the piper jump. Ones we get inside 5 km range the piper get stable.

 

ive almost certainly gotten a crazy piper within 5km, especially when the gun is selected.

Posted

It's actually the laser that glitches out the Su-25T pipper.

 

It starts flickering back and forth hundreds of meters, even in steady dives. When you're aiming near a mountain ridge the problem is especially bad. Disabling the laser calms the pipper down.

 

 

As for the S-13, if the problem was angle of attack, then it should affect the other rockets too, no?

Posted
It's actually the laser that glitches out the Su-25T pipper.

 

It starts flickering back and forth hundreds of meters, even in steady dives. When you're aiming near a mountain ridge the problem is especially bad. Disabling the laser calms the pipper down.

 

 

As for the S-13, if the problem was angle of attack, then it should affect the other rockets too, no?

 

Yeah I have the impression that the erratic pipper behaviour is due to some glitch in the laser rangefinder. Although I wouldn't be completely sure that is a glitch; this phenomenon seem to happen only at very low altitudes and shallow dive angles. The Klen rangefinding equipment on the Su-25 has been designed in the 60s/70s, so one could reasonably think it could be some effect which has been willingly modeled in the sim. The devs and testers of DCS would know abt that though and as far as i remember, no mention is made of this in the manual.

 

About the rockets and angle of attack, don't know if it's a problem, in fact sometimes rockets like the S-13 are launched (specially by helicopters) from a slight positive pitch angle, to maximize range. DCS seems to correctly simulate this feature

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Posted

I noted long ago the aiming sight erratic behaviour on a shallow angle aproach, when laser rangefinder is activated. In "reality", and while not having any knowledge about the real system, this is acceptable as it could be the laser sensor receiving "last" and "first" returns. In the sim, I don't know. It could be some bug related with parallax/terrain model, or in the way the system is modelled...

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Posted

Just popped here by chance and funnily enough I remember M. Pavlov saying on Russian forum that in mountainous area they couldn't use the laser. They used airspeed, angle and the grid sight instead.

 

I have no idea if what you are experiencing is modeled on purpose or is it a bug but it could happen in real life.

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