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Mad_Shell

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Everything posted by Mad_Shell

  1. I suspect that if it's a VRAM leak problem, that may cause problems for cards with 6 or 8 GB of VRAM, but not for your 3090. Would not surprise me if it was the reason you can't reproduce it.
  2. It's a very heavy configuration, and high temperatures have a big effect on torque required to fly for helicopters. Also, the Delta model is known to be quite overweight for its engines.
  3. Warhead effectiveness is about the same for the 2 missiles, but it's not everything... The Hellfire allows LOAL mode, remote designation, ripple fire...
  4. I disagree. This behaviour mimics a human CPG having the pilot's LOS set as his acquisition source, then slaving the TADS to it, and deslaving once it's in the right direction. If you have a human CPG, you won't tell him "Look at my LOS with the TADS", then move your LOS around before he's looking where you want. Edit: typo
  5. I agree, and made a similar post a few days ago: That would really help with target ID. FLIR has worse magnification, and it isn't always as easy to identify shapes and objects compared to DTV.
  6. That's what I did, and it worked temporarily, but now several others AH-64D textures do the same. I ended up deleting all AH-64D releated textures then run a repair. Had a new "Hash Mismatch" error when the repair redownloaded the textures. And now my DCS updater won't launch! I get a "The application was modified" error, then nothing...
  7. No mod installed, no script, nothing. I ran a full repair, without effect. Here is what I get for integrity check. Also, when I updated I got several hash mismatch errors.
  8. The AGM-114K allows a variety of engagement modes and interesting tactics, that George is currently unable to perform. I propose the following improvements: - IRL the AGM-114K allows rapid fire, which means firing the missiles in quick succession (about 8 seconds interval for different targets, or less if several missiles are fired at the same target), before the precedent missile has hit its target. As soon as a missile hit its target, the CPG lases another nearby target, which the following missile will hit, etc... That allows faster and more lethal engagements, decreasing unmasking duration and time to react for the enemy. It also allows to fire several missile at a single target if necessary. For example in DCS, the Tor SAM set on excellent IA will intercept most Hellfires thrown at it. Currently George launches another missile only after the 1st one was intercepted (and the 2nd one will probably be intercepted too...). A smarter tactics would be to fire 2 missiles in quick succession so that the Tor can't intercept both in time. PROPOSITION 1: rework the manual "consent to fire" command. Each time it is pressed by the pilot player, George should fire a missile. If the 1st missile hits its target, George automatically lases the next target. If the 1st missile didn't hit its target (miss or intercepted), George keeps the laser on the 1st target. - the AGM-114K allows to use "RIPPLE" mode, allowing to fire 2 missiles programmed to track 2 different laser channels with less than 2 seconds interval. It allows to hit almost simultaneously 2 targets, 1 designed by own aircraft, 1 lased by a remote designator. Combine that with the ability to fire, like describe in 1st paragraph, the next salvo 8 seconds later while the precedent missiles are still in the air, and that gives the capability to strike 16 different targets in about 1 minute. PROPOSITION 2: add a "RIPPLE" mode to George.
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  9. When playing as pilot, with George as CPG, displaying the TADS video on a MFD can be useful for target ID and situation assessment. It's a bit frustrating that a long distance, during daytime, George only uses FLIR, and not DTV that allows a better ID, and with superior magnification. A command to ask George to switch between the 2 would be very welcomed.
  10. Thx. Please report the G limit of the missile too. In DCS both MICA are limited to 24g manœuvers, while IRL they're advertised as having 50g manoeuvrability. That's a huge difference...
  11. Flying along terrain features is a major aspect of helicopter flight. For example, flying just above a river allows to terrain mask efficiently. The ability to arrive next to a river, and just tell Petro/George "follow that river, direction North, altitude X ft", and having him do that would be a considerable improvement. With the current system, each change of direction has to be commanded, making it almost impossible to effectively follow such terrain features if you're a bit busy as a CPG.
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  12. Better wait for Intel's XeSS imo. That seems quite promising, and contrary to DLSS will be available for GPU of all brands.
  13. @fastfed You can contact the support to ask a refund. That's what I did yesterday and they answered favorably very quickly (in a matter of hours).
  14. I talk from my experience in multiplayer. I'm regularly locked by the JF17 while I'm flying NOE at very low speeds, that never happens with any other jet...
  15. Up! This is a big problem for helicopter players. And not only because of jets more easily targetting helicopters. When I play the Gazelle Mistral, I can remain below trees and buildings, just do a 360 to scan the whole area around me, and get a fox 2 lock on any enemy helicopter even if there are 3 trees and 5 buildings between him and me, denying him any way to hide... Radar and IR missiles continuing to track no matter how many trees and buildings you put between you and them is a problem too, as if you hide just behind a tree, the missile will impact this tree, and the blast is often enough to damage or kill you.
  16. The thing is, rotor RCS is not modelled in DCS, so that's not a factor here. If the JF17 can see a helicopter at very low relative radial speed, it will see a plane with very low radial speed all the same. The JF17 notch filter speed seems super low currently, which, to me, looks quite unrealistic given all the others modules in DCS have a higher notch speed, and there are IRL accounts of radars being very cluttered by false returns when the notch speed is too low (as modelled in the M2000C radar now). If someone can test what the exact JF17 notch filter speed is that would be great. Edit: I will add that the myth of helicopters being so easily locked because of the radar return of the rotor is a gross oversimplification of the matter. The rotor return is very low (the area of the blades participating to the doppler shift is low, and the blades are mostly composite materials producing low returns), the generally low helicopter altitude means the high ground clutter renders the detection way harder (the detection distance can be divided by 10 or more according to some papers), and even if the radar detects the rotor return, that return is very confusing for the radar because you don't have a single doppler frequency, but a continuum of frequenies, both going away and toward the radar, and with high time variability. If the algorithms are not designed to specifically recognize that type of return, there is a high chance the radar won't be able to interpret the signal, or reject it as an anomaly.
  17. Please tell me why when I fly in a helicopter at 5 meters altitude and less than 20 knots the JF17 can reliably lock me while no other DCS module can do that? Sure I can break the lock, I have to fly like 5 knots...
  18. Damn, 2.5 years later and still not fixed while Nighthawk did all the research and even shared his code. I hope this is corrected when ED releases the new Sa-10 model...
  19. The JF17 radar being able to magically see targets through the notch contrary to all the others planes in DCS has been here forever, and neither ED nor Deka have said a word about it...
  20. You keep saying it seems overdone, but when I see examples like the T38 in the USAF video , or in this video with a plane of 5 tons flipping around the following aircraft, it really doesn't seem overdone in DCS.
  21. The MICA missiles (radar and IR) carried by the M 2000-5 AI are way less performant in DCS than in real life. In the MICA_R.lua and MICA_T.lua files, the maximum g load the MICA missiles can reach is 24g, while IRL the vertical launched version (which is exactly the same missile as the one carried on fighters) achieves 50g up to 7km, and 30g up to 12km thanks to thrust vectoring, and that's launched from the ground with zero initial speed. Also, in DCS the maximum range at maximum altitude is 40/45km, and only 8km at low altitude. IRL the MICA VL (once again, zero initial speed and launched from the ground) has an interception range of 20km. Last but not least, MICA IR should have lock on after launch capability, and both MICA versions should have 360° launch capabilities (source in French https://archive.wikiwix.com/cache/index2.php?url=http%3A%2F%2Fwww.ixarm.com%2FFiche-technique%2C11178#federation=archive.wikiwix.com Ixarm being the business portal of the French Direction Générale de L'Armement) Sources in these MBDA brochures MICA.pdf MBDA_MICA.pdf
  22. Since you're a real pilot, I think you should be more aware of the enormous differences between a SF260 Marchetti and fighter jets. The plane you've flown is several times slower, and 20 times lighter than a F-18... I let you imagine the difference in the turbulence produced. If you watch the USAF video posted above in the thread, at 18:25 it is said that a T38 collided with another one because it was flipped around by the leader's vortex. T38 are 4 times lighter than a F-18. So yeah, even light airframe can produce serious turbulences. Keep in mind the smooth irl approaches you see on youtube are by pilots with more and better training than you. They know exactly where to position, how to approach different aircraft, the right distances, etc... And I've seen some pretty smooth approaches with wake turbulence in DCS.
  23. It already does that, change your lens effect settings to "flare + dirt"
  24. I haven't properly benchmarked my fps, but in VR it is way smoother and it allowed me to increase my clouds settings, so good job ED!
  25. Anyone could test if the speed gates have changed? The new open beta changelog states "AA radar speed gate low/high toggle (used for low speed target filter)"
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