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Author Topic: MIG-19 V3.1 (26/07/2015) -  (Read 206027 times)

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DeJotPe

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Re: MIG-19 V2.04 (19/8/2013) - Now including SM-12PMU
« Reply #360 on: August 31, 2013, 12:53:00 PM »

well, I play il-2 since about 2003:P
I don't have DBW because it has too much addons that i dont want, i remember years ago it causes some violet-forrest texture issues with my GPU.
I also have jetwar since 1.02, so i'm familiar with atolls sidewinders migs and sabres:)
I found that lauching AIM-9B with its 2G limitation in circle fight is almost impossible: when youre at lag pursuit and "see" the inside of the engine nozzles you have 4-6G... When youre in lead pursuit and fly straight to go below 2G your opponent will be at such high angle to you that sidewinders won't catch the target. That's why i like sabres with cannons in favor of migs which armed with four rockets are to heavy to fly easily and won't have cannons in that case.

Back to the topic: i do almost exactly like you say, except i dont use increase/decrease radar range and the gate.
I have automatic rocket engagement. I don't remember exactly but i think that i don't even need to switch radar to targeting mode to obtain "locked" signal. I think that the code of K-5M doesn't require player's active guiding as that would require a lot of code change and would brake up this missles behavior on other planes...
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snachito

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Re: MIG-19 V2.04 (19/8/2013) - Now including SM-12PMU
« Reply #361 on: August 31, 2013, 01:00:08 PM »

Sure, so:
....

Thank YOU Mati good stuff!!
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NS~mati140

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Re: MIG-19 V2.04 (19/8/2013) - Now including SM-12PMU
« Reply #362 on: August 31, 2013, 02:09:24 PM »

well, I play il-2 since about 2003:P

I also play IL-2 since 2003 :D

For now the missile code is completely seperate from radar code. Alkalis act like heatseekers, except that can target jets from any direction. This seperation is correct for R-3A.
As for locking on and switching to tracking mode (which in case there is more than 1 target in the sky does require gating, even with the bug that allows to target without gating currently) it is not required at all when using heat seekers, at least when you have visual. But if you don't get visual (e.g. at night) it gives you real time indication of target position realative to line of sight which you would otherwise lack. If you're skilled you can even aim your guns with radar in tracking mode and kill the target you've never seen using guns :D. Not to mention that Atolls will lock on whatever is closest to LOS, so it allows you to engage a specific target within a formation (e.g. when you wan't to eliminate leader and don't have visual - you can always lock onto him (you can clearly see the formation in scan mode, with careful piloting and gate usage you can isolate and lock on the leader; than all you need to do is maintain the target exactly in the middle of aiming ring and he should give the strongest source for Atoll seekers))

As for using atolls in dogfight - the circle fight is the last thing you want. If it's 1 on 1 it may be hard to make enemy change direction of turn but if you manage to make him do so, you get a short window when you can launch them with high acuracy. Of course any rapid manouver your enemy does is enough to break the lock. The highest accuracy you can get is when you do a surprise attack, from 6 o'clock low (or high, since you can hit from larger distance there - getting lock doesn't mean your missle will have enough fuel to reach the target). That's where I usually get killed from - I don't remember when I last got hit by an AIM-9B that I saw coming, they're very easy to outmanouver. AIM-9Ds are harder though XD
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DeJotPe

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Re: MIG-19 V2.04 (19/8/2013) - Now including SM-12PMU
« Reply #363 on: August 31, 2013, 02:28:48 PM »

Quote
even with the bug that allows to target without gating currently
hope it won't change, since while playing via QMB when i hit increase/decrease radar range i only get "beacon none" on screen...

I can't use FMB at all! i don't know how to add planes, change their mission or do anything - when i open FMB i see the map, i can open object viewer, edit wheather but don't know how to do anything...
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snachito

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Re: MIG-19 V2.04 (19/8/2013) - Now including SM-12PMU
« Reply #364 on: August 31, 2013, 03:51:53 PM »

I can't use FMB at all! i don't know how to add planes, change their mission or do anything - when i open FMB i see the map, i can open object viewer, edit wheather but don't know how to do anything...
DeJotPe here are some links that help you with FMB and building your own missions:
1. https://www.sas1946.com/main/index.php/topic,23306.0.html
2.

Once you know how to do it it's pretty easy and installing planes even easier just some things you HAVE to do or else you'll get a 60 or 70% CTD
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NS~mati140

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Re: MIG-19 V2.04 (19/8/2013) - Now including SM-12PMU
« Reply #365 on: September 01, 2013, 05:40:26 AM »

Quote
even with the bug that allows to target without gating currently
hope it won't change, since while playing via QMB when i hit increase/decrease radar range i only get "beacon none" on screen...

I can't use FMB at all! i don't know how to add planes, change their mission or do anything - when i open FMB i see the map, i can open object viewer, edit wheather but don't know how to do anything...

The only thing you need to know at first is: "insert" key... well, inserts whatever object you have selected in "objects" window and "delete" deletes. That's enough to make some interesting scenarios and make use of shitload of maps and objects DBW comes with, and is the reason why I won't switch from 4.10 until a 4.12+ counterpart of DBW comes out (although I have seperate installs of both 4.11 and 4.12).

Also I don't have the bug you described, you sure you set the keys correctly (you should use radar gain not radar range keys)? The gate is here for a reason - 90% of time you'll have more than one target on the radar, and gate allows to select your target. In modern fighters you still have gate but it's even smaller and you can move it in both axis, all arround the radar screen.

Also make sure you have the latest versions of JetWar and SAS Engines (1.32 and 2.6 respectively).
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S3231541

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Re: MIG-19 V2.04 (19/8/2013) - Now including SM-12PMU
« Reply #366 on: September 12, 2013, 10:56:53 PM »

More fixing and tuning for this radar  :P

Real RP-21 screen:



In game:



Big Thanks to GGM for the texture. I'm doing a bit of the code work myself too.
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NS~mati140

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Re: MIG-19 V2.04 (19/8/2013) - Now including SM-12PMU
« Reply #367 on: September 13, 2013, 04:45:55 AM »

Awesome!

Where did you get that photo from?
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S3231541

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Re: MIG-19 V2.05 (13/9/2013) - Now including SM-12PMU
« Reply #368 on: September 13, 2013, 08:50:19 AM »

Guys, I've post version 2.1 at first post, primarily fixing the radar using this information and parameter:

Quote
Scan mode: +/- 25* horizontal, +/- 10* vertical (almost sure about the second one, the first one is just something reasonable bc I read it's 30* which is most certainly bullshit :D)
Track mode: +/- 60* horizontal, +/- 20* vertical - but still, scale goes up to 10* and beyond something like 15* it would be off screen - radar probably still wouldn't lose it as long as it is within head movement range (60/20), you just wouldn't see anyhing until you'd manouver your plane so it is back on screen

Also you'll need to move the target inside the lock-on gate (target must be below the upper horizontal line and above the lower horizontal line. These lines are adjustable using radar gain key.

cheers,

S3
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SAS~Malone

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Re: MIG-19 V2.1 (13/9/2013) - Now including SM-12PMU
« Reply #369 on: September 13, 2013, 09:03:01 AM »

great, thanks mate - gonna try it out asap! :D

oh, i also wanted to as Wasted, if there is a template available somewhere?
i looked around, and didn't see one anywhere...
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.....taking fun seriously since 1968.....  8)

NS~mati140

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Re: MIG-19 V2.1 (13/9/2013) - Now including SM-12PMU
« Reply #370 on: September 13, 2013, 03:02:41 PM »

Awesome, thanks for update.
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NS~mati140

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Re: MIG-19 V2.05 (13/9/2013) - Now including SM-12PMU
« Reply #371 on: September 14, 2013, 10:24:55 AM »

Guys, I've post version 2.1 at first post, primarily fixing the radar using this information and parameter:

Quote
Scan mode: +/- 25* horizontal, +/- 10* vertical (almost sure about the second one, the first one is just something reasonable bc I read it's 30* which is most certainly bullshit :D)
Track mode: +/- 60* horizontal, +/- 20* vertical - but still, scale goes up to 10* and beyond something like 15* it would be off screen - radar probably still wouldn't lose it as long as it is within head movement range (60/20), you just wouldn't see anyhing until you'd manouver your plane so it is back on screen

Also you'll need to move the target inside the lock-on gate (target must be below the upper horizontal line and above the lower horizontal line. These lines are adjustable using radar gain key.

cheers,

S3

You didn't read the conversation between me and DeJotPe, did you?  :-[

OMG I'm so stupid I forgot to fix that post.

Anyway, checkout posts from #355 to #357

The +/-60* and +/-20* is actually 60* horizontal and 20* FOV (aka +/- 30* and +/- 10*) + me being stupid and failing at reading comprehension. That's hardware limit and it's the same for both modes.

Also, yea, as DeJotPe pointed out, the horizontal scale shows range in track mode, when 2 vertical range markers go over outside ring it's 10km and when they go over inside it's 5 km. As of what this scale indicates regarding bearing, I have no idea at this point. You may want to just go back to the previous version with just those +/-30* and +/-10* limit - unless you've got better source, bc you said you do have some source, and since you live in Vietnam (do you? Bc I have just shown my poor comprehension above XD) which also used MiG-21, it may not be less credible than mine.

Alternatively just send me the code and I'll try to fix the shit I've done myself XD

We really need someone who actually flown MiG-21 and operated Sapfir radar...

Anyway, at least scan mode has correct values :P, although I noticed something strange regarding ranging but I have to check it further. EDIT: 0 km in scan mode seems to be near the outer optimal lock-on range marker (the horizontal line with a dot below it - at least I think it shows that, honestly I have no idea what this marker means but it sounds like a cool temporary name :D), instead of at the bottom of the screen.
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