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Nerdwing

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Everything posted by Nerdwing

  1. Lol thanks for the advice all :P I just have a twist-stick and no pedals, HOTAS, etc so I was using game mode to prevent having to memorize a plethora of hotkeys. I'll practice with Sim mode tonight though, Sim mode and gunnery seem easy enough at least!
  2. Hey all :) I'm currently using simple avionics settings and pressing "M" wont allow me to change into Gun Mode, etc while using Simple Avionics settings. Since that is by default connected to Switch Target or some such, I unassigned it but still dont get any effect when pressing M. While this has ACTUALLY been productive as its resulted in me learning to use the gun in Sim avionics mode, Im still curious if there's any way to switch to the gun mode using simple avionics settings? Perhaps a key I can remap that will still be recognized in either difficulty setting? Also this sim is fantastic, and I find flying around with my front landing gear stuck down and the others retracted while I try and find how to remedy the situation FAR too hilarious than I should :(
  3. Hell just revert those changes to Maverick targetting and I'd be 100% happy :P
  4. Agreed totally. I intend to buy A10C in the eventual future, but it'd still be great to have these issues fixed if possible before then.
  5. db_sensors.lua was modified by the patch. Could the change have taken place somewhere in there?
  6. Illustrates the problems very well. Thank you for taking time to make that video :)
  7. I think part of the confusion is that no developer has outright said "We changed this to prevent a turkey shoot scenariot". So its unknown whether we are reporting a bug, or if this was a conscious design change made on ED's part. People are unsure if this was a bug that slipped in, or if (as seems more likely) it was introduced purposefully to increase difficulty for A10 pilots. ...kinda like BMP's shooting and tracking you with relative ease... :( I personally think that it should be restored to how it was, and folks who make missions in the future should keep the ability of ground attack aircraft to acquire IR sams in mind as they deploy them. It seems as if the current change was just an artificial tweak made to make things harder for pilots who should have just turned off their darn labels in the name of "realism" and proceeded into the target area with due caution was there threat of IR sams about. :)
  8. Is the lock-distance per vehicle/target tweakable in any way on the player's end, for offliners?
  9. This issue exists in Flaming Cliffs 2 as well :( I've no idea what exactly is the cause, but its certainly baffling.
  10. I dont think the slew bugs and the zoom thing are the same issue though. Both are very annoying however! And while I agree that a workaround is viable using proper planning and target locating, you at times will only be able to fire at an SA13 while within its range envelope. Its a really odd restriction, and one I've found no way to artificially bypass/reset using the .lua files. I'm sure the slew bug at very least will be fixed soon though, by all accounts its an unintended effect.
  11. Was going up against a marauding Hind that had taken out an Avenger in the A10 campaign. Came in high-ish at him, and fired a Sidewinder. He had a moment before fired an AT-6 Spiral, which the heatseeker promptly acquired, intercepted, and destroyed mid-flight. The 2nd shot took the Hind out though, thankfully.
  12. I'm 90% sure I"ve landed my A10 on highways just to see if its doable.
  13. I kinda wonder just how accurate the GAU8 is currently ingame. In LOMAC it was very accurate. Is there any way to accurately gauge its relative accuracy as it is currently represented?
  14. Hello :) Normally I'll wait for my wingman to mention bandits in the area. Generally, those will be Hinds in the campaign flying at a low (though not nap-of-earth) altitude. Generally in the area of 1000 feet or so I think if the helicopter is being instructed to attack ground targets. To engage them, do so from above. You ALWAYS want to come in from an altitude or angle that prevents them from pointing their gun at you. A very very brief burst is all it takes normally, and then you'll be rewarded with seeing the target chopper break up and sprial, then go to the ground in flames :thumbup: In addition, if you choose to attack with Sidewinders you'll want to use them from a close range. I personally fire from above at less than 1 mile (maybe 1/2 a mile) to hopefully prevent them from popping flares to distract the weapon. Though of course in those instances, it may be more prudent to just fire with the gun and tear the chopper apart. EDIT: Also, the enemy helicopters -WILL- fire ATGM's at you if they are in a situation where they've nothing else available. I've never been hit by an AT-6 Spiral, and it seems the AI just uses them to ward your aircraft away since there isnt really a huge chance of them getting a hit (and almost zero chance I imagine against a maneuvering fixed-wing aircraft. Try and keep that potential threat in mind though.
  15. I read that it was pretty much decided that there wasnt any point in having to spend more time on target to spend the same amount of gunfire, so as mentioned the option was removed. Its worth noting as well that 1/4 to 1/2 second is very very short compared to the real-life estimates for amount of rounds to cripple a MBT. Versus an IFV, sure thats reasonable perhaps. Not sure about the cannon's dispersion. Unless firing at a target about a mile or more out, it seems acceptable. Only time its "lacking" is when trying to silence a Shilka with the gun to conserve Mavericks, but that doesnt seem unreasonable either. Also, I think its totally reasonable to use the Mavericks against heavy armor. If you're flying a campaign mission early on, you'll be assigned to take out maybe 3 targets. Use the Mavericks against the AA units around, and the remainder of your Mavericks on the heavy armor. Even though it can be fun at times to see how many targets you can pick off during a mission, generally its best to just take out the targets assigned and return to base. Agreed 100% on the Wingman though, but meh! Thats really lacking in most sims.
  16. Sorry if my title isnt specific enough, I mean the inability for AGM-65D's to lock onto SA13's and SA9's until within ridiculously close range. Was it done for gameplay reasons only? Because you can lock onto most anything else at distant range aside from those select launchers which can only be targeted inside their own engagement envelope. This includes footbound MANPADS like the Igla and Stinger, which are far smaller than the above vehicles. Is this a noted bug? And is it modifiable from the player's side (albeit at the cost of playing online)?
  17. The T80U is most definitely killable ingame with the GAU8. IRL, it isnt a super tank slayer as often assumed. It'll inflict mission and mobility kills certainly. But tanks wont go bursting into flames with turrets spinning when hit by it. From what I've read, it seems the actual pilots are well aware of this. http://www.simhq.com/_air/air_053a.html Hold your fire until you're very close to the T80, and approach from a decent angle above. The T80 will be a larger target then, and you should have a much easier time registering hits. In addition, this is how gun runs are carried out in reality I think, so realism is an added bonus :P
  18. I could SWEAR I've seen armored units that I've strafed in my A10 start zig-zagging back and forth in an attempt to evade fire. I dont mean to avoid wrecks either, they just started swerving about to avoid aerial gunfire. EDIT: I'd also like to note that overall I've not had trouble locating vehicles on the ground at a reasonable distance. Alot of the time I'd see civilian traffic at a distance, but you can observe how armored vehicles move in a little distanced convoy and are much easier to pick out.
  19. It certainly seems so. All guns are modeled differently and with varying degrees of performance ingame. This even extends to helicopter armament and that of ground vehicles.
  20. I wish that was a manually changeable variable for offline flyers on an individual vehicle level. Or is it already such, and I just havent noticed it?
  21. Read it all today, and I find that the Gaskins/Gophers are still way too difficult to lock compared to much smaller targets. Guys with Iglas and Stingers can be locked on to further out than SA-13's :(
  22. Hello :) You have to hold the button down for a brief while. Cannons, rockets, and bombs dont have that feature. But missiles do.
  23. Hello :) Is it possible to modify the sensitivity of the AGM-65D's sensor to pick up targets of a smaller size? If so, where would such a thing be done? I'm interested in restoring the ability to acquire SA-13's and SA-9's at longer range, as pre-patch. Thanks in advance!
  24. Unable to acquire SA-9 and SA-13 vehicles using AGM-65D mavericks in the A10 until very close range (2 miles or so). I'm able to acquire and fire at everything else from long distance, from Ural rucks to Tunguskas.
  25. I personally use the up, down, left, and right keys on my keyboard to slew the cursor since I dont have a very versatile joystick. I've noticed that there is a slight delay now when I press a button, and the cursor moves very slowly for a brief bit. It sort of comes off as a way to "fine tune" your cursor slewing, but in reality its way too small to matter. EDIT: Same behavior here. Very odd indeed!
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