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Everything posted by Isegrim
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The online servers in DCS usually have more player slots because they are hosted by private persons and groups. Eagle dynamics does not provide servers on their own. This is why you cant select a 1vs1 game and than wait till a countdown starts and the match begins against an opponent which has choosen the same 1vs1 game option. In the end you will have to host your own online session on your own Computer as server and ask a friend to join. - you should protect your session with a password - you will need a mission you can play - You need to forward the port 10308 in your router or it will not work.
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And here we go... Pew paff ping...:D
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Never ending story … the Shark and its laser.:smilewink: The Laser: -The Laser lifespan is limited to 5 series with a break of 30 minutes in between. -1 series is 16 cycles (like if you will 16 launched Vikhr missiles) with a break of a minimum of 5 seconds in between each cycle. -1 cycle is a minimum of 10 second illumination The rangefinding cycle is 3 seconds + a 5 second cooldown so in total 8 seconds but as soon as the countdown hits 0 the temperature of the laser is still not the lowest possible tempersture so if there is time wait another 5 seconds to reach the lowest possible temperature of the system in standby(13 seconds for complete cooldown). - Rangfinding produces much more Heat than the Beamride for the Vikhr missile does. Which weapon produces most heat beginning with the worst: - 1 KH25-ML and the Vikhrs A/A mode (Permanent target illumination for Rangefinding / Target painting). - 2 The gun 2A42 (Target switching/range finding) - 3 Vikhr A/G mode - 4 Rockets/Gun pods (usually) Some tips: - If you have to attack larger groups of enemy Vehicles with the Vikhr missile wait for the cooling Countdown hit 0 and again wait 5 seconds before the next launch if you need a rangefind cycle between each launch cycle. - Targets can be aquired after your Vikhr launch and the missile being already in the air. This is helpfull when you do not need to get an range between each target. - The system does aquire targets on TA Button release as long as its pressed you can slew. - Hold in mind if you have to use the Gun often you havent to make new Rangefinding for every new Target closeby to the last one. - At Short Distance (less than 5 km) and Static Target you havent to make a Rangefind first (1.Switch laser off-2.pic up Target-3.Switch laser on-do not pic up Target again just fire the missile>>the Beamride will be activated for 8 seconds every time the laser is on and you fire a vikhr) - Switch the laser off after every finished attack. (it has not to be on as long as you Scan for new Targets) - In Manual Launch mode you can attack 2 targets if they are standing close enough to each other with two launched Vikhr missiles with an launch gap of 4-5 seconds wait till the first missles impact and then slew to the second target, you got your 4-5 seconds time for that. That 2 targets with one cycle. There is more but you can also experiment by yourself using this mod: https://www.digitalcombatsimulator.com/en/files/607269/ I used it years ago for about two weeks after those two weeks i had noticed that i dont need it anymore because i realised that i now have enough feeling for how the laser works. But its possible that this mod is not working anymore and iam also not sure that it will pass the integrity check, but in singleplayer it gives a good practise. OK i think thats it. (see the edit) ISE:flowers: Edit: I forgot to mention that you should always use the manual weapons mode you get a by far better range and multi Vikhr launch ability by the only downside of it being able to launch your Vikhr always.
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Works fine for me.
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Nutzt ihr auch alle die gleiche Sprachversion? Selten gibt's im editor bugs im Deutschen die im Englischen nicht vorhanden sind.
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https://www.gazeta.ru/news/lenta/2009/07/07/n_1379762.shtml In this report is written that they should launch the missiles out of hover so its possible its been a test. Also is written that the exhaust gases of the rockets caused the Engine Flameout but not in detail. Fortunately both have survived.
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Now the Apache is not the KA-50 but After 8:50 you can see by the movement of the Gunner sight that there is something happening when the first 2 Rockets are fired. I have no idea why there is nearly nothing happening when the next 4 Rockets have been fired. Maybe another Helicopter is firing and opens the mic or the mic is open already. Also the Apaches side Cockpit Windows are made of 2mm Plexiglas and do not eat to much loud noise up. Also keep in mind that these are firing single rounds HYDRA and not 10 or 20 S-8 rockets in a very short time wich have twice the mass. In the KA-50 the system is for sure simply set up for the largest amount of rockets which can be fired in a single salvo, so it will overcompensate smaller salvos.
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Are you serious? I think there could be people out there saying that the recoil counter Autotrim works perfectly on this one... ;) The KA 50 has this system and the fact that it has this system is enough proof to me that there is actually recoil. But..... Is the recoil of the Rockets simulated in DCS. So that the Helicopter over compensates because it's missing? ISE
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Gute Idee .. aber kleiner tip mach doch die Einheiten Imperial und Metrisch die angaben in Imperial in der Enzyklopädie sind nämlich teils sehr grob. Der Gepard ist dafür ein klasse Beispiel.
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=STP= Isegrims KA-50 Sounds for DCS World
Isegrim replied to Isegrim's topic in Utility/Program Mods for DCS World
Did you notice how old that mod is? At that time the Vanilla sound where pretty soft sounding. The Gearbox sound for example was missing entirely. And DCS is still not the best in simulating the Doppler effect for Helicopters. Which is in my opinion the point of the post above. But its OK for me because most of the time you sit inside the Cockpit which this mod was made for. And its an mix of the having the Helmet on and flying without Helmet(Hearing Protection) which why it sounds muffled. Also the Video shows a pretty early version of the mod. I can not really recommend this mod for DCS 2.5 … yes it is working but it sounds by far different, especially the engines. I am currently waiting for the KA-50 update before i get my hands on this again. Ise -
Indeed it really pitched down. Sorry for my mistake.
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Guys this was definitely discussed like 8 or 9 Years ago. I just cant really remember, and do not nail it to hard up to the Recoil point. The longer i think about it i was wrong in my first post and it had something to do to help recover the KA-50 out of the attack dive ~ -15 to -30 deg. What i can for sure remember that this behavior is not a bug and its been like that as old as the KA-50 in DCS is. Keep in mind that this single seat Attack Helicopter is more or less a Prototype and some Automatics where integrated to help to reduce the Workload for the pilot. I have no idea this feature made it into the KA-52. The fact that this recover feature does not appear in a second Salvo could be a bug. But it aswell could be that it has some reset time because i have like the feeling that this was also discussed. Ise:flowers:
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Actually this is like the real KA 50 behaves as well. It's not u Bug. It's meant to counteract the effect of the rockets exhaust. BTW rockets are not meant to work out of a hover in the KA 50 strafing runs work pretty good.
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80 Äste für ein Modul mit diesem Cockpit..... nö. :D Sehr gern eigentlich aber das sieht einfach Sch... lecht aus.
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Jemand hatte mal angefangen das SU25-T Cockpit klickbar zu machen. Aber das ist dann wohl irgendwie unterdrückt worden. Aber gerade die Su25-A und-T würden klasse Anfänger Module mit Klickbaren Pits abgeben. Und 20 Euro würd ich dafür zahlen. Ise :)
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Das liegt daran das der Bremsschirm nicht im Wind sondern einfach in der Längsachse hinter dem Flugzeug aufgeht. Dadurch ist er zu weit unten und erzeugt ein starkes Nick moment durch das scheinbar steife Stahlseil. Komischerweise funktioniert das in der SU 25 einwandfrei.
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Imagine to have in DCS -Thermals -Shear winds -Up and Down winds in Mountains -Weather based turbulences at any Altitude etc. Amazing :) Once that would be implemented its would be time to get a Pzl 104 as Tug a ground based winch and some Sailplanes as module released as well.
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fixed [REPORTED]Helicopters always facing North on FARPs
Isegrim replied to Isegrim's topic in Mission Editor Bugs
Good point .. i tested it… but nope sorry. -
fixed [REPORTED]Helicopters always facing North on FARPs
Isegrim posted a topic in Mission Editor Bugs
I am up to build a new mission and i noticed no matter what i do all Helicopters on any type of FARPs will always spawn with Heading 0 even when i turn the FARP to another initial Heading or set a Waypoint to 180 (behind) the Helicopter. Happens to AI and Client/Player. FARP Offset (Whatever this is for) does not change this as well. I do not know is this is a new one or not but it has definitely not been like that in the past. -
AFAIK its only Pilot + AI Gunner. Unfortunately there will be no Multicrew. Seems like they just cant get Multicrew useful enough for Clients.
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2.5.5.36986 OB Module does not show up in Module manager (not even greyed) Switched from OB to release Module doe not show up in module manager(at all) aswell. Switched back to OB (the @openbeta style) But...… shes still not there. tryed to force the Download via "DCS_Updater.exe install F-16C" >unknown module soooo now iam out of options… ^^ and yes i buyed the module.
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Die F-35 soll wohl an und für sich aus allen winkeln unsichtbar sein ? Die F-22 ist ja nur von vorne getarnt.
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Nicht weit Östlich von Zugdidi.
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Sorry but I think I can't make it in time.