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Everything posted by ralfidude
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TMS up short. ALso, you won't be able to track anything beyond a certain range. I believe something close to 10nm.
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I'm not seeing why this is not free. It's good, don't get me wrong, but I shut off the video after he was telling you to anticipate the G and strain all your muscles.... I was like, nope, exit. I would pay for Ranger79s missions however. Now THAT is work of art my friends.
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How in the world can I get better at formation flying?
ralfidude replied to Pajeezy's topic in DCS World 1.x (read only)
As someone here who likes to scrape the paint off of my teamates when flying all the time, I will tell you this: Curvature to 30. ^that's your holy grail. -
Camera Position/Orientation LUA Export
ralfidude replied to Kyridious's topic in Utility/Program Mods for DCS World
I'm also very interested in this. Let me know if you find anything. -
Well preventive flares do work, but it's that certain SAM units don't need a tail on aspect to shoot at you. If you are flying in at full throttle and are flaring then the exhaust from your engine is still there. For example, I have a 50% defeat rate with IR threats when they launch at me, my automatic response is to cut the engine to idle, and dump charlie program quick, which is the most flares in a short period of time. As I'm making my manouver and the missile gets closer I have already placed it at my 3/9 line and I pop one more Charlie CMS flare drop and do a High G turn, and this will either work for you making the missile miss and lose track, or kill you since missiles in DCS are super human in many factors. They are far too accurate. Now there are people here who say that preventive flares work, and others who it hasn't worked for, I guess it's really up to you to decide, but personally I think it works.
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Yeah, APU restart on engines are damn near impossible in DCS. Only go for windmill restarts. I don't know why, I used to be able to do an APU restart more often before, but after a certain patch it just didn't work as well or at all anymore.
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Make the enemy shit their pants if they have a MWS system. :) You should try it on KA-50s. They start to panic when lazed and they have no clue where it's coming from hahahaha.
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i'm just gonna submit this to the bug report and wait for an official answer. PS: NVM, there is already a CBU thread and I don't want to make a new one so il just update that one and let it be.
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Pulling of the T handle happens also when you try to chat online. Unfortunately in all the infinite wizdom that is ED, you can still click things in the cockpit when you are typing. So a LOT of times I accidentally shut my engine off by pulling that T-handle because it is right in the spot where I have to click the TEAM tick off so I chat only to my team side, or when Im trying to find my mouse, because it turns into a black little invisible line.... I have the chat screen so much... But this is obviously only for when you are trying to type, either than that, yeah, you are somehow pulling the T-handle. PS: I believe pulling the T-handle ONLY cuts the fuel flow to that system, nothing else. The fire extinguishers fire off by the discharge button on the right of the T handles.
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I had the same behaviour on spread out groups and line formation tanks which is basic in DCS formation. Gun runs with mix ammo also has the same problem, skip to 5:50 here That whole time I held the trigger down, there was a whole line of infantry there, not a single goddamn kill. What's more, is that Cat did the same exact gun run on the same exact column just before me.... It's all ****ed... So I have no clue what's gong on with the hit detection but it's a bit wonky... Can we get DCS 1.1.1.1 back?
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About the skeets hitting the targets: I saw what looks like direct hits on tanks when I slowed down the footage and the crater in the center of where that the tank used to be in, but the tank just drove off from the column. So they are either hitting the tank and he doesn't give a damn, and just drives off (therefore not disabled, and you can see this in the last few screen shots, where I got no kills but you see a lot of missing tanks that drove off after the skeets exploded in their dead center), or they are missing by inches and it's not accurate at all. Either way, I also remember the skeets being MUCH more accurate than this, something has gone haywire if I can't get more than 3 kills in a tight and loose column under different HOFs.
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I have tried running this test, but I cannot in good consciousness release the data, wayyyy too many errors. 97s are goddamn impossible to hit a square box area accurately at all (no winds). I had to resort to 105s which would hit the center quite nicely. However I observed obnoxious behavior by the skeets. Mainly they were SEVERELY inconsistent (I expected randomness due to the skeets flying off in all directions, but not anything above 30-40% error). I would do the test 4 times for each HOF to get a nice average however the difference between them was vast. On one run I got 0 hits in comparison to the other runs where I got three for that particular HOF setting. The main problem I have seen is that the Skeets would deploy to hit a tank and miss. One such pass had about 8 holes NEXT to the non mobile tanks but not a single skeet hit it's target. It appears that the skeet hit average is below 50% at times. The other skeet problem is that the ones that actually DO hit, don't kill the tank, it drives off, or it just never registers that it got hit. THen the next problem with them is that too many skeets are hitting the same target, sometimes up to 6 skeets per tank. I set up 64 tanks in three configurations. Set 1, box T-72 configuration, spacing at 50 feet (to replicate a tight cluster of vehicles), even at 500 HOF, only 2 kills with about 3-4 misses of deployed skeets (so it would have been 5-6 kills if the other skeets actually hit the tank they went after). Higher HOFs varied but I stopped after a while since it all went to hell with skeets missing. Set 2, box T-72 configuration, spacing 200 feet (to replicate a more scattered group of vehicles), same results with skeets missing and getting only a few kills in certain runs. Set 3, line formation of T-72s, spacing 100 feet. Same amount of kills and misses. Somebody needs to confirm if the misses from the fired off skeets (the skeets that have acquired a lock on a target, not the skeets that have not detected a tank and either self destructed or fallen to the ground disarmed) are supposed to be this high or at all. 50% miss of locked on skeets seems rather high for a non mobile tank. In the following pictures, there were only 2 tanks destroyed, the blank spots are the tanks that drove off after getting hit by a skeet still perfectly intact: Here you will see that a LOT of skeets are hitting the same exact target, about 6 skeets to one tank, as well as skeets that have impact craters on top of tank positions, but did not kill the tank, instead the tank drove off. Then there are DIRECT HITS to tanks that are not registering at all, you can see that there is a SKEET impact crater underneath the engine of this 72, this happens A LOT: These pictures were of the convoys with a much higher HOF, 2600, and there were absolutely 0 kills. All the skeets apparently missed, yet you can see that some of the impact craters are directly underneath the tanks, it makes no sense. Should I move this to the bug section or.....?
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Map is created, I just need to run the test 16 times now tomorrow evening.... ugh...
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Il split it up into two different segments. The first will be HOF heights for armor cluster in a circle patter, tight group. Then it will be HOF heights for armor cluster in a line pattern. If I have time, Il also conduct a third test for spread out cluster of armor. I will obviously do like 3-4 runs for each test then Il post the results in a different thread and Il link it here as well.
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You know, I think I'm gonna set up a testing video to show the effectiveness of CBUs in tightly clustered armor at different HOFs just for shits and giggles. But you'd have to wait a while for that.
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Ok, i think they call them range-only HAT BOX radars. So.... uh... this gonna be updated at some point? :) Its a rather important missing rwr icon.
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I have noticed that in BMS the SA-13 shows up on the RWR. I have looked into it, and although the sa-13 is a IR type, it does contain a radar between the launchers that it uses to tell the operator of the range of the incoming aircraft to avoid wasting missiles (as was described to me) outside of operating ranges. Shouldn't the 13 appear on the RWR for the A-10 as well? PS: I am not talking about the SA-13 TELAR variant.
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That is not what is observed vs Patriot missile defense systems and SA-11/10 systems when I tested it out at their max radar ranges. Lock was attained on me regardless of ECM on or off, and we accounted for SAM warm up time.
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Tharos, give me an insight on what ECM does against SAM at 25nm please, and which system, because I observed absolutely no change in SAM behavior with and without ECM for the long range SAMs at the time of testing.
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it turns on when you press cms down, yes. If there is a target actively tracking you then once the jammer is turned on manually by you, it will remain on and jamming until either you turn it off, or the thing stops tracking you. If you try to activate the jammer for a target not actively locking you, then the jammer will run for only like 5 seconds and then turn off.
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Awesome, let us know how that goes along. Another SAM pattern is to have a general purpose radar that is on all the time scanning the skies with multiple SAM batteries stationed over an area. All of these SAMs have their radar off and are on stand by. They receive all incoming hostile aircraft information from the general purpose radar scanning the sky. The radar keeps track of these bandits and informs the SAM batteries of the hostile aircraft location, and when the aircraft are well within NEZ, the SAM batteries turn on their radars and whoop some ass. The above is the most absolute evil though...
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Apologies, I meant Manual. Semi is retarded for unknown threats. I think that what happens in Semi mode (Which will get you killed) is that, let's say you set it to a Delta mode, so you have some mix of flares and chaff, but very low amount and spread out quite a bit (So not a good amount for a quick getaway), and you are flying happily along, and then all of a sudden there is a missile launch without any radar contact. Well you press the CMS up button to dump chaff and flares, but the program selected is Delta and it hasn't changed from that because CMS doesn't have a goddamn clue what's shooting at you, it's the MWS system that's picked up the launch instead. So you die a horrible fiery death due to a lack of a proper countermeasure release. Since I have started to use the Manual mode in Charlie by default, I have survived these surprise IR threat attacks MUCH better.
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He is specifically asking for A-10C I think, and I'm pretty sure he asking against ground targets as well. But yes, if you want to fly the A-10 like a fighter and light yourself up like a Christmas tree on radar with ECM, you can totally do that as it is modeled for AA purposes like all FC3 aircraft.