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Sephryn

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Everything posted by Sephryn

  1. Definitely agree, this would make doing GCI via the F10 map a lot more interesting too
  2. Didn't see this until now, sorry. Apparently the specific version of the harrier being modelled no longer uses API rounds in favor of APKWS instead. That being said, when Elmo asked the SME about them he said that it's only a belt change. 25mm API isn't in use anymore but if there happened to be a belt laying around then it could be used in the gunpod right out the box with no additional changes. I agree we would have the ability to use both, hopefully RAZBAM will implement this.
  3. Hello All, The Harrier when rearmed/refueled currently resets the state of multiple parts of the aircraft including the Master Arm switch, Targeting pod cooling for FLIR, Maverick cooling (even if it was in a ready state on the aircraft already), as well as the laser code, and ECM switch state. I believe this is incorrect behavior on an aircraft capable of hot pit rearming and refueling as referenced in this video: https://www.youtube.com/watch?v=LFL6-y7vYhI Also attached is a track displaying this behavior. when landing on a short approach. Please be mindful I am aware these are not correct landing procedures, I intentionally turned the master arm on, tpod FLIR, maverick fusing, etc to display this issue more thoroughly. Lastly, this is an issue that affects both the Harrier and Mirage (unknown for the MiG-19 as I do not own the module) but it does NOT affect any other 3rd party or ED developed aircraft. As far as I know it is a Razbam specific issue. To clarify as well, this is not specifically a rearming issue, it changes states in the aircraft as well such as the master arm and laser code. If you need anything else or additional tracks please let me know, Thanks, Sephryn Harrier RearmReset Test1.trk
  4. Agreed! Knowing what I'm flying isn't that big of a deal but whenever I try to fly a sneaky backdoor mission people will see where I've spawned and intentionally spawn in front of me because they know I'm coming. It's very frustrating.
  5. As requested for the newest update, I retested the gunpod on the harrier once again and came to worse results than before. Previously the SAPHEI-T would kill the Paladin (the only unit killable by the gunpod in my lineup) from any angle. This update it has done no damage whatsoever to the Paladin. Whatever was changed this last update has made SAPHEI-T even more ineffective against light, medium, and heavy armor than it already was. Attached is the updated track file, I made 2 passes at the paladin just to make sure I hit it and that it did no damage. Harrier SAPHEI-T Gunpod Test2.trk
  6. Hello, This post is outlining the issue with the current gunpod on the Harrier. Initially it was API and acted according to how the gunpod was designed to work on the Harrier. Several months ago it was changed to SAPHEI-T instead, however, there is no option to change ammunition within the gunpod. Unfortunately with the switch to the new ammunition it does no damage to targets such as a BMP-3 or Bradley, vehicles which should be easily destroyed by the GAU-12. Several weeks after the initial switch there was an attempt to change the SAPHEI-T to be more damaging however it would not damage Linebackers but would damage Bradleys, the damage was very low, and I found myself firing over 1/2 of my gunpod ammunition into a single BMP to kill it. The GAU-12 as referenced in this: link is designed to penetrate light and medium armored vehicles. At 10:35 the narrator explains the max armor penetration values from testing (2.7in) Attached is a track file that contains a test range of 6 vehicles: T-72, T-55, BMP-3, Linebacker, Bradley, and a Paladin. The controls in this test are the T-72 (something it should NOT be able to penetrate/kill) and a Paladin (something it can CURRENTLY penetrate/kill) Tests were done from various angles on each of the vehicles. I am not a crackshot but I hit each vehicle enough to determine if it would take any form of damage from the gunpod. The results: The Paladin control was destroyed. Every other vehicle sustained no damage from the gun runs with SAPHEI-T. Previously every vehicle in this lineup would have been destroyed or at least taken some form of damage from the API gunpod except the T-72 in most cases Conclusion: The GAU-12 gunpod that used to be API belts worked perfectly. The SAPHEI-T does not. On an aircraft designed to engage ground targets with its gunpod this is what I would consider a major flaw in the module as a whole. Zeus and Prowler have both acknowledged this issue on the RAZBAM discord (Reference: https://imgur.com/a/XNvzIch) I would like to request that the API gunpod either be reinstated, or as both Zeus and Prowler suggested that it be added as a second gunpod loadout so we can select either API or SAPHEI-T depending on the mission we are trying to fly. Thanks, Sephryn Harrier SAPHEI-T Gunpod Test.trk
  7. The server we run on has about 800 ai units at any given time with many of those being moved by tac commanders. Because of this trying to run scripts at the same time as that would very likely crash the game. That being said more AI from Deka would be very welcome. They have done a great job so far contributing units to CA and it's created a very fun ground war. More Chinese SAMs would definitely add more flavor to air defenses. It's a shame the US and NATO SAMs are down to a very small variety
  8. LD-10's in their current state are nearly impossible to defend. The AGM-88C can be shot down by a set (2) of tors set to auto fairly easily. They can be over-saturated by sending several HARMs at them at once but they have no issues shooting down at least one or two. On the other hand I was having huge issues trying to shoot down LD-10's. Out of 4 fired every 20 or so seconds 1 was intercepted, 1 missed the target, and the other 2 killed a set of tors. To intercept a single LD-10 I had 5 sets of tors (10 tors total) all set to red (radar always emitting). These missiles are not all that different. They are of similar size and shape, yet one needs an inordinate amount of tors to shoot it down. This doesn't make any sense and I also believe they are too good for how they fly currently. Something must be going on back there that is causing an issue like this.
  9. Can confirm, I tried this earlier and immediately had a crash
  10. Is there any timeline for when the Hornet and Viper list of final features will be posted?
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